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trunk/bin/Release/FramesetViewer.exe
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trunk/bin/Release/FramesetViewer.exe
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trunk/bin/Release/Icarus.Animation.dll
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trunk/bin/Release/Icarus.Input.dll
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trunk/bin/Release/Icarus.Input.dll
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trunk/bin/Release/Icarus.LUCIE.dll
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trunk/bin/Release/Icarus.LUCIE.dll
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trunk/bin/Release/Icarus.Logic.dll
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trunk/bin/Release/Icarus.Logic.dll
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trunk/bin/Release/Icarus.Renderer.dll
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trunk/bin/Release/Icarus.Renderer.dll
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trunk/bin/Release/Icarus.Resources.dll
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trunk/bin/Release/Icarus.Resources.dll
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trunk/bin/Release/Icarus.Scripting.dll
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trunk/bin/Release/Icarus.Scripting.dll
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trunk/bin/Release/Icarus.SoundEngine.dll
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trunk/bin/Release/Icarus.SoundEngine.dll
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trunk/bin/Release/Icarus.Utilities.dll
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trunk/bin/Release/Icarus.Utilities.dll
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trunk/bin/Release/Input.xml
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trunk/bin/Release/Input.xml
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@@ -0,0 +1,632 @@
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||||
<?xml version="1.0"?>
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||||
<doc>
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||||
<assembly>
|
||||
<name>Icarus.Input</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<member name="T:Icarus.Input.ButtonEvents.ButtonPressEvent">
|
||||
<summary>
|
||||
Stores event information for when a button is pressed on a device.
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||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.ButtonEvents.ButtonPressEvent.buttonName">
|
||||
<summary>
|
||||
Name of the button or key that was pressed.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.ButtonEvents.ButtonPressEvent.buttonPressed">
|
||||
<summary>
|
||||
Initial button state for when a button or key has been pressed.
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||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.ButtonEvents.ButtonPressEvent.buttonDown">
|
||||
<summary>
|
||||
Button state for when a button has been depressed and held down.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.ButtonEvents.ButtonPressEvent.buttonReleased">
|
||||
<summary>
|
||||
Final button state for when a button has been released.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.ButtonEvents.ButtonPressEvent.ToString">
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||||
<summary>
|
||||
Overridden string representation of this object.
|
||||
</summary>
|
||||
<returns>String representation of this object.</returns>
|
||||
</member>
|
||||
<member name="P:Icarus.Input.ButtonEvents.ButtonPressEvent.Name">
|
||||
<summary>
|
||||
The name of the button or key that was pressed.
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||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Input.ButtonEvents.ButtonPressEvent.Pressed">
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||||
<summary>
|
||||
Whether or not the button or key was just pressed.
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||||
</summary>
|
||||
</member>
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||||
<member name="P:Icarus.Input.ButtonEvents.ButtonPressEvent.Down">
|
||||
<summary>
|
||||
Whether or not the button or key is being held down.
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||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Input.ButtonEvents.ButtonPressEvent.Released">
|
||||
<summary>
|
||||
Whether or not the button or key was just released.
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||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Input.ButtonEvents.JoystickButtonPressEvent">
|
||||
<summary>
|
||||
Stores event information for when a button is pressed on a joystick.
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||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.ButtonEvents.JoystickButtonPressEvent.#ctor(System.String,System.Boolean,System.Boolean,System.Boolean)">
|
||||
<summary>
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||||
Creates a new JoystickButtonPressEvent.
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||||
</summary>
|
||||
<param name="name">Name of the joystick button that was pressed.</param>
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||||
<param name="pressed">Whether or not this button was just pressed.</param>
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||||
<param name="down">Whether or not this button is being held down.</param>
|
||||
<param name="released">Whether or not this button was just released.</param>
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||||
</member>
|
||||
<member name="T:Icarus.Input.ButtonEvents.KeyboardButtonPressEvent">
|
||||
<summary>
|
||||
Stores event information for when a key is pressed on a keyboard.
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||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.ButtonEvents.KeyboardButtonPressEvent.#ctor(System.String,System.Boolean,System.Boolean,System.Boolean)">
|
||||
<summary>
|
||||
Creates a new KeyboardButtonPressEvent.
|
||||
</summary>
|
||||
<param name="name">Name of the keyboard key that was pressed.</param>
|
||||
<param name="pressed">Whether or not this key was just pressed.</param>
|
||||
<param name="down">Whether or not this key is being held down.</param>
|
||||
<param name="released">Whether or not this key was just released.</param>
|
||||
</member>
|
||||
<member name="T:Icarus.Input.ButtonEvents.MouseButtonPressEvent">
|
||||
<summary>
|
||||
Stores event information for when a button is pressed on a mouse.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.ButtonEvents.MouseButtonPressEvent.#ctor(System.String,System.Boolean,System.Boolean,System.Boolean)">
|
||||
<summary>
|
||||
Creates a new MouseButtonPressEvent.
|
||||
</summary>
|
||||
<param name="name">Name of the mouse button that was pressed.</param>
|
||||
<param name="pressed">Whether or not this button was just pressed.</param>
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||||
<param name="down">Whether or not this button is being held down.</param>
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||||
<param name="released">Whether or not this button was just released.</param>
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||||
</member>
|
||||
<member name="T:Icarus.Input.MovementEvents.JoystickMovementEvent">
|
||||
<summary>
|
||||
Stores event information for when a joystick is moved.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Input.MovementEvents.MovementEvent">
|
||||
<summary>
|
||||
Stores event information for when a device is moved.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.MovementEvents.MovementEvent.deltaX">
|
||||
<summary>
|
||||
The change incurred in the x-direction by the device.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.MovementEvents.MovementEvent.deltaY">
|
||||
<summary>
|
||||
The change incurred in the y-direction by the device.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.MovementEvents.MovementEvent.deltaZ">
|
||||
<summary>
|
||||
The change incurred in the z-direction by the device.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.MovementEvents.MovementEvent.ToString">
|
||||
<summary>
|
||||
Overridden string representation of this object.
|
||||
</summary>
|
||||
<returns>String representation of this object.</returns>
|
||||
</member>
|
||||
<member name="P:Icarus.Input.MovementEvents.MovementEvent.DX">
|
||||
<summary>
|
||||
Delta X. The change in the x-coordinate of the device.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Input.MovementEvents.MovementEvent.DY">
|
||||
<summary>
|
||||
Delta Y. The change in the y-coordinate of the device.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Input.MovementEvents.MovementEvent.DZ">
|
||||
<summary>
|
||||
Delta Z. The change in the z-coordinate of the device.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.MovementEvents.JoystickMovementEvent.#ctor(System.Int32,System.Int32,System.Int32)">
|
||||
<summary>
|
||||
Creates a new JoystickMovementEvent.
|
||||
</summary>
|
||||
<param name="dx">Change in the x-coordinate.</param>
|
||||
<param name="dy">Change in the y-coordinate.</param>
|
||||
<param name="dz">Change in the z-coordinate.</param>
|
||||
</member>
|
||||
<member name="T:Icarus.Input.MovementEvents.MouseMovementEvent">
|
||||
<summary>
|
||||
Stores event information for when the mouse is moved.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.MovementEvents.MouseMovementEvent.#ctor(System.Int32,System.Int32,System.Int32)">
|
||||
<summary>
|
||||
Creates a new MouseMovementEvent.
|
||||
</summary>
|
||||
<param name="dx">Change in the x-coordinate.</param>
|
||||
<param name="dy">Change in the y-coordinate.</param>
|
||||
<param name="dz">Change in the z-coordinate.</param>
|
||||
</member>
|
||||
<member name="T:Icarus.Input.BoundAction">
|
||||
<summary>
|
||||
BoundAction is an action associated with a given
|
||||
key or button on an input device.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.BoundAction.keyname">
|
||||
<summary>
|
||||
Name of the button or key this bound action will be applied to.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.BoundAction.action">
|
||||
<summary>
|
||||
The action to be done when the button or key is pressed.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.BoundAction.#ctor(System.String,System.String)">
|
||||
<summary>
|
||||
Constructor for a BoundAction.
|
||||
</summary>
|
||||
<param name="name">Name of the button or key to be mapped.</param>
|
||||
<param name="boundAction">Action to be assigned to the given key.</param>
|
||||
</member>
|
||||
<member name="P:Icarus.Input.BoundAction.gs_keyname">
|
||||
<summary>
|
||||
Accessor for keyname.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Input.BoundAction.gs_action">
|
||||
<summary>
|
||||
Accessor/Modifer for action.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Input.InputEngine">
|
||||
<summary>
|
||||
Summary description for UserInputEngine.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.InputEngine.settings">
|
||||
<summary>
|
||||
General settings for the Input Engine.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.InputEngine.controller">
|
||||
<summary>
|
||||
Control Form for devices to be attached to.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.InputEngine.keyboard">
|
||||
<summary>
|
||||
Keyboard input device.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.InputEngine.mouse">
|
||||
<summary>
|
||||
Mouse input device.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.InputEngine.joystick">
|
||||
<summary>
|
||||
Joystick Input device.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.InputEngine.keyboardEventQueue">
|
||||
<summary>
|
||||
Queue of keyboard events that have yet been processed by the system.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.InputEngine.mouseEventQueue">
|
||||
<summary>
|
||||
Queue of mouse events that have yet been processed by the system.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.InputEngine.joystickEventQueue">
|
||||
<summary>
|
||||
Queue of joystick events that have yet been processed by the system.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.InputEngine.boundKeys">
|
||||
<summary>
|
||||
Array list of all key bindings for the keyboard.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.InputEngine.boundMouseButtons">
|
||||
<summary>
|
||||
Array list of all button bindings for the mouse.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.InputEngine.boundJoystickButtons">
|
||||
<summary>
|
||||
Array list of all button bindings for the joystick.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.InputEngine.listenLoopThread">
|
||||
<summary>
|
||||
Thread that constantly polls for input received.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.InputEngine.sorter">
|
||||
<summary>
|
||||
Sorts and creates button and movement events and stores them in a queue.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.InputEngine.instance">
|
||||
<summary>
|
||||
The singleton class instance of this class.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.#ctor">
|
||||
<summary>
|
||||
Private singleton constructor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.Initialize(System.Windows.Forms.Control)">
|
||||
<summary>
|
||||
Initializes and configures the devices, based on the given Controller.
|
||||
</summary>
|
||||
<param name="owner">The Controller Form that owns these devices.</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.InitDevices">
|
||||
<summary>
|
||||
Initializes the devices from the system.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.ConfigureDevices">
|
||||
<summary>
|
||||
Configures and acquires the devices for use.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.UpdateDevices">
|
||||
<summary>
|
||||
Updates all devices.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.UpdateKeyboard">
|
||||
<summary>
|
||||
Updates the keyboard event queue based on the actual input to the keyboard.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.UpdateMouse">
|
||||
<summary>
|
||||
Updates the mouse event queue based on the actual input to the mouse.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.UpdateJoystick">
|
||||
<summary>
|
||||
Updates the joystick event queue based on the actual input to the joystick.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.bindKey(System.String,System.String)">
|
||||
<summary>
|
||||
Binds an action to a keyboard key.
|
||||
</summary>
|
||||
<param name="name">Name of the key.</param>
|
||||
<param name="action">Name of the action.</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.bindMouseButton(System.String,System.String)">
|
||||
<summary>
|
||||
Binds an action to a mouse button.
|
||||
</summary>
|
||||
<param name="name">Name of the button.</param>
|
||||
<param name="action">Name of the action.</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.bindJoystickButton(System.String,System.String)">
|
||||
<summary>
|
||||
Binds an action to a joystick button.
|
||||
</summary>
|
||||
<param name="name">Name of the button.</param>
|
||||
<param name="action">Name of the action.</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.makeBinding(System.String,System.String,System.Collections.ArrayList)">
|
||||
<summary>
|
||||
Adds a BoundAction of the given name and action to the given bindingList.
|
||||
</summary>
|
||||
<param name="name">Name of the key/button.</param>
|
||||
<param name="action">Name of the action.</param>
|
||||
<param name="bindingList">List of BoundActions to be added to.</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.getKeyAction(System.String)">
|
||||
<summary>
|
||||
Gets the action bound to the specified keyboard key.
|
||||
</summary>
|
||||
<param name="name">Key to get action for.</param>
|
||||
<returns>The action for the key.</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.getKeyAction">
|
||||
<summary>
|
||||
Gets the action bound to the specified keyboard key.
|
||||
</summary>
|
||||
<returns>The action for the key.</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.getMouseButtonAction(System.String)">
|
||||
<summary>
|
||||
Gets the action bound to the specified mouse button.
|
||||
</summary>
|
||||
<param name="name">Button to get action for.</param>
|
||||
<returns>The action for the button.</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.getMouseButtonAction">
|
||||
<summary>
|
||||
Gets the action bound to the specified mouse button.
|
||||
</summary>
|
||||
<returns>The action for the button.</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.getJoystickButtonAction(System.String)">
|
||||
<summary>
|
||||
Gets the action bound to the specified joystick button.
|
||||
</summary>
|
||||
<param name="name">Button to get action for.</param>
|
||||
<returns>The action for the button.</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.getJoystickButtonAction">
|
||||
<summary>
|
||||
Gets the action bound to the specified joystick button.
|
||||
</summary>
|
||||
<returns>The action for the button.</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.getCurrentButtonAction">
|
||||
<summary>
|
||||
Returns the current action.
|
||||
If several input devices are invoked at the same time,
|
||||
first joystick will be chosen, then mouse, then keyboard.
|
||||
</summary>
|
||||
<returns>String value of the action to be performed.</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.getAction(System.String,System.Collections.ArrayList)">
|
||||
<summary>
|
||||
Gets the action bound to the key/button in the given list of BoundActions.
|
||||
</summary>
|
||||
<param name="name">The key/button to get the action for.</param>
|
||||
<param name="bindingList">List of BoundActions to search in.</param>
|
||||
<returns>The action for the key/button.</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.StartListening">
|
||||
<summary>
|
||||
Starts the thread looping and polling for new input on devices.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.StopListening">
|
||||
<summary>
|
||||
Stops the thread from looping and polling for new input on devices
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputEngine.LoopAndListen">
|
||||
<summary>
|
||||
Continually updates input information from all devices.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Input.InputEngine.Instance">
|
||||
<summary>
|
||||
Accessor/Modifier for the singleton class instance.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Input.InputEngine.KeyboardEventQueue">
|
||||
<summary>
|
||||
The current queue of inputs from the keyboard.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Input.InputEngine.MouseEventQueue">
|
||||
<summary>
|
||||
The current queue of inputs from the mouse.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Input.InputEngine.JoystickEventQueue">
|
||||
<summary>
|
||||
The current queue of inputs from the joystick.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Input.InputSettings">
|
||||
<summary>
|
||||
I am a singleton which can be used to retrieve Input Engine settings.
|
||||
Members are straightforward to access.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.InputSettings.instance">
|
||||
<summary>
|
||||
Singleton instance.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.InputSettings.maxKeyboardEvents">
|
||||
<summary>
|
||||
Maximum length of keyboard event queue before input loss is incurred.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.InputSettings.maxMouseEvents">
|
||||
<summary>
|
||||
Maximum length of mouse event queue before input loss is incurred.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.InputSettings.maxJoystickEvents">
|
||||
<summary>
|
||||
Maximum length of joystick event queue before input loss is incurred.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.InputSettings.loopIntervalTime">
|
||||
<summary>
|
||||
Time the thread takes between each update of devices.
|
||||
Missed input can occur if value is set too high, Performance is lowered if value is too low.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputSettings.#ctor">
|
||||
<summary>
|
||||
Initializes the Input Settings to the default values for the Game Engine.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputSettings.#ctor(System.String)">
|
||||
<summary>
|
||||
Load the Input Settings from fileName.
|
||||
Loads defaults then overwrites them with values in File.
|
||||
</summary>
|
||||
<param name="fileName">Name of File to load</param>
|
||||
</member>
|
||||
<member name="P:Icarus.Input.InputSettings.Instance">
|
||||
<summary>
|
||||
Accessor/Modifier for singleton instance.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Input.InputSettings.MaxKeyboardEvents">
|
||||
<summary>
|
||||
This sets and accesses the GLOBAL maximum number of keyboard events that are queued.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Input.InputSettings.MaxMouseEvents">
|
||||
<summary>
|
||||
This sets and accesses the GLOBAL maximum number of mouse events that are queued.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Input.InputSettings.MaxJoystickEvents">
|
||||
<summary>
|
||||
This sets and accesses the GLOBAL maximum number of joystick events that are queued.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Input.InputSettings.LoopIntervalTime">
|
||||
<summary>
|
||||
This sets and accesses the GLOBAL time interval between input intervals.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Input.InputTester">
|
||||
<summary>
|
||||
Summary description for InputTester.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.InputTester.engine">
|
||||
<summary>
|
||||
The singleton input engine.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.InputTester.listenLoopThread">
|
||||
<summary>
|
||||
Thread that constantly polls for input received.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputTester.Main">
|
||||
<summary>
|
||||
Executes this tester form.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputTester.#ctor">
|
||||
<summary>
|
||||
Constructor for this Tester Form.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputTester.fillComboBox(System.Windows.Forms.ComboBox)">
|
||||
<summary>
|
||||
Adds various test commands to be bound for testing.
|
||||
</summary>
|
||||
<param name="cBox">The comboBox to add these commands to.</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputTester.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputTester.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputTester.LoopAndListen">
|
||||
<summary>
|
||||
Method executed by the thread, that loops forever
|
||||
polling the InputEngine for any input received.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputTester.stopListening">
|
||||
<summary>
|
||||
Stop the thread from looping and polling the InputEngine.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.InputTester.startListening">
|
||||
<summary>
|
||||
Starts the thread looping and polling the InputEngine.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Input.QueueEventSorter">
|
||||
<summary>
|
||||
Sorts and adds button and movement events to event queues.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.QueueEventSorter.currentKeyboardDownList">
|
||||
<summary>
|
||||
List of current keyboard keys that are being held down.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.QueueEventSorter.currentMouseDownList">
|
||||
<summary>
|
||||
List of current mouse buttons that are being held down.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Input.QueueEventSorter.currentJoystickDownList">
|
||||
<summary>
|
||||
List of current joystick buttons that are being held down.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.QueueEventSorter.AddKeyboardEvents(System.Collections.ArrayList,Microsoft.DirectX.DirectInput.Key[])">
|
||||
<summary>
|
||||
Takes in a list of new events and determines the current states of each
|
||||
and adds them to the current queue.
|
||||
</summary>
|
||||
<param name="queue">Current keyboard queue to add new events to.</param>
|
||||
<param name="events">List of new events to sort and add.</param>
|
||||
<returns>The updated current keyboard event queue.</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.QueueEventSorter.AddMouseEvents(System.Collections.ArrayList,System.Byte[])">
|
||||
<summary>
|
||||
Takes in a list of new events and determines the current states of each
|
||||
and adds them to the current queue.
|
||||
</summary>
|
||||
<param name="queue">Current mouse queue to add new events to.</param>
|
||||
<param name="events">List of new events to sort and add.</param>
|
||||
<returns>The updated current mouse event queue.</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.QueueEventSorter.AddJoystickEvents(System.Collections.ArrayList,System.Byte[])">
|
||||
<summary>
|
||||
Takes in a list of new events and determines the current states of each
|
||||
and adds them to the current queue.
|
||||
</summary>
|
||||
<param name="queue">Current joystick queue to add new events to.</param>
|
||||
<param name="events">List of new events to sort and add.</param>
|
||||
<returns>The updated current joystick event queue.</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.QueueEventSorter.AddMouseMovementEvent(System.Collections.ArrayList,System.Int32,System.Int32,System.Int32)">
|
||||
<summary>
|
||||
Takes in assorted movement readings from the mouse to create a new event
|
||||
and add it to the current queue.
|
||||
</summary>
|
||||
<param name="queue">Current mouse queue to add new event to.</param>
|
||||
<param name="dx">Change in x-coordinate.</param>
|
||||
<param name="dy">Change in y-coordinate.</param>
|
||||
<param name="dz">Change in z-coordinate.</param>
|
||||
<returns>The updated current mouse event queue.</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Input.QueueEventSorter.AddJoystickMovementEvent(System.Collections.ArrayList,System.Int32,System.Int32,System.Int32)">
|
||||
<summary>
|
||||
Takes in assorted movement readings from the joystick to create a new event
|
||||
and add it to the current queue.
|
||||
</summary>
|
||||
<param name="queue">Current joystick queue to add new event to.</param>
|
||||
<param name="dx">Change in x-coordinate.</param>
|
||||
<param name="dy">Change in y-coordinate.</param>
|
||||
<param name="dz">Change in z-coordinate.</param>
|
||||
<returns>The updated current joystick event queue.</returns>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
||||
2799
trunk/bin/Release/Logic.xml
Normal file
2799
trunk/bin/Release/Logic.xml
Normal file
File diff suppressed because it is too large
Load Diff
8
trunk/bin/Release/PostBuildEvent.bat
Normal file
8
trunk/bin/Release/PostBuildEvent.bat
Normal file
@@ -0,0 +1,8 @@
|
||||
@echo off
|
||||
xcopy "D:\School Shit\08 - 2005 - Fall\TuxHunter\stable\v 1.0.gold\config.icfg" "D:\School Shit\08 - 2005 - Fall\TuxHunter\stable\v 1.0.gold\bin\Release\" /Y
|
||||
if errorlevel 1 goto CSharpReportError
|
||||
goto CSharpEnd
|
||||
:CSharpReportError
|
||||
echo Project error: A tool returned an error code from the build event
|
||||
exit 1
|
||||
:CSharpEnd
|
||||
515
trunk/bin/Release/Renderer.xml
Normal file
515
trunk/bin/Release/Renderer.xml
Normal file
@@ -0,0 +1,515 @@
|
||||
<?xml version="1.0"?>
|
||||
<doc>
|
||||
<assembly>
|
||||
<name>Icarus.Renderer</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<member name="T:Icarus.Renderer.Animation.D3DAnimationFactory">
|
||||
<summary>
|
||||
Allows rendering in D3D.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Renderer.Animation.D3DFrame">
|
||||
<summary>
|
||||
This is a single animation frame that is stored in such a format as
|
||||
to allow easy rendering with DirectX. If the bitmap passed in is larger than the maximum allowed texture size, the frame will be composited out of multiple pieces.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Renderer.Animation.D3DFrame.m_Textures">
|
||||
<summary>
|
||||
The textures that make up this frame.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.Animation.D3DFrame.initializeFromBitmap(System.Drawing.Bitmap)">
|
||||
<summary>
|
||||
Creates a texture from the frame.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.Animation.D3DFrame.getFrameImage">
|
||||
<summary>
|
||||
Returns null, because we shouldn't be saving D3D frames to files.
|
||||
</summary>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.Animation.D3DFrame.Render(System.Drawing.Rectangle,Icarus.Graphics.Animation.IRenderParameters)">
|
||||
<summary>
|
||||
Renders this frame into a sprite.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Renderer.Animation.D3DRenderParameters">
|
||||
<summary>
|
||||
The render parameters for drawing in Direct3D.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Renderer.Animation.D3DRenderParameters.m_TargetSprite">
|
||||
<summary>
|
||||
The sprite to which we would like to render stuff.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.Animation.D3DRenderParameters.#ctor(Microsoft.DirectX.Direct3D.Sprite)">
|
||||
<summary>
|
||||
Initializes the rendering parameters.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Renderer.Animation.D3DRenderParameters.TargetSprite">
|
||||
<summary>
|
||||
Gets the sprite that we would like to render stuff to.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Renderer.Animation.D3DText">
|
||||
<summary>
|
||||
Text implementation for directx.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Renderer.Animation.D3DText.mFont">
|
||||
<summary>
|
||||
The directx font corresponding to the system font we are using.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Renderer.Animation.DDFrame">
|
||||
<summary>
|
||||
This is a frame that utilizes DirectDraw for rendering stuff.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.Animation.DDFrame.initializeFromBitmap(System.Drawing.Bitmap)">
|
||||
<summary>
|
||||
Initialize the frame from a Bitmap
|
||||
</summary>
|
||||
<param name="image">The image to load</param>
|
||||
<returns>true</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.Animation.DDFrame.getFrameImage">
|
||||
<summary>
|
||||
Return the Frame Image as a Bitmap
|
||||
</summary>
|
||||
<returns>The Frame Image</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.Animation.DDFrame.Render(System.Drawing.Rectangle,Icarus.Graphics.Animation.IRenderParameters)">
|
||||
<summary>
|
||||
Renders this frame into a sprite.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Renderer.Animation.DDRenderParameters">
|
||||
<summary>
|
||||
Render parameters for drawing onto a direct draw surface.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Renderer.Animation.DDRenderParameters.m_Surface">
|
||||
<summary>
|
||||
The surface onto which we will be rendering stuff.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.Animation.DDRenderParameters.#ctor(Microsoft.DirectX.Direct3D.Surface)">
|
||||
<summary>
|
||||
Initializes the render parameters.
|
||||
</summary>
|
||||
<param name="s">The target surface.</param>
|
||||
</member>
|
||||
<member name="P:Icarus.Renderer.Animation.DDRenderParameters.TargetSurface">
|
||||
<summary>
|
||||
Returns the surface onto which we want to draw stuff.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Renderer.RenderFunction">
|
||||
<summary>
|
||||
This is the delegate that can be used to render something.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Renderer.D3DGameWindow">
|
||||
<summary>
|
||||
This is a DirectX implementation of the game window.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Renderer.GameWindow">
|
||||
<summary>
|
||||
This is an abstract game window, which can be extended either to use DirectX or GDI for rendering the content.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Renderer.GameWindow.m_WindowSize">
|
||||
<summary>
|
||||
The size of the window.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Renderer.GameWindow.m_Windowed">
|
||||
<summary>
|
||||
Whether we are operating in fullscreen or windowed mode.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Renderer.GameWindow.m_CapFrameRate">
|
||||
<summary>
|
||||
Whether or not we would like to cap the frame rate.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Renderer.GameWindow.m_FramesPerSecond">
|
||||
<summary>
|
||||
How many frames per second should we render if we are capping the frame rate?
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Renderer.GameWindow.m_FrameDelay">
|
||||
<summary>
|
||||
The delay, in milliseconds, between frames.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Renderer.GameWindow.m_TimeToDie">
|
||||
<summary>
|
||||
This will be set to true when we are trying to kill the window, so that the rendering thread has a chance to quit gracefully.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Renderer.GameWindow.m_GraphicsUpdateThread">
|
||||
<summary>
|
||||
The thread that updates the game graphics.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.GameWindow.#ctor">
|
||||
<summary>
|
||||
Creates a new window with default parameters.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.GameWindow.#ctor(System.String)">
|
||||
<summary>
|
||||
Creates a new window with the specified title and other parameters - default.
|
||||
</summary>
|
||||
<param name="title">The title of the window</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.GameWindow.#ctor(System.String,System.Boolean)">
|
||||
<summary>
|
||||
Creates a new window.
|
||||
</summary>
|
||||
<param name="title">The title of the window</param>
|
||||
<param name="windowed">True if we want to run in windowed mode, and false if we want to run in fullscreen mode</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.GameWindow.#ctor(System.String,System.Boolean,System.Drawing.Size)">
|
||||
<summary>
|
||||
Creates a new window.
|
||||
</summary>
|
||||
<param name="title">The title of the window</param>
|
||||
<param name="windowed">True if we want to run in windowed mode, and false if we want to run in fullscreen mode</param>
|
||||
<param name="initialSize">The initial size of the window</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.GameWindow.OnClosing(System.ComponentModel.CancelEventArgs)">
|
||||
<summary>
|
||||
Destroy data in use due to Closing Event
|
||||
</summary>
|
||||
<param name="e">Arguments from the Event</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.GameWindow.OnVisibleChanged(System.EventArgs)">
|
||||
<summary>
|
||||
Take action due to change in Visibility
|
||||
</summary>
|
||||
<param name="e">Arguments from the Event</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.GameWindow.OnResize(System.EventArgs)">
|
||||
<summary>
|
||||
Taje action due to Window resize
|
||||
</summary>
|
||||
<param name="e">Arguments from the Event</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.GameWindow.goWindowed">
|
||||
<summary>
|
||||
Performs whatever functionality needs to be done to go windowed.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.GameWindow.goFullscreen">
|
||||
<summary>
|
||||
Performs whatever functionality needs to be done to go full-screen.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.GameWindow.RenderFunction">
|
||||
<summary>
|
||||
This is the function run by the
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.GameWindow.SpecialInitialize">
|
||||
<summary>
|
||||
This function will be called when all the constructor chains are through, and will finish up the initializations.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.GameWindow.SpecialGoWindowed">
|
||||
<summary>
|
||||
This function should be overridden in the specific implementation of the window to figure out what special things need to be done when we go windowed.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.GameWindow.SpecialGoFullscreen">
|
||||
<summary>
|
||||
This function should be overridden in the specific implementation of the window to figure out what special things need to be done when we go full-screen.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.GameWindow.UpdateWindow">
|
||||
<summary>
|
||||
This function will be called at every frame.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Renderer.GameWindow.DefaultWindowSize">
|
||||
<summary>
|
||||
The default size of the game window.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Renderer.GameWindow.WindowTitle">
|
||||
<summary>
|
||||
Gets or sets the title of the window, which will be used when in windowed mode, and also will be displayed in the task bar when the game is minimized.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Renderer.GameWindow.WindowSize">
|
||||
<summary>
|
||||
Gets or sets the size of the window.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Renderer.GameWindow.Windowed">
|
||||
<summary>
|
||||
Gets or sets the windowed mode operation.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Renderer.GameWindow.CapFrameRate">
|
||||
<summary>
|
||||
Gets or sets whether or not we would like to cap the frame rate.
|
||||
</summary>
|
||||
<remarks>
|
||||
If this is set to false, then we will update the screen as fast as possible. Otherwise, we will update the screen at most as fast as the FrameRate property says. The value is true by default.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="P:Icarus.Renderer.GameWindow.FrameRate">
|
||||
<summary>
|
||||
Gets or sets how many frames per second we should strive to render.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.D3DGameWindow.#ctor">
|
||||
<summary>
|
||||
Creates a new window with default parameters.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.D3DGameWindow.#ctor(System.String)">
|
||||
<summary>
|
||||
Creates a new window with the specified title and other parameters - default.
|
||||
</summary>
|
||||
<param name="title">The title of the window</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.D3DGameWindow.#ctor(System.String,System.Boolean)">
|
||||
<summary>
|
||||
Creates a new window.
|
||||
</summary>
|
||||
<param name="title">The title of the window</param>
|
||||
<param name="windowed">True if we want to run in windowed mode, and false if we want to run in fullscreen mode</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.D3DGameWindow.#ctor(System.String,System.Boolean,System.Drawing.Size)">
|
||||
<summary>
|
||||
Creates a new window.
|
||||
</summary>
|
||||
<param name="title">The title of the window</param>
|
||||
<param name="windowed">True if we want to run in windowed mode, and false if we want to run in fullscreen mode</param>
|
||||
<param name="initialSize">The initial size of the window</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.D3DGameWindow.CancelResize(System.Object,System.ComponentModel.CancelEventArgs)">
|
||||
<summary>
|
||||
CancelResize - This is an event handler used to turn off the automatic
|
||||
resize handling that Managed D3D does behind the scenes
|
||||
</summary>
|
||||
<param name="sender">not used</param>
|
||||
<param name="e">not used</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.D3DGameWindow.OnDeviceLost(System.Object,System.EventArgs)">
|
||||
<summary>
|
||||
OnDeviceLost - The device has been lost. Some resources will need
|
||||
to be freed to allow the device to be Reset.
|
||||
</summary>
|
||||
<param name="sender">not used</param>
|
||||
<param name="e">not used</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.D3DGameWindow.OnDeviceReset(System.Object,System.EventArgs)">
|
||||
<summary>
|
||||
OnDeviceReset - The device has been successfully Reset.
|
||||
Settings lost by the Reset should be set here and any resources
|
||||
that were freed in OnDeviceLost should be reallocated.
|
||||
</summary>
|
||||
<param name="sender">not used</param>
|
||||
<param name="e">not used</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.D3DGameWindow.SpecialInitialize">
|
||||
<summary>
|
||||
This function will be called when all the constructor chains are through, and will finish up the initializations.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.D3DGameWindow.SpecialGoWindowed">
|
||||
<summary>
|
||||
This function should be overridden in the specific implementation of the window to figure out what special things need to be done when we go windowed.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.D3DGameWindow.SpecialGoFullscreen">
|
||||
<summary>
|
||||
This function should be overridden in the specific implementation of the window to figure out what special things need to be done when we go full-screen.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.D3DGameWindow.UpdateWindow">
|
||||
<summary>
|
||||
This function will be called at every frame.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Renderer.D3DGameWindow.mRenderer">
|
||||
<summary>
|
||||
The function used to render stuff.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.D3DGameWindow.Render">
|
||||
<summary>
|
||||
Render the scene to screen
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Renderer.D3DGameWindow.RenderCallback">
|
||||
<summary>
|
||||
The function to render stuff.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Renderer.Direct3DSettings">
|
||||
<summary>
|
||||
Summary description for Direct3DSettings.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Renderer.Direct3DSettings.mg_Instance">
|
||||
<summary>
|
||||
Singleton Implementation.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.Direct3DSettings.#ctor">
|
||||
<summary>
|
||||
Singleton Implementation.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Renderer.Direct3DSettings.mRenderCollisionBoxes">
|
||||
<summary>
|
||||
Should we render collision boxes.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Renderer.Direct3DSettings.m_RenderingDevice">
|
||||
<summary>
|
||||
This is the virtual device through which we will be doing the rendering.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Renderer.Direct3DSettings.m_WindowedMode">
|
||||
<summary>
|
||||
Whether we are operating in fullscreen or windowed mode.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Renderer.Direct3DSettings.m_AnimationDelay">
|
||||
<summary>
|
||||
How many frames do we skip between animation frames. 1 means at every graphics updated, we go to the next animation frame.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Renderer.Direct3DSettings.mScrollMargin">
|
||||
<summary>
|
||||
The scroll margin. See field description for more.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Renderer.Direct3DSettings.mParentWindow">
|
||||
<summary>
|
||||
This is the control that we will be rendering to.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.Direct3DSettings.ResetDevice">
|
||||
<summary>
|
||||
Resets the device.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.Direct3DSettings.UpdateWindowedMode(System.Boolean)">
|
||||
<summary>
|
||||
Updates the windowed mode.
|
||||
</summary>
|
||||
<param name="v">The new value of the windowed mode.</param>
|
||||
</member>
|
||||
<member name="F:Icarus.Renderer.Direct3DSettings.m_PresentationParameters">
|
||||
<summary>
|
||||
The presentation parameters for the rendering device.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.Direct3DSettings.InitializePresentationParameters">
|
||||
<summary>
|
||||
Initializes the presentation parameters.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.Direct3DSettings.InitializeFor(Icarus.Renderer.D3DGameWindow)">
|
||||
<summary>
|
||||
Initializes a rendering device to display contents in the control passed in.
|
||||
</summary>
|
||||
<param name="renderWindow">
|
||||
This is the control where the stuff rendered to the device will be redirected.
|
||||
</param>
|
||||
</member>
|
||||
<member name="P:Icarus.Renderer.Direct3DSettings.Instance">
|
||||
<summary>
|
||||
Singleton Implementation.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Renderer.Direct3DSettings.RenderCollisionBoxes">
|
||||
<summary>
|
||||
Gets or sets whether we should render collision boxes.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Renderer.Direct3DSettings.RenderingDevice">
|
||||
<summary>
|
||||
Gets the device through which we will be doing the rendering.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Renderer.Direct3DSettings.TextureUsage">
|
||||
<summary>
|
||||
Returns the intended usage of textures when rendering.
|
||||
</summary>
|
||||
<remarks>
|
||||
Ok, this bit is kinda funky. DirectX documentation says that when we create a texture, it's Usage parameter should match the corresponding device's CreateFlags. So when we get around to actually creating devices, it'll probably be a good idea to fill this function in.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="P:Icarus.Renderer.Direct3DSettings.WindowedMode">
|
||||
<summary>
|
||||
Gets or sets whether we are operating in fullscreen or windowed mode.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Renderer.Direct3DSettings.AnimationDelay">
|
||||
<summary>
|
||||
How many frames do we skip between animation frames. 1 means at every graphics updated, we go to the next animation frame.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Renderer.Direct3DSettings.ScrollMargin">
|
||||
<summary>
|
||||
Gets or sets the scroll margin. If the player character comes to within this many pixels of any edge of the screen, the view will be recentered on him.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Renderer.Direct3DSettings.MaximumTextureSize">
|
||||
<summary>
|
||||
Returns the maximum texture size allowed by the device.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Renderer.Direct3DSettings.ParentWindow">
|
||||
<summary>
|
||||
Gets the control that we are rendering to.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Renderer.ViewRenderer">
|
||||
<summary>
|
||||
This is the class that actually renders stuff.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.ViewRenderer.#ctor">
|
||||
<summary>
|
||||
Initializes the view renderer.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.ViewRenderer.WorldToScreen(Icarus.Logic.Physics.Point,Icarus.Logic.Stage)">
|
||||
<summary>
|
||||
Returns the point on the screen corresponding to the point p in the stage s.
|
||||
</summary>
|
||||
<param name="p"></param>
|
||||
<param name="s"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.ViewRenderer.renderAnimation(System.Drawing.Point,Icarus.Graphics.Animation.IRenderParameters,Icarus.Graphics.Animation.FramesetAnimation)">
|
||||
<summary>
|
||||
Renders the animation.
|
||||
</summary>
|
||||
<param name="coordinates"></param>
|
||||
<param name="parameters"></param>
|
||||
<param name="anim"></param>
|
||||
</member>
|
||||
<member name="M:Icarus.Renderer.ViewRenderer.Render(Icarus.Logic.Level,Icarus.Graphics.Animation.IRenderParameters)">
|
||||
<summary>
|
||||
Renders a level.
|
||||
</summary>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
||||
207
trunk/bin/Release/Resources.xml
Normal file
207
trunk/bin/Release/Resources.xml
Normal file
@@ -0,0 +1,207 @@
|
||||
<?xml version="1.0"?>
|
||||
<doc>
|
||||
<assembly>
|
||||
<name>Icarus.Resources</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<member name="T:Icarus.Resources.ConfigParser">
|
||||
<summary>
|
||||
The Config Parser will parse a config file of the following format:
|
||||
|
||||
# This is a comment
|
||||
variable: value
|
||||
variable: value
|
||||
variable: value
|
||||
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Resources.ConfigParser.#ctor(System.String)">
|
||||
<summary>
|
||||
Generate a new ConfigParser
|
||||
</summary>
|
||||
<param name="fileName">The configuration file to parse</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Resources.ConfigParser.ParseConfigFile(System.String)">
|
||||
<summary>
|
||||
Parses the configuration file.
|
||||
</summary>
|
||||
<param name="filename"></param>
|
||||
</member>
|
||||
<member name="M:Icarus.Resources.ConfigParser.nextVcombo(System.IO.StreamReader)">
|
||||
<summary>
|
||||
Retrieve the next Vcombo object
|
||||
</summary>
|
||||
<returns>The next Vcombo, null if there is none</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Resources.ConfigParser.nextLine(System.IO.StreamReader)">
|
||||
<summary>
|
||||
Retrieve the next line, automagically skips the comments
|
||||
</summary>
|
||||
<returns>The next non-comment line, null if there is none</returns>
|
||||
</member>
|
||||
<member name="P:Icarus.Resources.ConfigParser.Item(System.String)">
|
||||
<summary>
|
||||
Gets or sets configuration properties.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Resources.ConfigParser.Vcombo">
|
||||
<summary>
|
||||
This stores a variable/value combination as generated by
|
||||
the ConfigParser class.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Resources.ConfigParser.Vcombo.#ctor(System.String,System.String)">
|
||||
<summary>
|
||||
Generate a new Vcombo with fields as defined
|
||||
in the parameter list
|
||||
</summary>
|
||||
<param name="name">The variable name</param>
|
||||
<param name="val">The variable value</param>
|
||||
</member>
|
||||
<member name="P:Icarus.Resources.ConfigParser.Vcombo.Name">
|
||||
<summary>
|
||||
This stores the variable name in string Representaton
|
||||
|
||||
The variable name is everything before the first ":"
|
||||
|
||||
Example:
|
||||
Stinkyness: -50
|
||||
|
||||
Variable is the string "Strinkyness"
|
||||
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Resources.ConfigParser.Vcombo.Value">
|
||||
<summary>
|
||||
The value of the variable in a string Representation
|
||||
|
||||
This contains everything after the first ":" not including
|
||||
whitespace.
|
||||
|
||||
Example:
|
||||
Stinkyness:-50
|
||||
Stinkyness: -50
|
||||
Stinkyness: -50
|
||||
|
||||
All have a value of the string "-50"
|
||||
|
||||
Example:
|
||||
PATH: C:\My Stuff\Video Games\SuperCool
|
||||
|
||||
Has a value of the string: "C:\My Stuff\Video Games\SuperCool"
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Resources.ResourceManager">
|
||||
<summary>
|
||||
The resource manager class gives us a central repository of paths that the application needs to access its assets, like graphics, sounds, etc.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Resources.ResourceManager.mg_Instance">
|
||||
<summary>
|
||||
Singleton Implementation.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Resources.ResourceManager.#ctor">
|
||||
<summary>
|
||||
Singleton Implementation.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Resources.ResourceManager.m_BasePath">
|
||||
<summary>
|
||||
The base path of the application.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Resources.ResourceManager.m_ImageDirName">
|
||||
<summary>
|
||||
The name of the directory, relative to the base path, where the images reside.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Resources.ResourceManager.m_LevelDirName">
|
||||
<summary>
|
||||
The name of the directory, relative to the base path, where the levels reside.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Resources.ResourceManager.m_MusicDirName">
|
||||
<summary>
|
||||
The name of the directory, relative to the base path, where the music resides.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Resources.ResourceManager.m_TextDirName">
|
||||
<summary>
|
||||
The name of the directory, relative to the base path, where the text files reside.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Resources.ResourceManager.m_SoundDirName">
|
||||
<summary>
|
||||
The name of the directory, relative to the base path, where the sound files reside.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Resources.ResourceManager.GetRandomSoundFrom(System.String)">
|
||||
<summary>
|
||||
Gets a random sound from the directory whose id is passed in.
|
||||
</summary>
|
||||
<param name="dirId"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="P:Icarus.Resources.ResourceManager.Instance">
|
||||
<summary>
|
||||
Singleton Implementation.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Resources.ResourceManager.BasePath">
|
||||
<summary>
|
||||
Returns the base path for all the resources. By default, the base path is the directory from which the application is launched.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Resources.ResourceManager.ImageDirName">
|
||||
<summary>
|
||||
Gets or sets the name of the directory, relative to the base path, where the images reside.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Resources.ResourceManager.LevelDirName">
|
||||
<summary>
|
||||
Gets or sets the name of the directory, relative to the base path, where the levels reside.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Resources.ResourceManager.MusicDirName">
|
||||
<summary>
|
||||
Gets or sets the name of the directory, relative to the base path, where the music resides.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Resources.ResourceManager.TextDirName">
|
||||
<summary>
|
||||
Gets or sets the name of the directory, relative to the base path, where the text files reside.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Resources.ResourceManager.SoundDirName">
|
||||
<summary>
|
||||
Gets or sets the name of the directory, relative to the base path, where the sound files reside.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Resources.ResourceManager.ImagePath">
|
||||
<summary>
|
||||
Gets the full path to the image directory.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Resources.ResourceManager.LevelPath">
|
||||
<summary>
|
||||
Gets the full path to the levels directory.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Resources.ResourceManager.MusicPath">
|
||||
<summary>
|
||||
Gets the full path to the music directory.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Resources.ResourceManager.SoundPath">
|
||||
<summary>
|
||||
Gets the full path to the sound directory.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Resources.ResourceManager.TextPath">
|
||||
<summary>
|
||||
Gets the full path to the text directory.
|
||||
</summary>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
||||
BIN
trunk/bin/Release/Runner.exe
Normal file
BIN
trunk/bin/Release/Runner.exe
Normal file
Binary file not shown.
24
trunk/bin/Release/Runner.xml
Normal file
24
trunk/bin/Release/Runner.xml
Normal file
@@ -0,0 +1,24 @@
|
||||
<?xml version="1.0"?>
|
||||
<doc>
|
||||
<assembly>
|
||||
<name>Runner</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<member name="T:Icarus.Runner.IcarusMain">
|
||||
<summary>
|
||||
This is a the main Icarus Runner class.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Runner.IcarusMain.dummyfunc">
|
||||
<summary>
|
||||
This function is here because the compiler is too smart for its own good. If we don't use anything from an assembly, it won't even load it. So we have to do something here to be able to use the assemblies through scripting.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Runner.IcarusMain.Main(System.String[])">
|
||||
<summary>
|
||||
This executes the Icarus Game Engine.
|
||||
</summary>
|
||||
<param name="args">Command Line Parameters</param>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
||||
202
trunk/bin/Release/Scripting.xml
Normal file
202
trunk/bin/Release/Scripting.xml
Normal file
@@ -0,0 +1,202 @@
|
||||
<?xml version="1.0"?>
|
||||
<doc>
|
||||
<assembly>
|
||||
<name>Icarus.Scripting</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<member name="T:Icarus.Scripting.ScriptingConsole">
|
||||
<summary>
|
||||
Summary description for ScriptingConsole.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Scripting.ScriptingConsole.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Scripting.ScriptingConsole.m_ConsoleWriter">
|
||||
<summary>
|
||||
This is a text writer that outputs the stuff to the console textbox.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Scripting.ScriptingConsole.#ctor">
|
||||
<summary>
|
||||
Initialize the Scripting Console
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Scripting.ScriptingConsole.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Scripting.ScriptingConsole.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Scripting.ScriptingConsole.ConsoleWriter">
|
||||
<summary>
|
||||
Gets the console text writer.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Scripting.Language">
|
||||
<summary>
|
||||
Enumerates all the languages that can be used for scripting.
|
||||
</summary>
|
||||
<remarks>
|
||||
If more languages are added here, please modify ScriptingProvider.InitializeCodeCompilerFor function to get the proper compiler for the new language.
|
||||
</remarks>
|
||||
|
||||
</member>
|
||||
<member name="F:Icarus.Scripting.Language.CSharp">
|
||||
<summary>
|
||||
Represents the C# Programming language as being readable by the Scripting Engine
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Scripting.Language.JScript">
|
||||
<summary>
|
||||
Represents the JScript Programming language as being readable by the Scripting Engine
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Scripting.Language.VisualBasic">
|
||||
<summary>
|
||||
Represents the Visual Basic Programming language as being readable by the Scripting Engine
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Scripting.UnknownLanguageException">
|
||||
<summary>
|
||||
This exception is thrown when we get an unknown file extension, or a bad language.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Scripting.UnknownLanguageException.#ctor(System.String)">
|
||||
<summary>
|
||||
Delegates Exception handing
|
||||
</summary>
|
||||
<param name="text">The text description of the error</param>
|
||||
</member>
|
||||
<member name="T:Icarus.Scripting.ScriptingProvider">
|
||||
<summary>
|
||||
The scripting provider class will handle providing scripting engines to the rest of the scripting module. It handles various code providers in such a way that they don't have to be reinitialized every time we want to use scripting.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Scripting.ScriptingProvider.mg_Instance">
|
||||
<summary>
|
||||
Singleton Implementation.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Scripting.ScriptingProvider.m_CodeProviders">
|
||||
<summary>
|
||||
This dictionary maps Language enum items to the code providers.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Scripting.ScriptingProvider.m_ExecutableCodeTemplates">
|
||||
<summary>
|
||||
This is a dictionary of templates to use for wrapping around the executable code compiled for a specific language.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Scripting.ScriptingProvider.m_LanguageExtensions">
|
||||
<summary>
|
||||
Maps file extensions to language that they correspond to.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Scripting.ScriptingProvider.#ctor">
|
||||
<summary>
|
||||
Singleton Implementation.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Scripting.ScriptingProvider.GetCodeCompilerFor(Icarus.Scripting.Language)">
|
||||
<summary>
|
||||
Returns the code provider for the specified language.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Scripting.ScriptingProvider.GetExecutableTemplateFor(Icarus.Scripting.Language)">
|
||||
<summary>
|
||||
Returns a template, so that when we perform a string format on it with one parameter, the resulting code is wrapped in whatever it needs to be wrapped in for the compiler to generate an executable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Scripting.ScriptingProvider.GetLanguageForExtension(System.String)">
|
||||
<summary>
|
||||
Given the extension of a file, returns the language that the file's script is written in.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Scripting.ScriptingProvider.InitializeCodeCompilerFor(Icarus.Scripting.Language)">
|
||||
<summary>
|
||||
Generates a code provider for the specified language and registers it in our local dictionary.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Scripting.ScriptingProvider.Instance">
|
||||
<summary>
|
||||
Singleton Implementation.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Scripting.ScriptManager">
|
||||
<summary>
|
||||
This singleton class manages scripts. When a script is requested, the local register of recently compiled scripts will be checked, and if the script is already there, then it will be run. Otherwise, the script will be loaded from the hard drive and compiled and then executed.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Scripting.ScriptManager.mg_Instance">
|
||||
<summary>
|
||||
Singleton Implementation.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Scripting.ScriptManager.m_CompilerParameters">
|
||||
<summary>
|
||||
These are the parameters that will be used to compile scripts.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Scripting.ScriptManager.m_ForceRecompile">
|
||||
<summary>
|
||||
Determines whether the recompile is forced or not.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Scripting.ScriptManager.m_CurrentLanguage">
|
||||
<summary>
|
||||
The language that will be used to compile the scripts.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Scripting.ScriptManager.#ctor">
|
||||
<summary>
|
||||
Singleton Implementation.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Scripting.ScriptManager.InitializeCompilerParameters">
|
||||
<summary>
|
||||
Initializes the Compiler Parameters with some default values.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Scripting.ScriptManager.ExecuteScript(System.String,System.String[])">
|
||||
<summary>
|
||||
Compiles and executes the script passed in. CurrentLanguage scripting language is used to compile the script.
|
||||
</summary>
|
||||
<param name="scriptText">The text of the script to run.</param>
|
||||
<param name="args">The arguments to pass to the main function of the script, if so desired.</param>
|
||||
<returns>If there were any compilation errors (and thus the script was not run) they are returned. Otherwise, returns null, which signifies a successful run.</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Scripting.ScriptManager.ExecuteFile(System.String,System.String[])">
|
||||
<summary>
|
||||
Compiles and executes the file whose name is passed in. The language in which the script is written is deduced from the extension of the file.
|
||||
</summary>
|
||||
<param name="filename">The fully qualified name of the file to execute.</param>
|
||||
<param name="args">Optional arguments to pass to the main function of the script.</param>
|
||||
<returns>If there were any compilation errors, they are returned.</returns>
|
||||
</member>
|
||||
<member name="P:Icarus.Scripting.ScriptManager.Instance">
|
||||
<summary>
|
||||
Singleton Implementation.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Scripting.ScriptManager.ForceRecompile">
|
||||
<summary>
|
||||
Gets or sets the force recompile property.
|
||||
If it is true, then every time a script is requested, it will be recompiled.
|
||||
If it is false, then the first time the script will be recompiled, but the consecutive times it will be referenced without recompilation.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Scripting.ScriptManager.CurrentLanguage">
|
||||
<summary>
|
||||
Gets or sets the CurrentLanguage property. This is the language that will be used to compile the scripts.
|
||||
</summary>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
||||
370
trunk/bin/Release/SoundEngine.xml
Normal file
370
trunk/bin/Release/SoundEngine.xml
Normal file
@@ -0,0 +1,370 @@
|
||||
<?xml version="1.0"?>
|
||||
<doc>
|
||||
<assembly>
|
||||
<name>Icarus.SoundEngine</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<member name="T:Icarus.SoundEngine.MusicStream">
|
||||
<summary>
|
||||
Manages and plays an audio file
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.SoundEngine.MusicStream.settings">
|
||||
<summary>
|
||||
Reference to singleton SoundSettings class.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.SoundEngine.MusicStream.mp3Player">
|
||||
<summary>
|
||||
Responsible for MP3 music playback.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.SoundEngine.MusicStream.musicLoopThread">
|
||||
<summary>
|
||||
Thread that sleeps the duration a song plays, and replays the music file.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.SoundEngine.MusicStream.musicFilename">
|
||||
<summary>
|
||||
Music filename to be replayed.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.SoundEngine.MusicStream.duration">
|
||||
<summary>
|
||||
Duration a music file has left to play.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.SoundEngine.MusicStream.looping">
|
||||
<summary>
|
||||
Whether or not the music file being played should loop.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.MusicStream.SetVolume(System.Int32)">
|
||||
<summary>
|
||||
Sets the volume this music stream should play at.
|
||||
</summary>
|
||||
<param name="vol">Volume to play at.</param>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.MusicStream.Loop(System.Boolean)">
|
||||
<summary>
|
||||
Sets whether or not this music stream should loop.
|
||||
</summary>
|
||||
<param name="loop">Whether or not this music stream should loop.</param>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.MusicStream.#ctor">
|
||||
<summary>
|
||||
Generate a new Music Stream
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.MusicStream.WaitAndLoop">
|
||||
<summary>
|
||||
Used by a newly created thread to loop music.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.MusicStream.PlayMusic(System.String)">
|
||||
<summary>
|
||||
Plays the music file looping at the established volume.
|
||||
</summary>
|
||||
<param name="filename">Music file to be played.</param>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.MusicStream.PlayMusic(System.String,System.Boolean)">
|
||||
<summary>
|
||||
Plays the music file at the established volume.
|
||||
</summary>
|
||||
<param name="filename">Music file to be played.</param>
|
||||
<param name="loop">Whether or not the file will be played looping.</param>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.MusicStream.PlayMusic">
|
||||
<summary>
|
||||
Plays the established music file at the established music volume.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.MusicStream.StopMusic">
|
||||
<summary>
|
||||
Stops any currently playing music.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.MusicStream.PauseMusic">
|
||||
<summary>
|
||||
Pauses music when music is currently playing.
|
||||
Resumes music when music is paused.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.SoundEngine.MusicStream.gs_musicFilename">
|
||||
<summary>
|
||||
This sets and accesses the filename for this music stream.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.SoundEngine.SoundEngine">
|
||||
<summary>
|
||||
The SoundEngine of Icarus Game Engine.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.SoundEngine.SoundEngine.settings">
|
||||
<summary>
|
||||
Reference to singleton SoundSettings class.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.SoundEngine.SoundEngine.currentFreeBuffer">
|
||||
<summary>
|
||||
Reference to next available SoundBuffer.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.SoundEngine.SoundEngine.engineDevice">
|
||||
<summary>
|
||||
The device for the SoundEngine.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.SoundEngine.SoundEngine.overlay">
|
||||
<summary>
|
||||
Overlays that plays music.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.SoundEngine.SoundEngine.mSoundCache">
|
||||
<summary>
|
||||
The cache of sounds to keep loaded.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.SoundEngine.SoundEngine.instance">
|
||||
<summary>
|
||||
The singleton class instance of this class.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundEngine.#ctor">
|
||||
<summary>
|
||||
Private singleton constructor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundEngine.Initialize(System.Windows.Forms.Control)">
|
||||
<summary>
|
||||
Initializes the Device for the SoundEngine.
|
||||
</summary>
|
||||
<returns>Returns true if successful, false if failed.</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundEngine.SetSoundVolume(System.Int32)">
|
||||
<summary>
|
||||
Sets the volume for game sounds.
|
||||
</summary>
|
||||
<param name="vol">Volume for sounds.</param>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundEngine.GetSoundVolume">
|
||||
<summary>
|
||||
Accessor for the current volume for sounds.
|
||||
</summary>
|
||||
<returns>Volume for sounds.</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundEngine.SetMusicVolume(System.Int32)">
|
||||
<summary>
|
||||
Sets the volume for game music.
|
||||
</summary>
|
||||
<param name="vol">Volume for music.</param>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundEngine.GetMusicVolume">
|
||||
<summary>
|
||||
Accessor for the current volume for music.
|
||||
</summary>
|
||||
<returns>Volume for music.</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundEngine.PlayRandomSoundFrom(System.String)">
|
||||
<summary>
|
||||
Plays a random sound from the directory specified.
|
||||
</summary>
|
||||
<param name="dirId"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundEngine.PlaySound(System.String)">
|
||||
<summary>
|
||||
Plays the sound file at the established sound volume.
|
||||
</summary>
|
||||
<param name="sndFile">File to be played.</param>
|
||||
<returns> true if successful, false if failed.</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundEngine.PlayMusic">
|
||||
<summary>
|
||||
Plays all streams currently loaded with music.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundEngine.SetMusicFromId(System.String)">
|
||||
<summary>
|
||||
Sets the music to be played from the id of the music file. Note that all other music will be stopped and cleared. This music will be set up, but playing won't be started yet.
|
||||
</summary>
|
||||
<param name="id"></param>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundEngine.PlayMusic(System.String,System.Int32)">
|
||||
<summary>
|
||||
Plays the music file on the specified MusicStream overlay.
|
||||
</summary>
|
||||
<param name="filename">File to be played.</param>
|
||||
<param name="stream">Stream to be played on.</param>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundEngine.StopMusic">
|
||||
<summary>
|
||||
Stops all currently playing music.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundEngine.StopMusic(System.Int32)">
|
||||
<summary>
|
||||
Stops currently playing music on the specified MusicStream overlay.
|
||||
</summary>
|
||||
<param name="stream">Stream to be played on.</param>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundEngine.PauseMusic">
|
||||
<summary>
|
||||
Pauses all currently playing music. DOES NOT RESUME.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundEngine.PauseMusic(System.Int32)">
|
||||
<summary>
|
||||
Pauses music when music is currently playing and resumes music when music
|
||||
is paused on the specified MusicStream overlay.
|
||||
</summary>
|
||||
<param name="stream">Stream to be paused on.</param>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundEngine.ClearMusic">
|
||||
<summary>
|
||||
Stops and clears out all music buffers.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundEngine.getStreamFilename(System.Int32)">
|
||||
<summary>
|
||||
Gets the filename of the specified music stream.
|
||||
</summary>
|
||||
<param name="stream">Stream to be requested.</param>
|
||||
<returns>Music file name of the stream.</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundEngine.SetNextFileOnStream(System.String,System.Int32)">
|
||||
<summary>
|
||||
Set the next file to stream
|
||||
</summary>
|
||||
<param name="filename">fileName of the next file</param>
|
||||
<param name="stream">stream to play on</param>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundEngine.RemoveStream(System.Int32)">
|
||||
<summary>
|
||||
Cleans out and removes a single music stream.
|
||||
</summary>
|
||||
<param name="stream">Stream to be removed.</param>
|
||||
</member>
|
||||
<member name="P:Icarus.SoundEngine.SoundEngine.Instance">
|
||||
<summary>
|
||||
Accessor/Modifier for the singleton class instance.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.SoundEngine.SoundSettings">
|
||||
<summary>
|
||||
I am a singleton which can be used to retrieve Sound Engine settings.
|
||||
Members are straightforward to access.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.SoundEngine.SoundSettings.instance">
|
||||
<summary>
|
||||
Singleton instance.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.SoundEngine.SoundSettings.n_soundEffects">
|
||||
<summary>
|
||||
Maximum number of sound effects that can be simultaneously.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.SoundEngine.SoundSettings.n_bgMusic">
|
||||
<summary>
|
||||
Maximum number of background music files that can be played simultaneously.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.SoundEngine.SoundSettings.soundVolume">
|
||||
<summary>
|
||||
Volume for sound, ranging from 0 to 100.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.SoundEngine.SoundSettings.musicVolume">
|
||||
<summary>
|
||||
Volume for music, ranging from 0 to 100.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundSettings.#ctor">
|
||||
<summary>
|
||||
Initializes the Sound Settings to the default values for the Game Engine.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundSettings.#ctor(System.String)">
|
||||
<summary>
|
||||
Load the Sound Settings from fileName.
|
||||
Loads defaults then overwrites them with values in File.
|
||||
</summary>
|
||||
<param name="fileName">Name of File to load</param>
|
||||
</member>
|
||||
<member name="P:Icarus.SoundEngine.SoundSettings.Instance">
|
||||
<summary>
|
||||
Accessor/Modifier for singleton instance.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.SoundEngine.SoundSettings.gs_n_soundEffects">
|
||||
<summary>
|
||||
This sets and accesses the GLOBAL maximum number of
|
||||
sound effects that can be played.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.SoundEngine.SoundSettings.gs_n_bgMusic">
|
||||
<summary>
|
||||
This sets and accesses the GLOBAL maximum number of
|
||||
background music files that can be played.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.SoundEngine.SoundSettings.gs_soundVolume">
|
||||
<summary>
|
||||
This sets and accesses the GLOBAL value of volume for sound effects.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.SoundEngine.SoundSettings.gs_musicVolume">
|
||||
<summary>
|
||||
This sets and accesses the GLOBAL value of volume for background music.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.SoundEngine.SoundTester">
|
||||
<summary>
|
||||
Summary description for SoundTester.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.SoundEngine.SoundTester.PathSoundFile">
|
||||
<summary>
|
||||
Generic file path name holder for loading music and sound effects.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.SoundEngine.SoundTester.engine">
|
||||
<summary>
|
||||
The reference to the singleton SoundEngine.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.SoundEngine.SoundTester.selectedOverlay">
|
||||
<summary>
|
||||
Currently selected overlay stream being manipulated.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.SoundEngine.SoundTester.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundTester.Main">
|
||||
<summary>
|
||||
Display the Sound Tester Form
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundTester.#ctor">
|
||||
<summary>
|
||||
Initialize the SoundTester form
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundTester.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.SoundEngine.SoundTester.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
||||
BIN
trunk/bin/Release/TuxHunter.dll
Normal file
BIN
trunk/bin/Release/TuxHunter.dll
Normal file
Binary file not shown.
255
trunk/bin/Release/Utilities.xml
Normal file
255
trunk/bin/Release/Utilities.xml
Normal file
@@ -0,0 +1,255 @@
|
||||
<?xml version="1.0"?>
|
||||
<doc>
|
||||
<assembly>
|
||||
<name>Icarus.Utilities</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<member name="T:Icarus.Utilities.Data.Cache">
|
||||
<summary>
|
||||
This is a caching class, which removes the least recently used items when there is no more need for them.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.Data.Cache.#ctor(System.Int32)">
|
||||
<summary>
|
||||
Creates a new cache class.
|
||||
</summary>
|
||||
<param name="maxElements">The maximum number of elements the cache can have.</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.Data.Cache.Add(System.String,System.Object)">
|
||||
<summary>
|
||||
Adds a new element to the cache. Note that if the cache is already filled up, some element will be removed.
|
||||
</summary>
|
||||
<param name="key"></param>
|
||||
<param name="val"></param>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.Data.Cache.Clear">
|
||||
<summary>
|
||||
Removes all elements from the cache.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.Data.Cache.Contains(System.String)">
|
||||
<summary>
|
||||
Determines whether the cache has an element with the specified key.
|
||||
</summary>
|
||||
<param name="key"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.Data.Cache.Remove(System.String)">
|
||||
<summary>
|
||||
Removes the object with the specified key from the cache.
|
||||
</summary>
|
||||
<param name="key"></param>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.Data.Cache.GetEnumerator">
|
||||
<summary>
|
||||
Returns an enumerator over the elements in the cache.
|
||||
</summary>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.Data.Cache.FindElementToRemove">
|
||||
<summary>
|
||||
This function will be called whenever we hit the maximum number of elements allowed and will return the id of the element which we would like to remove. In the current implementation, it uses the LRU algorithm to determine which element to remove.
|
||||
</summary>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="P:Icarus.Utilities.Data.Cache.Item(System.String)">
|
||||
<summary>
|
||||
Returns the element with the specified key from the cache.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Utilities.Data.Cache.CanAddElement">
|
||||
<summary>
|
||||
Gets whether or not we can add another element without removing an existing one.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Utilities.Data.Cache.CacheElement">
|
||||
<summary>
|
||||
We want to keep track of access times to the elements of the cache, hence the need for a private class to encapsulate that data.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Utilities.Data.Cache.CacheEnumerator">
|
||||
<summary>
|
||||
The enumerator for the cache class.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Utilities.Graphics.DirectXUtilities">
|
||||
<summary>
|
||||
Summary description for DirectXUtilities.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Utilities.Graphics.DirectXUtilities.mg_Instance">
|
||||
<summary>
|
||||
Singleton Implementation.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.Graphics.DirectXUtilities.#ctor">
|
||||
<summary>
|
||||
Singleton Implementation.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.Graphics.DirectXUtilities.Find16BitMode">
|
||||
<summary>
|
||||
Find16BitMode - Tests for 16-bit buffer formats for compatibility with
|
||||
the current display adapter in full-screen.
|
||||
</summary>
|
||||
<returns>The chosen format, or D3D.Format.Unknown if one isn't found</returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.Graphics.DirectXUtilities.FindCurrentDisplayMode">
|
||||
<summary>
|
||||
Returns the current display mode.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:Icarus.Utilities.Graphics.DirectXUtilities.Instance">
|
||||
<summary>
|
||||
Singleton Implementation.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Utilities.Graphics.ExtendedGraphics">
|
||||
<summary>
|
||||
This class provides additional functionality for drawing such things as rounded rectangles through a Graphics object.
|
||||
</summary>
|
||||
The code is mostly adapted from this CodeProject article:
|
||||
http://www.codeproject.com/cs/media/ExtendedGraphics.asp
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.Graphics.ExtendedGraphics.#ctor(System.Drawing.Graphics)">
|
||||
<summary>
|
||||
Creates a new extended graphics object.
|
||||
</summary>
|
||||
<param name="g">The graphics object used for drawing.</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.Graphics.ExtendedGraphics.FillRoundedRectangle(System.Drawing.Brush,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
|
||||
<summary>
|
||||
Fills a rounded rectangle.
|
||||
</summary>
|
||||
<param name="brush"></param>
|
||||
<param name="x"></param>
|
||||
<param name="y"></param>
|
||||
<param name="width"></param>
|
||||
<param name="height"></param>
|
||||
<param name="radius"></param>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.Graphics.ExtendedGraphics.FillRoundedRectangle(System.Drawing.Brush,System.Single,System.Single,System.Single,System.Single,System.Single)">
|
||||
<summary>
|
||||
Fills a rounded rectangle.
|
||||
</summary>
|
||||
<param name="brush"></param>
|
||||
<param name="x"></param>
|
||||
<param name="y"></param>
|
||||
<param name="width"></param>
|
||||
<param name="height"></param>
|
||||
<param name="radius"></param>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.Graphics.ExtendedGraphics.DrawRoundedRectangle(System.Drawing.Pen,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
|
||||
<summary>
|
||||
Draws a Rounded Rectangle.
|
||||
</summary>
|
||||
<param name="pen"></param>
|
||||
<param name="x"></param>
|
||||
<param name="y"></param>
|
||||
<param name="width"></param>
|
||||
<param name="height"></param>
|
||||
<param name="radius"></param>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.Graphics.ExtendedGraphics.DrawRoundedRectangle(System.Drawing.Pen,System.Single,System.Single,System.Single,System.Single,System.Single)">
|
||||
<summary>
|
||||
Draws a Rounded Rectangle.
|
||||
</summary>
|
||||
<param name="pen"></param>
|
||||
<param name="x"></param>
|
||||
<param name="y"></param>
|
||||
<param name="width"></param>
|
||||
<param name="height"></param>
|
||||
<param name="radius"></param>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.Graphics.ExtendedGraphics.GetRoundedRect(System.Drawing.RectangleF,System.Single)">
|
||||
<summary>
|
||||
Returns a graphics path for a rounded rectangle.
|
||||
</summary>
|
||||
<param name="baseRect"></param>
|
||||
<param name="radius"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.Graphics.ExtendedGraphics.GetCapsule(System.Drawing.RectangleF)">
|
||||
<summary>
|
||||
Returns a capsular path for the base rectangle.
|
||||
</summary>
|
||||
<param name="baseRect"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="P:Icarus.Utilities.Graphics.ExtendedGraphics.Graphics">
|
||||
<summary>
|
||||
The graphics object used for drawing.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Icarus.Utilities.UI.TextBoxWriter">
|
||||
<summary>
|
||||
TextBoxWriter translates a series of writes to a TextBox display.
|
||||
Note that no locking is performed because this class is only written
|
||||
to by BufferedStringTextWriter which does locking. However the
|
||||
class does do an extra level of buffering in the case where the
|
||||
control has not yet been created at the time of the Write().
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Utilities.UI.TextBoxWriter.textBox">
|
||||
<summary>
|
||||
The TextBoxBase-derived control we write to
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Icarus.Utilities.UI.TextBoxWriter.sb">
|
||||
<summary>
|
||||
StringBuilder to hold text until the control is actually created
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.UI.TextBoxWriter.#ctor(System.Windows.Forms.TextBox)">
|
||||
<summary>
|
||||
Create a new TextBoxWriter
|
||||
</summary>
|
||||
<param name="box">The TextBox to write to</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.UI.TextBoxWriter.#ctor(System.Windows.Forms.RichTextBox)">
|
||||
<summary>
|
||||
Create a new TextBoxWriter
|
||||
</summary>
|
||||
<param name="box">The RichTextBox to write to</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.UI.TextBoxWriter.Clear">
|
||||
<summary>
|
||||
Clear the TextBox
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.UI.TextBoxWriter.Flush">
|
||||
<summary>
|
||||
Flush the text to the Box
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.UI.TextBoxWriter.Write(System.Char)">
|
||||
<summary>
|
||||
Write Character to the Box
|
||||
</summary>
|
||||
<param name="c">Character to write</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.UI.TextBoxWriter.Write(System.String)">
|
||||
<summary>
|
||||
Write String to the Box
|
||||
</summary>
|
||||
<param name="s">string to write</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.UI.TextBoxWriter.WriteLine(System.String)">
|
||||
<summary>
|
||||
Write a String to the Box followed by a newline
|
||||
</summary>
|
||||
<param name="s">String to write</param>
|
||||
</member>
|
||||
<member name="M:Icarus.Utilities.UI.TextBoxWriter.InitializeLifetimeService">
|
||||
<summary>
|
||||
Doesn't do anything
|
||||
</summary>
|
||||
<returns>null</returns>
|
||||
</member>
|
||||
<member name="P:Icarus.Utilities.UI.TextBoxWriter.Encoding">
|
||||
<summary>
|
||||
Retrive the Character Encoding
|
||||
</summary>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
||||
34
trunk/bin/Release/config.icfg
Normal file
34
trunk/bin/Release/config.icfg
Normal file
@@ -0,0 +1,34 @@
|
||||
######################
|
||||
#
|
||||
######################
|
||||
|
||||
|
||||
Load_Asset_Path: ../../base_tux/
|
||||
|
||||
# Target FPS rate
|
||||
TargetFrameRate: 60
|
||||
|
||||
# How many frames do we skip between animation frames?
|
||||
# 1 means at every graphical update we go to the next animation frame.
|
||||
# So we in the end have (TargetFrameRate / AnimationDelay) animation
|
||||
# frames per second.
|
||||
AnimationDelay: 12
|
||||
|
||||
# If the player comes to within this many pixels of a screen edge, the view will recenter on him:
|
||||
ScrollMargin: 200
|
||||
|
||||
# Input bindings
|
||||
ActionLeft: Keyboard A; Joystick 3
|
||||
ActionRight: Keyboard D; Joystick 1
|
||||
ActionUp: Keyboard W; Joystick 4
|
||||
ActionDown: Keyboard S; Joystick 0
|
||||
ActionShoot: Keyboard Space; Mouse 0; Joystick 6
|
||||
|
||||
# For the love of puppies, kill the bastard!
|
||||
ShowSnappy: False
|
||||
|
||||
# Should we render collision boxes?
|
||||
RenderCollisionBoxes: False
|
||||
|
||||
# Should we show the scripting console?
|
||||
ShowConsole: True
|
||||
Reference in New Issue
Block a user