633 lines
28 KiB
XML
633 lines
28 KiB
XML
<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>Icarus.Input</name>
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</assembly>
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<members>
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<member name="T:Icarus.Input.ButtonEvents.ButtonPressEvent">
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<summary>
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Stores event information for when a button is pressed on a device.
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</summary>
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</member>
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<member name="F:Icarus.Input.ButtonEvents.ButtonPressEvent.buttonName">
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<summary>
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Name of the button or key that was pressed.
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</summary>
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</member>
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<member name="F:Icarus.Input.ButtonEvents.ButtonPressEvent.buttonPressed">
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<summary>
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Initial button state for when a button or key has been pressed.
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</summary>
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</member>
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<member name="F:Icarus.Input.ButtonEvents.ButtonPressEvent.buttonDown">
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<summary>
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Button state for when a button has been depressed and held down.
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</summary>
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</member>
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<member name="F:Icarus.Input.ButtonEvents.ButtonPressEvent.buttonReleased">
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<summary>
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Final button state for when a button has been released.
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</summary>
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</member>
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<member name="M:Icarus.Input.ButtonEvents.ButtonPressEvent.ToString">
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<summary>
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Overridden string representation of this object.
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</summary>
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<returns>String representation of this object.</returns>
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</member>
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<member name="P:Icarus.Input.ButtonEvents.ButtonPressEvent.Name">
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<summary>
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The name of the button or key that was pressed.
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</summary>
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</member>
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<member name="P:Icarus.Input.ButtonEvents.ButtonPressEvent.Pressed">
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<summary>
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Whether or not the button or key was just pressed.
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</summary>
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</member>
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<member name="P:Icarus.Input.ButtonEvents.ButtonPressEvent.Down">
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<summary>
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Whether or not the button or key is being held down.
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</summary>
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</member>
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<member name="P:Icarus.Input.ButtonEvents.ButtonPressEvent.Released">
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<summary>
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Whether or not the button or key was just released.
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</summary>
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</member>
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<member name="T:Icarus.Input.ButtonEvents.JoystickButtonPressEvent">
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<summary>
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Stores event information for when a button is pressed on a joystick.
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</summary>
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</member>
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<member name="M:Icarus.Input.ButtonEvents.JoystickButtonPressEvent.#ctor(System.String,System.Boolean,System.Boolean,System.Boolean)">
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<summary>
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Creates a new JoystickButtonPressEvent.
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</summary>
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<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>
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<param name="released">Whether or not this button was just released.</param>
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</member>
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<member name="T:Icarus.Input.ButtonEvents.KeyboardButtonPressEvent">
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<summary>
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Stores event information for when a key is pressed on a keyboard.
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</summary>
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</member>
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<member name="M:Icarus.Input.ButtonEvents.KeyboardButtonPressEvent.#ctor(System.String,System.Boolean,System.Boolean,System.Boolean)">
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<summary>
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Creates a new KeyboardButtonPressEvent.
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</summary>
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<param name="name">Name of the keyboard key that was pressed.</param>
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<param name="pressed">Whether or not this key was just pressed.</param>
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<param name="down">Whether or not this key is being held down.</param>
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<param name="released">Whether or not this key was just released.</param>
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</member>
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<member name="T:Icarus.Input.ButtonEvents.MouseButtonPressEvent">
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<summary>
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Stores event information for when a button is pressed on a mouse.
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</summary>
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</member>
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<member name="M:Icarus.Input.ButtonEvents.MouseButtonPressEvent.#ctor(System.String,System.Boolean,System.Boolean,System.Boolean)">
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<summary>
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Creates a new MouseButtonPressEvent.
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</summary>
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<param name="name">Name of the mouse 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>
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<param name="released">Whether or not this button was just released.</param>
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</member>
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<member name="T:Icarus.Input.MovementEvents.JoystickMovementEvent">
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<summary>
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Stores event information for when a joystick is moved.
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</summary>
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</member>
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<member name="T:Icarus.Input.MovementEvents.MovementEvent">
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<summary>
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Stores event information for when a device is moved.
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</summary>
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</member>
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<member name="F:Icarus.Input.MovementEvents.MovementEvent.deltaX">
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<summary>
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The change incurred in the x-direction by the device.
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</summary>
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</member>
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<member name="F:Icarus.Input.MovementEvents.MovementEvent.deltaY">
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<summary>
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The change incurred in the y-direction by the device.
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</summary>
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</member>
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<member name="F:Icarus.Input.MovementEvents.MovementEvent.deltaZ">
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<summary>
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The change incurred in the z-direction by the device.
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</summary>
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</member>
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<member name="M:Icarus.Input.MovementEvents.MovementEvent.ToString">
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<summary>
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Overridden string representation of this object.
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</summary>
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<returns>String representation of this object.</returns>
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</member>
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<member name="P:Icarus.Input.MovementEvents.MovementEvent.DX">
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<summary>
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Delta X. The change in the x-coordinate of the device.
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</summary>
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</member>
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<member name="P:Icarus.Input.MovementEvents.MovementEvent.DY">
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<summary>
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Delta Y. The change in the y-coordinate of the device.
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</summary>
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</member>
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<member name="P:Icarus.Input.MovementEvents.MovementEvent.DZ">
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<summary>
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Delta Z. The change in the z-coordinate of the device.
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</summary>
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</member>
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<member name="M:Icarus.Input.MovementEvents.JoystickMovementEvent.#ctor(System.Int32,System.Int32,System.Int32)">
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<summary>
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Creates a new JoystickMovementEvent.
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</summary>
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<param name="dx">Change in the x-coordinate.</param>
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<param name="dy">Change in the y-coordinate.</param>
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<param name="dz">Change in the z-coordinate.</param>
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</member>
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<member name="T:Icarus.Input.MovementEvents.MouseMovementEvent">
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<summary>
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Stores event information for when the mouse is moved.
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</summary>
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</member>
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<member name="M:Icarus.Input.MovementEvents.MouseMovementEvent.#ctor(System.Int32,System.Int32,System.Int32)">
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<summary>
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Creates a new MouseMovementEvent.
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</summary>
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<param name="dx">Change in the x-coordinate.</param>
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<param name="dy">Change in the y-coordinate.</param>
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<param name="dz">Change in the z-coordinate.</param>
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</member>
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<member name="T:Icarus.Input.BoundAction">
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<summary>
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BoundAction is an action associated with a given
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key or button on an input device.
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</summary>
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</member>
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<member name="F:Icarus.Input.BoundAction.keyname">
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<summary>
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Name of the button or key this bound action will be applied to.
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</summary>
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</member>
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<member name="F:Icarus.Input.BoundAction.action">
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<summary>
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The action to be done when the button or key is pressed.
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</summary>
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</member>
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<member name="M:Icarus.Input.BoundAction.#ctor(System.String,System.String)">
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<summary>
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Constructor for a BoundAction.
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</summary>
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<param name="name">Name of the button or key to be mapped.</param>
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<param name="boundAction">Action to be assigned to the given key.</param>
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</member>
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<member name="P:Icarus.Input.BoundAction.gs_keyname">
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<summary>
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Accessor for keyname.
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</summary>
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</member>
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<member name="P:Icarus.Input.BoundAction.gs_action">
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<summary>
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Accessor/Modifer for action.
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</summary>
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</member>
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<member name="T:Icarus.Input.InputEngine">
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<summary>
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Summary description for UserInputEngine.
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</summary>
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</member>
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<member name="F:Icarus.Input.InputEngine.settings">
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<summary>
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General settings for the Input Engine.
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</summary>
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</member>
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<member name="F:Icarus.Input.InputEngine.controller">
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<summary>
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Control Form for devices to be attached to.
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</summary>
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</member>
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<member name="F:Icarus.Input.InputEngine.keyboard">
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<summary>
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Keyboard input device.
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</summary>
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</member>
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<member name="F:Icarus.Input.InputEngine.mouse">
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<summary>
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Mouse input device.
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</summary>
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</member>
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<member name="F:Icarus.Input.InputEngine.joystick">
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<summary>
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Joystick Input device.
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</summary>
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</member>
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<member name="F:Icarus.Input.InputEngine.keyboardEventQueue">
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<summary>
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Queue of keyboard events that have yet been processed by the system.
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</summary>
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</member>
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<member name="F:Icarus.Input.InputEngine.mouseEventQueue">
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<summary>
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Queue of mouse events that have yet been processed by the system.
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</summary>
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</member>
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<member name="F:Icarus.Input.InputEngine.joystickEventQueue">
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<summary>
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Queue of joystick events that have yet been processed by the system.
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</summary>
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</member>
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<member name="F:Icarus.Input.InputEngine.boundKeys">
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<summary>
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Array list of all key bindings for the keyboard.
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</summary>
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</member>
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<member name="F:Icarus.Input.InputEngine.boundMouseButtons">
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<summary>
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Array list of all button bindings for the mouse.
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</summary>
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</member>
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<member name="F:Icarus.Input.InputEngine.boundJoystickButtons">
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<summary>
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Array list of all button bindings for the joystick.
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</summary>
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</member>
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<member name="F:Icarus.Input.InputEngine.listenLoopThread">
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<summary>
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Thread that constantly polls for input received.
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</summary>
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</member>
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<member name="F:Icarus.Input.InputEngine.sorter">
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<summary>
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Sorts and creates button and movement events and stores them in a queue.
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</summary>
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</member>
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<member name="F:Icarus.Input.InputEngine.instance">
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<summary>
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The singleton class instance of this class.
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</summary>
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</member>
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<member name="M:Icarus.Input.InputEngine.#ctor">
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<summary>
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Private singleton constructor.
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</summary>
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</member>
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<member name="M:Icarus.Input.InputEngine.Initialize(System.Windows.Forms.Control)">
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<summary>
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Initializes and configures the devices, based on the given Controller.
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</summary>
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<param name="owner">The Controller Form that owns these devices.</param>
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</member>
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<member name="M:Icarus.Input.InputEngine.InitDevices">
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<summary>
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Initializes the devices from the system.
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</summary>
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</member>
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<member name="M:Icarus.Input.InputEngine.ConfigureDevices">
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<summary>
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Configures and acquires the devices for use.
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</summary>
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</member>
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<member name="M:Icarus.Input.InputEngine.UpdateDevices">
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<summary>
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Updates all devices.
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</summary>
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</member>
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<member name="M:Icarus.Input.InputEngine.UpdateKeyboard">
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<summary>
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Updates the keyboard event queue based on the actual input to the keyboard.
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</summary>
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</member>
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<member name="M:Icarus.Input.InputEngine.UpdateMouse">
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<summary>
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Updates the mouse event queue based on the actual input to the mouse.
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</summary>
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</member>
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<member name="M:Icarus.Input.InputEngine.UpdateJoystick">
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<summary>
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Updates the joystick event queue based on the actual input to the joystick.
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</summary>
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</member>
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<member name="M:Icarus.Input.InputEngine.bindKey(System.String,System.String)">
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<summary>
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Binds an action to a keyboard key.
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</summary>
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<param name="name">Name of the key.</param>
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<param name="action">Name of the action.</param>
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</member>
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<member name="M:Icarus.Input.InputEngine.bindMouseButton(System.String,System.String)">
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<summary>
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Binds an action to a mouse button.
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</summary>
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<param name="name">Name of the button.</param>
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<param name="action">Name of the action.</param>
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</member>
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<member name="M:Icarus.Input.InputEngine.bindJoystickButton(System.String,System.String)">
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<summary>
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Binds an action to a joystick button.
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</summary>
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<param name="name">Name of the button.</param>
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<param name="action">Name of the action.</param>
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</member>
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<member name="M:Icarus.Input.InputEngine.makeBinding(System.String,System.String,System.Collections.ArrayList)">
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<summary>
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Adds a BoundAction of the given name and action to the given bindingList.
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</summary>
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<param name="name">Name of the key/button.</param>
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<param name="action">Name of the action.</param>
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<param name="bindingList">List of BoundActions to be added to.</param>
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</member>
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<member name="M:Icarus.Input.InputEngine.getKeyAction(System.String)">
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<summary>
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Gets the action bound to the specified keyboard key.
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</summary>
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<param name="name">Key to get action for.</param>
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<returns>The action for the key.</returns>
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</member>
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<member name="M:Icarus.Input.InputEngine.getKeyAction">
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<summary>
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Gets the action bound to the specified keyboard key.
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</summary>
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<returns>The action for the key.</returns>
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</member>
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<member name="M:Icarus.Input.InputEngine.getMouseButtonAction(System.String)">
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<summary>
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Gets the action bound to the specified mouse button.
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</summary>
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<param name="name">Button to get action for.</param>
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<returns>The action for the button.</returns>
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</member>
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<member name="M:Icarus.Input.InputEngine.getMouseButtonAction">
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<summary>
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Gets the action bound to the specified mouse button.
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</summary>
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<returns>The action for the button.</returns>
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</member>
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<member name="M:Icarus.Input.InputEngine.getJoystickButtonAction(System.String)">
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<summary>
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Gets the action bound to the specified joystick button.
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</summary>
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<param name="name">Button to get action for.</param>
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<returns>The action for the button.</returns>
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</member>
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<member name="M:Icarus.Input.InputEngine.getJoystickButtonAction">
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<summary>
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Gets the action bound to the specified joystick button.
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</summary>
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<returns>The action for the button.</returns>
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</member>
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<member name="M:Icarus.Input.InputEngine.getCurrentButtonAction">
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<summary>
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Returns the current action.
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If several input devices are invoked at the same time,
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first joystick will be chosen, then mouse, then keyboard.
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</summary>
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<returns>String value of the action to be performed.</returns>
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</member>
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<member name="M:Icarus.Input.InputEngine.getAction(System.String,System.Collections.ArrayList)">
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<summary>
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Gets the action bound to the key/button in the given list of BoundActions.
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</summary>
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<param name="name">The key/button to get the action for.</param>
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<param name="bindingList">List of BoundActions to search in.</param>
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<returns>The action for the key/button.</returns>
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</member>
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<member name="M:Icarus.Input.InputEngine.StartListening">
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<summary>
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Starts the thread looping and polling for new input on devices.
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</summary>
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</member>
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<member name="M:Icarus.Input.InputEngine.StopListening">
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<summary>
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Stops the thread from looping and polling for new input on devices
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</summary>
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</member>
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<member name="M:Icarus.Input.InputEngine.LoopAndListen">
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<summary>
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Continually updates input information from all devices.
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</summary>
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</member>
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<member name="P:Icarus.Input.InputEngine.Instance">
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<summary>
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Accessor/Modifier for the singleton class instance.
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</summary>
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</member>
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<member name="P:Icarus.Input.InputEngine.KeyboardEventQueue">
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<summary>
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The current queue of inputs from the keyboard.
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</summary>
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</member>
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<member name="P:Icarus.Input.InputEngine.MouseEventQueue">
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<summary>
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The current queue of inputs from the mouse.
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</summary>
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</member>
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<member name="P:Icarus.Input.InputEngine.JoystickEventQueue">
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<summary>
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The current queue of inputs from the joystick.
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</summary>
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</member>
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<member name="T:Icarus.Input.InputSettings">
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<summary>
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I am a singleton which can be used to retrieve Input Engine settings.
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Members are straightforward to access.
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</summary>
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</member>
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<member name="F:Icarus.Input.InputSettings.instance">
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<summary>
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Singleton instance.
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</summary>
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</member>
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<member name="F:Icarus.Input.InputSettings.maxKeyboardEvents">
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<summary>
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Maximum length of keyboard event queue before input loss is incurred.
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</summary>
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</member>
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<member name="F:Icarus.Input.InputSettings.maxMouseEvents">
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<summary>
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Maximum length of mouse event queue before input loss is incurred.
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</summary>
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</member>
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<member name="F:Icarus.Input.InputSettings.maxJoystickEvents">
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<summary>
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Maximum length of joystick event queue before input loss is incurred.
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</summary>
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</member>
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<member name="F:Icarus.Input.InputSettings.loopIntervalTime">
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<summary>
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Time the thread takes between each update of devices.
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Missed input can occur if value is set too high, Performance is lowered if value is too low.
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</summary>
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</member>
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<member name="M:Icarus.Input.InputSettings.#ctor">
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<summary>
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Initializes the Input Settings to the default values for the Game Engine.
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</summary>
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</member>
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<member name="M:Icarus.Input.InputSettings.#ctor(System.String)">
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<summary>
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Load the Input Settings from fileName.
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Loads defaults then overwrites them with values in File.
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</summary>
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<param name="fileName">Name of File to load</param>
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</member>
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<member name="P:Icarus.Input.InputSettings.Instance">
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<summary>
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Accessor/Modifier for singleton instance.
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</summary>
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</member>
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|
<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>
|