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Jose Caban
2025-06-07 11:39:25 -04:00
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<?xml version="1.0"?>
<doc>
<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.
</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.
</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">
<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.
</summary>
</member>
<member name="P:Icarus.Input.ButtonEvents.ButtonPressEvent.Pressed">
<summary>
Whether or not the button or key was just pressed.
</summary>
</member>
<member name="P:Icarus.Input.ButtonEvents.ButtonPressEvent.Down">
<summary>
Whether or not the button or key is being held down.
</summary>
</member>
<member name="P:Icarus.Input.ButtonEvents.ButtonPressEvent.Released">
<summary>
Whether or not the button or key was just released.
</summary>
</member>
<member name="T:Icarus.Input.ButtonEvents.JoystickButtonPressEvent">
<summary>
Stores event information for when a button is pressed on a joystick.
</summary>
</member>
<member name="M:Icarus.Input.ButtonEvents.JoystickButtonPressEvent.#ctor(System.String,System.Boolean,System.Boolean,System.Boolean)">
<summary>
Creates a new JoystickButtonPressEvent.
</summary>
<param name="name">Name of the joystick button that was pressed.</param>
<param name="pressed">Whether or not this button was just pressed.</param>
<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>
</member>
<member name="T:Icarus.Input.ButtonEvents.KeyboardButtonPressEvent">
<summary>
Stores event information for when a key is pressed on a keyboard.
</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>
<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>
</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>