[Missing <summary> documentation for "N:Bespoke.Games.Framework"]

Classes

  ClassDescription
Actor
Represents a 3D model in the scene.
ActorList
AnimatedDynamicActor
AnimatedSprite
AnimatedSpriteTypeConverter
Type converter for displaying a drop-down list of animation clips associated with an AnimatedDynamicActor.
AnimationClip
An animation clip is the runtime equivalent of the Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationContent type. It holds all the keyframes needed to describe a single animation.
AnimationClipReader
Loads AnimationClip objects from compiled XNB format.
AnimationPlayer
The animation player is in charge of decoding bone position matrices from an animation clip.
AnimationTypeConverter
Type converter for displaying a drop-down list of animation clips associated with an AnimatedDynamicActor.
AxisAlignedQuad
BackgroundImageComponent
BoundingSphereRenderer
BoxEmitter
CameraComponent
CameraComponentBase
ChaseCameraComponent
CompoundParticleEmitter
ContentBuilder
This class wraps the MSBuild functionality needed to build XNA Framework content dynamically at runtime. It creates a temporary MSBuild project in memory, and adds whatever content files you choose to this project. It then builds the project, which will create compiled .xnb content files in a temporary directory. After the build finishes, you can use a regular ContentManager to load these temporary .xnb files in the usual way.
ContentItem
ContentLibrary
ContentLoader
Converter
Cue3D
A sound cue with spatial properties.
Cue3DList
CustomDrawEventArgs
CustomGameComponent
Replacement for GameComponent that allows instantiation without a Game parameter.
CustomUpdateEventArgs
Disc
DynamicActor
Represents a dynamic 3D model in the scene.
DynamicActorGroup
ErrorLogger
Custom implementation of the MSBuild ILogger interface records content build errors so we can later display them to the user.
FloatColor
Stores a color as a set of floats (and is a reference type instead of a value type for less boxing).
FontManager
FpsComponent
GameScreen
A screen is a single layer that has update and draw logic, and which can be combined with other layers to build up a complex menu system. For instance the main menu, the options menu, the "are you sure you want to quit" message box, and the main game itself are all implemented as screens.
GridComponent
HeightMapTypeConverter
Type converter for displaying a drop-down list of heightmaps associated with a content library.
Keyframe
Describes the position of a single bone at a single point in time.
KeyframeReader
Loads Keyframe objects from compiled XNB format.
ManualCameraComponent
MenuEntry
Helper class represents a single entry in a MenuScreen. By default this just draws the entry text string, but it can be customized to display menu entries in different ways. This also provides an event that will be raised when the menu entry is selected.
MenuScreen
Base class for screens that contain a menu of options. The user can move up and down to select an entry, or cancel to back out of the screen.
ModelHelper
Helper class for models.
OrientedBoundingBox
An oriented bounding box.
ParticleEmitter
ParticleEmitterForm
ParticleEmitterList
ParticleEmitterListEditor
ParticleEmitterListTypeConverter
ParticleEmitterListUITypeEditor
ParticleEmitterPropertyDescriptor
ParticleSettings
Settings class describes all the tweakable options used to control the appearance of a particle system.
ParticleSystem
The main component for displaying particles.
PointEmitter
PostProcessor
Projectile
This class demonstrates how to combine several different particle systems to build up a more sophisticated composite effect. It implements a rocket projectile, which arcs up into the sky using a ParticleEmitter to leave a steady stream of trail particles behind it. After a while it explodes, creating a sudden burst of explosion and smoke particles.
Quad
QuadEmitter
RenderStateBuffer
Saves and restores the XNA render state.
RoundLine
Represents a single line segment. Drawing is handled by the RoundLineManager class.
RoundLineManager
Class to handle drawing a list of RoundLines.
SceneComponentBase
SceneManager
SceneObjectBase
Base class for objects that exist in a scene.
SceneObjectList
Collection of scene objects
ScreenCapture
ScreenInputManager
ScreenManager
ServiceHelper
SkinningData
Combines all the data needed to render and animate a skinned object. This is typically stored in the Tag property of the Model being animated.
SkinningDataReader
Loads SkinningData objects from compiled XNB format.
SkyBox
Song
SongList
SoundEffect3D
A sound effect with spatial properties.
SoundEffect3DList
SoundEffectItem
SoundEffectList
SoundManager
SoundManagerComponent
SphereEmitter
Sprite
SpriteBase
SpriteManager
SpriteSheet
Represents a single texture containing many individual images. Used for animated sprites.
SpriteSheetContent
SpriteSheetFile
Represents a single texture containing many individual images. Used for animated sprites.
SpriteSheetImage
A single image within the sprite sheet.
SpriteSheetImageList
SpriteSheetList
SpriteSheetListEditor
SpriteSheetListUITypeEditor
SpriteSheetReader
Content pipeline support class for reading sprite sheet data from XNB format.
StereoscopicCameraBase
StereoscopicCameraComponent
StereoscopicChaseCameraComponent
String2D
Terrain
TerrainData
TerrainDataReader
TextureTypeConverter
Type converter for displaying a drop-down list of textures associated with a content library.
TimedEmitter
TrackIRCameraComponent
TrainedGestureData
VectorHelper
Video
XactProject
XactProjectFile
XactProjectList
XactProjectReader
Content pipeline support class for reading XACT project data from XNB format.
XmlElementBase
Xml element base class.
XmlElementListBase<(Of <(T>)>)
Xml element base class.
XmlHelper
Xml helper methods

Structures

  StructureDescription
ContentPipeline
ParticleVertex
Custom vertex structure for drawing point sprite particles.
Point3

Interfaces

  InterfaceDescription
ICamera
IMessageDisplay
Interface used to display notification messages when interesting events occur, for instance when gamers join or leave the network session. This interface is registered as a service, so any piece of code wanting to display a message can look it up from Game.Services, without needing to worry about how the message display is implemented. In this sample, the MessageDisplayComponent class implement this IMessageDisplay service.
ISceneObject
Interface for objects that exist in a scene.

Delegates

  DelegateDescription
CustomDrawHandler
CustomUpdateHandler

Enumerations