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/Dlls/Delta.ContentSystem.Rendering.xml

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  1<?xml version="1.0"?>
  2<doc>
  3    <assembly>
  4        <name>Delta.ContentSystem.Rendering</name>
  5    </assembly>
  6    <members>
  7        <member name="T:Delta.ContentSystem.Rendering.EffectData">
  8            <summary>
  9            The effect data class is the content implementation of a effect and
 10            handles all the saving and loading of an effect.
 11            Basically this class only contains a list of Emitters that is filled
 12            during loading. The further load logic is then in the EmitterData class.
 13            </summary>
 14        </member>
 15        <member name="M:Delta.ContentSystem.Rendering.EffectData.Get(System.String)">
 16            <summary>
 17            This is the only method to load XmlData content. If a content object
 18            has already been loaded, it will be returned again.
 19            </summary>
 20            <param name="contentName">Name of the Xml content to load</param>
 21            <returns>The loaded XmlData object (or fallback if it failed)</returns>
 22        </member>
 23        <member name="M:Delta.ContentSystem.Rendering.EffectData.#ctor(System.String)">
 24            <summary>
 25            Create and load new effect data. Use the static Get method to call this.
 26            </summary>
 27            <param name="setEffectName">Name of the effect.</param>
 28        </member>
 29        <member name="M:Delta.ContentSystem.Rendering.EffectData.#ctor(System.Collections.Generic.List{Delta.ContentSystem.Rendering.Helpers.EmitterData})">
 30            <summary>
 31            Create effect data from list of emitter data. Only used internally
 32            for the editors, it makes no sense to create content objects in the
 33            engine itself. You can dynamically create rendering classes like in
 34            this case a Effect class with custom emitters, but it is not a loaded
 35            EffectData content class then (the link to data will stay null in the
 36            Effect class).
 37            </summary>
 38            <param name="setEmitters">Set emitter data list</param>
 39            <exception cref="T:System.NullReferenceException">To create 'EffectData' you 
 40            have to provide a valid emitter data list!</exception>
 41        </member>
 42        <member name="M:Delta.ContentSystem.Rendering.EffectData.Load(System.IO.BinaryReader)">
 43            <summary>
 44            Load saved data back into this EffectData, usually only called from
 45            the Load method above from the Content System.
 46            </summary>
 47            <param name="reader">Reader to read the data from</param>
 48        </member>
 49        <member name="M:Delta.ContentSystem.Rendering.EffectData.Save(System.IO.BinaryWriter)">
 50            <summary>
 51            Save effect data into stream. Usually called by the tool that saves
 52            this data out (EffectEditor) or the ContentSystem for optimizations.
 53            </summary>
 54            <param name="writer">Writer for the stream to write into</param>
 55        </member>
 56        <member name="M:Delta.ContentSystem.Rendering.EffectData.Load(Delta.ContentSystem.Content)">
 57            <summary>
 58            Native load method, will just load or clone the effect data.
 59            </summary>
 60            <param name="alreadyLoadedNativeData">
 61            The first instance that has already loaded the required content data
 62            of this content class or just 'null' if there is none loaded yet (or
 63            anymore).
 64            </param>
 65        </member>
 66        <member name="P:Delta.ContentSystem.Rendering.EffectData.Emitters">
 67            <summary>
 68            List of emitters.
 69            </summary>
 70        </member>
 71        <member name="T:Delta.ContentSystem.Rendering.Helpers.GlyphDrawInfo">
 72            <summary>
 73            Glyph draw info helper struct, which is used by FontData, but only
 74            really needed in Delta.Rendering.Basics.Fonts.
 75            </summary>
 76        </member>
 77        <member name="F:Delta.ContentSystem.Rendering.Helpers.GlyphDrawInfo.DrawArea">
 78            <summary>
 79            That represents the area where the glyph (or in other words the
 80            character) will be drawn on the screen.
 81            <para/>
 82            Note: The area will be created in pixel space from the 'FontData' on
 83            the content side and will give it to the 'Font' class on the rendering
 84            side. There will the value be transformed in the quadratic space (which
 85            is the used space in the DeltaEngine for rendering) and reused for
 86            drawing calls of the 'Font' class.
 87            </summary>
 88        </member>
 89        <member name="F:Delta.ContentSystem.Rendering.Helpers.GlyphDrawInfo.FontMapId">
 90            <summary>
 91            The ID of the font map that belongs to the font where that draw info is
 92            thought for.
 93            </summary>
 94        </member>
 95        <member name="F:Delta.ContentSystem.Rendering.Helpers.GlyphDrawInfo.UV">
 96            <summary>
 97            The final (normalized) UV coordinates for the font map related to the
 98            set 'FontMapId'.
 99            </summary>
100        </member>
101        <member name="T:Delta.ContentSystem.Rendering.MaterialData">
102            <summary>
103            Material data for loading and saving materials through the content
104            system as part of a Model or some UI scene. The actual material is
105            located in the Delta.Rendering module, which uses this class. This
106            class is currently used to just load the MaterialData directly via
107            BinaryReader (for embedded materials in models, UI scenes, etc.).
108            There are no properties or any dynamic loading in this class.
109            </summary>
110        </member>
111        <member name="F:Delta.ContentSystem.Rendering.MaterialData.VersionNumber">
112            <summary>
113            Version number for this MaterialData. If this goes above 1, we need
114            to support loading older versions as well. Saving is always going
115            to be the latest version (this one).
116            </summary>
117        </member>
118        <member name="F:Delta.ContentSystem.Rendering.MaterialData.Default">
119            <summary>
120            Default material data, do not modify, just used as fallback data.
121            </summary>
122        </member>
123        <member name="M:Delta.ContentSystem.Rendering.MaterialData.Get(System.String)">
124            <summary>
125            Get and load content based on the content name. This method makes sure
126            we do not load the same content twice (the constructor is protected).
127            </summary>
128            <param name="contentName">Content name we want to load, this is
129            passed onto the Content System, which will do the actual loading with
130            help of the Load method in this class.</param>
131            <returns>The loaded Content object, always unique for the same
132            name, this helps comparing data.</returns>
133        </member>
134        <member name="F:Delta.ContentSystem.Rendering.MaterialData.ShaderName">
135            <summary>
136            Link to the shader we want to use with this material as the content
137            name. If the content cannot be found or does not exist we will output
138            a warning and use a fallback generated shader with the help of
139            material data that is already set (e.g. diffuse map and normal map
140            is set, then generate a fallback shader that can handle that).
141            </summary>
142        </member>
143        <member name="F:Delta.ContentSystem.Rendering.MaterialData.DiffuseMapName">
144            <summary>
145            Diffuse map name, almost always used (else meshes look dull). For
146            sky cube map shaders this is used as the sky cube map texture, which
147            even can be in HDR mode if the platform supports it. If unused this
148            string is empty (same goes for all other strings here), but for
149            shaders that need a diffuse map (most do), this will result in using
150            the default fallback image for DiffuseMap (see Image.Default)!
151            </summary>
152        </member>
153        <member name="F:Delta.ContentSystem.Rendering.MaterialData.NormalMapName">
154            <summary>
155            Normal map name, used for NormalMapping, only used if a normal map
156            shader is used. Please note this image might have the red and alpha
157            channel swapped if this is supported and wanted through shaders. This
158            trick is used to increase quality of compressed normal maps, e.g. DXT1
159            compresses nicely (1:6 ratio), but can look crappy for detailed normal
160            maps, so DXT5 is used instead (1:4 ratio still) with R and A swapped.
161            </summary>
162        </member>
163        <member name="F:Delta.ContentSystem.Rendering.MaterialData.SpecularMapName">
164            <summary>
165            Specular map name. Gloss (specular map) mapping effect for a 
166            directional or point light shaders.
167            </summary>
168        </member>
169        <member name="F:Delta.ContentSystem.Rendering.MaterialData.HeightMapName">
170            <summary>
171            Height map name, this is usually used for parallax effects and
172            usually a reduced texture because we don't need much precision or
173            accuracy for parallax effects. See ShaderConstants for ParallaxHeight.
174            </summary>
175        </member>
176        <member name="F:Delta.ContentSystem.Rendering.MaterialData.DetailMapName">
177            <summary>
178            Detail map name, this is almost a diffuse map with more details.
179            </summary>
180        </member>
181        <member name="F:Delta.ContentSystem.Rendering.MaterialData.ReflectionCubeMapName">
182            <summary>
183            Reflection cube map name to make reflections more shiny (uses usually
184            the same sky cube map as for the sky cube rendering via DiffuseMap)
185            </summary>
186        </member>
187        <member name="F:Delta.ContentSystem.Rendering.MaterialData.LightMapName">
188            <summary>
189            Light map name for mesh data with light mapped images baked on top.
190            Only used if a light map shader is used.
191            </summary>
192        </member>
193        <member name="F:Delta.ContentSystem.Rendering.MaterialData.ShaderLutTexture">
194            <summary>
195            Shader helper texture for pre-calculations. Usually used for 1D or 2D
196            texture lookups for specular power and fresnel power with some extra
197            pre-calculated data maybe (combined fresnel and specular, already
198            applied colors, fresnel factors, etc.).
199            </summary>
200        </member>
201        <member name="F:Delta.ContentSystem.Rendering.MaterialData.ShadowMapTexture">
202            <summary>
203            Texture used for performing shadow casting from given object.
204            </summary>
205        </member>
206        <member name="F:Delta.ContentSystem.Rendering.MaterialData.Ambient">
207            <summary>
208            TODO: Has currently no effect, no shader attribute exists for this yet! All pre-calculated!
209            Ambient is usually always 0.15 (the default), many shaders even ignore
210            this if all we want is light from light sources.
211            </summary>
212        </member>
213        <member name="F:Delta.ContentSystem.Rendering.MaterialData.Diffuse">
214            <summary>
215            TODO: Has currently no effect, no shader attribute exists for this yet! All pre-calculated!
216            The diffuse color is usually always white (90% by default), but can
217            be changed from time to time to other colors. Different diffuse colors
218            need a extra shader pass and cannot be merged, it is much quicker to
219            let this stay white (the default) and use colored vertices for effects
220            or UI, which mostly use the same atlas image, but need all kind of
221            different colors per vertex!
222            </summary>
223        </member>
224        <member name="F:Delta.ContentSystem.Rendering.MaterialData.SpecularPower">
225            <summary>
226            TODO: Has currently no effect, no shader attribute exists for this yet! All pre-calculated!
227            Specular shininess power, usually defaults to DefaultShininess.
228            Sometimes not possible on low end pixel shaders, will be optimized
229            out or put in the vertex shader instead.
230            </summary>
231        </member>
232        <member name="F:Delta.ContentSystem.Rendering.MaterialData.FresnelPower">
233            <summary>
234            TODO: Has currently no effect, no shader attribute exists for this yet! All pre-calculated!
235            Fresnel power if the shader for this material does fresnel,
236            fresnel bias is 0 (or bias in the shader) and the factor is 1.0 too.
237            </summary>
238        </member>
239        <member name="M:Delta.ContentSystem.Rendering.MaterialData.#ctor(System.String)">
240            <summary>
241            Create a material from content, just makes sure we use the material
242            content type, all loading happens in the Load method below.
243            Use the static Get method to call this.
244            </summary>
245            <param name="setMaterialName">
246            Name for this content object, should not contain any path, project,
247            scene or any special character! If this is empty or starts with an
248            &gt; character, we assume this is code generated content
249            (e.g. "&gt;IntroScene&lt;" or "") and no loading will happen!
250            </param>
251        </member>
252        <member name="M:Delta.ContentSystem.Rendering.MaterialData.#ctor">
253            <summary>
254            Create a default material data container. All textures are empty,
255            just the default color values are used. This has also no content name.
256            Use the .NET 3 style constructor to assign values easily.
257            </summary>
258        </member>
259        <member name="M:Delta.ContentSystem.Rendering.MaterialData.Load(System.IO.BinaryReader)">
260            <summary>
261            Load material data from binary data stream.
262            </summary>
263            <param name="reader">BinaryReader for reading the data</param>
264        </member>
265        <member name="M:Delta.ContentSystem.Rendering.MaterialData.Save(System.IO.BinaryWriter)">
266            <summary>
267            Save material data, which consists of a bunch of strings and some
268            colors plus some additional settings.
269            </summary>
270            <param name="writer">BinaryWriter for the stream to write into</param>
271        </member>
272        <member name="M:Delta.ContentSystem.Rendering.MaterialData.ToString">
273            <summary>
274            To string
275            </summary>
276        </member>
277        <member name="M:Delta.ContentSystem.Rendering.MaterialData.Load(Delta.ContentSystem.Content)">
278            <summary>
279            Native load method, will just load the xml data.
280            </summary>
281            <param name="alreadyLoadedNativeData">
282            The first instance that has already loaded the required content data
283            of this content class or just 'null' if there is none loaded yet (or
284            anymore).
285            </param>
286        </member>
287        <member name="T:Delta.ContentSystem.Rendering.ImageData">
288            <summary>
289            Helper class for accessing image content, which is needed in the Texture
290            class (but it can also be used in other places when loading images).
291            </summary>
292        </member>
293        <member name="M:Delta.ContentSystem.Rendering.ImageData.Get(System.String)">
294            <summary>
295            Get and load content based on the content name. This method makes sure
296            we do not load the same content twice (the constructor is protected).
297            </summary>
298            <param name="contentName">Content name we want to load, this is
299            passed onto the Content System, which will do the actual loading with
300            help of the Load method in this class.</param>
301            <returns>The loaded Content object, always unique for the same
302            name, this helps comparing data.</returns>
303        </member>
304        <member name="M:Delta.ContentSystem.Rendering.ImageData.GetAllContentNames">
305            <summary>
306            Get list of all image content names available in the current project.
307            </summary>
308            <returns>List of all image content names</returns>
309        </member>
310        <member name="M:Delta.ContentSystem.Rendering.ImageData.#ctor(System.String)">
311            <summary>
312            Create a base texture, just makes sure we use the image content type.
313            Use the static Get method to call this.
314            </summary>
315            <param name="setImageName">Set image name</param>
316        </member>
317        <member name="M:Delta.ContentSystem.Rendering.ImageData.ToString">
318            <summary>
319            To string, will display the image name and some extra data.
320            </summary>
321            <returns>
322            A <see cref="T:System.String"/> that represents this ImageData instance
323            with the content name, pixel size, blend mode and uv meta data.
324            </returns>
325        </member>
326        <member name="M:Delta.ContentSystem.Rendering.ImageData.Load(Delta.ContentSystem.Content)">
327            <summary>
328            Load texture content data. This method does not load the content yet,
329            it only provides the common functionality for all derived classes that
330            actually contain the image data. No loading happens here (it all
331            happens in Texture), we can obviously clone all ImageDatas with the
332            same name as they are not loaded here.
333            </summary>
334            <param name="alreadyLoadedNativeData">If we already have native data
335            loaded, clone it from this instance. Only used if not null. Please
336            note that this is only used for other objects that had the same
337            RawFileId and are already loaded and returned true for this method.
338            </param>
339        </member>
340        <member name="P:Delta.ContentSystem.Rendering.ImageData.PixelSize">
341            <summary>
342            The size of the image in pixels (NOT in quadratic space and also NOT
343            necessarily the size of the real bitmap from disk, which might be
344            an atlas texture that is much bigger than this image size).
345            </summary>
346        </member>
347        <member name="P:Delta.ContentSystem.Rendering.ImageData.BlendMode">
348            <summary>
349            Blend mode used for this image, set in constructor and can't be
350            changed. This is important for the MaterialManager sorting logic!
351            </summary>
352        </member>
353        <member name="P:Delta.ContentSystem.Rendering.ImageData.UseLinearFiltering">
354            <summary>
355            Helper property to determinate if we need to enable filtering for
356            rendering this image (usually in a shader). True is the default and
357            means we are going to use Trilinear filtering, false means no
358            filtering, which is often called Nearest or Point filtering.
359            Note: For fonts and the default image (4x4 pixels) this is
360            automatically set to false for more accurate and sharp rendering.
361            </summary>
362        </member>
363        <member name="P:Delta.ContentSystem.Rendering.ImageData.AllowTiling">
364            <summary>
365            Allow tiling for this texture? By default this is off and using this
366            prevents us from using atlas textures and many optimizations, so it
367            should be avoided as much as possible.
368            </summary>
369        </member>
370        <member name="P:Delta.ContentSystem.Rendering.ImageData.UV">
371            <summary>
372            The texture coordinates of this image. Normally (0, 0, 1, 1)
373            But necessary when using atlas textures (what we are mostly doing).
374            </summary>
375        </member>
376        <member name="P:Delta.ContentSystem.Rendering.ImageData.InnerDrawArea">
377            <summary>
378            Helper for the inner rectangle for rendering, which will reduce any
379            draw rectangle by this to make it fit in case there were empty pixels
380            around this image.
381            </summary>
382        </member>
383        <member name="P:Delta.ContentSystem.Rendering.ImageData.AtlasFileId">
384            <summary>
385            Atlas file id, needed to compare for atlas textures. Each content file
386            with the same PlatformFileId will use the same native texture object
387            (sharing it with all the other content entries using the same atlas).
388            By comparing this we can quickly group all rendering by atlas textures
389            to make best use of draw call batching and speeding up the rendering.
390            </summary>
391        </member>
392        <member name="P:Delta.ContentSystem.Rendering.ImageData.IsCubeMap">
393            <summary>
394            Is this image data for a cube map texture? Usually off.
395            </summary>
396        </member>
397        <member name="T:Delta.ContentSystem.Rendering.Helpers.EmitterData">
398            <summary>
399            Emitter data class, used for EffectData, which just contains a list of
400            emitters. Please note that this class can be derived for additional
401            functionality and each of the modifiers stored here can also be
402            any class using the IEffectModifier interface.
403            </summary>
404        </member>
405        <member name="M:Delta.ContentSystem.Rendering.Helpers.EmitterData.#ctor">
406            <summary>
407            Create a new emitter data instance.
408            </summary>
409        </member>
410        <member name="M:Delta.ContentSystem.Rendering.Helpers.EmitterData.Load(System.IO.BinaryReader)">
411            <summary>
412            Load the emitter data and all the modifiers.
413            </summary>
414            <param name="reader">BinaryReader for reading the data</param>
415        </member>
416        <member name="M:Delta.ContentSystem.Rendering.Helpers.EmitterData.Save(System.IO.BinaryWriter)">
417            <summary>
418            Save the emitter data and all the modifiers.
419            </summary>
420            <param name="writer">BinaryWriter for the stream to write into</param>
421        </member>
422        <member name="M:Delta.ContentSystem.Rendering.Helpers.EmitterData.ToString">
423            <summary>
424            To string helper method to print out the name of this emitter instance.
425            </summary>
426            <returns>String representing this EmitterData instance (name)</returns>
427        </member>
428        <member name="P:Delta.ContentSystem.Rendering.Helpers.EmitterData.Name">
429            <summary>
430            The name of the Emitter.
431            </summary>
432        </member>
433        <member name="P:Delta.ContentSystem.Rendering.Helpers.EmitterData.Modifiers">
434            <summary>
435            The list of modifiers for this emitter.
436            </summary>
437        </member>
438        <member name="T:Delta.ContentSystem.Rendering.ImageAnimationData">
439            <summary>
440            Helper class for accessing image animations, which is just a collection
441            of images, but with all important meta data for them. All images are
442            just children and can be accessed easily with this class.
443            <para />
444            Please note that Image Animations just contain images and have no data
445            own their own (just meta data).
446            </summary>
447        </member>
448        <member name="M:Delta.ContentSystem.Rendering.ImageAnimationData.Get(System.String)">
449            <summary>
450            Get and load content based on the content name. This method makes sure
451            we do not load the same content twice (the constructor is protected).
452            </summary>
453            <param name="contentName">Content name we want to load, this is
454            passed onto the Content System, which will do the actual loading with
455            help of the Load method in this class.</param>
456            <returns>The loaded Content object, always unique for the same
457            name, this helps comparing data.</returns>
458        </member>
459        <member name="M:Delta.ContentSystem.Rendering.ImageAnimationData.#ctor(System.String)">
460            <summary>
461            Create image animation instance, which just holds some meta data and
462            the list of images for this animation (see Images property).
463            Use the static Get method to call this.
464            </summary>
465            <param name="setImageAnimationName">
466            Name for this content object, should not contain any path, project,
467            scene or any special character! If this is empty or starts with an
468            &gt; character, we assume this is code generated content
469            (e.g. "&gt;IntroScene&lt;" or "") and no loading will happen!
470            </param>
471        </member>
472        <member name="M:Delta.ContentSystem.Rendering.ImageAnimationData.ToString">
473            <summary>
474            To string, will display the image animation images list.
475            </summary>
476            <returns>
477            A <see cref="T:System.String"/> that represents this ImageAnimationData
478            instance with the list of image names.
479            </returns>
480        </member>
481        <member name="M:Delta.ContentSystem.Rendering.ImageAnimationData.Load(Delta.ContentSystem.Content)">
482            <summary>
483            Load animated image content data, will just set the Images property.
484            </summary>
485            <param name="alreadyLoadedNativeData">
486            Ignored here, can't be cloned.
487            </param>
488        </member>
489        <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.Images">
490            <summary>
491            List of images that are children to this ImageAnimation content node.
492            </summary>
493        </member>
494        <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.AnimationSpeed">
495            <summary>
496            Animation speed in FPS. 30 means we got 30 animations per second, 12
497            means we only have 12 animations that are played per second (default).
498            Used for 2D animated image sequences, but also for 3D Models using
499            animations. The default value is 30 and usually used for all animated
500            content unless it is optimized for 15 fps or less to save memory.
501            Note: Not used if each of the images has its own AnimationLengthInMs!
502            </summary>
503        </member>
504        <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.AnimationIndicesAndMs">
505            <summary>
506            Animation frame indices and their lengths in milliseconds for whatever
507            crazy animation logic you want to build. Usually unused (0), but if
508            this is used for all animated images in a sequence, you can control
509            how quickly each part of the animation is played back. You are not
510            forced to play the animation in order and you can repeat frames as
511            many times as you like and make the animation as long as you want (see
512            TotalAnimationLengthMs). AnimationSpeed (see above) is also ignored,
513            you need to set each of these frame length times yourself.
514            </summary>
515        </member>
516        <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.PixelSize">
517            <summary>
518            Size of the images in this animation in pixels. Each animation image
519            can have its own PixelSize, but this is the important size used for
520            displaying this image animation (children can be bigger or smaller).
521            </summary>
522        </member>
523        <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.BlendMode">
524            <summary>
525            Blend mode used for all images, set in data and can't be changed.
526            This is important for the MaterialManager sorting logic!
527            </summary>
528        </member>
529        <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.UseLinearFiltering">
530            <summary>
531            Helper property to determinate if we need to enable filtering for
532            rendering this images (usually in a shader). True is the default and
533            means we are going to use Trilinear filtering, false means no
534            filtering, which is often called Nearest or Point filtering.
535            Note: For fonts and the default image (4x4 pixels) this is
536            automatically set to false for more accurate and sharp rendering.
537            </summary>
538        </member>
539        <member name="T:Delta.ContentSystem.Rendering.Helpers.IEffectModifier">
540            <summary>
541            Interface for the effect modifiers, which all implement ISaveLoadBinary.
542            We currently use the interface because the Modifier itself shouldn't
543            be in the here (in Delta.ContentSystem) and especially not the Particle
544            struct which is needed in the Base Modifier class.
545            </summary>
546        </member>
547        <member name="T:Delta.ContentSystem.Rendering.FontData">
548            <summary>
549            That class takes care about the correct loading of the requested bitmap
550            font based on the given parameters in the constructor. The font bitmap
551            textures itself (font maps) will be created by the FontGenerator of the
552            ContentServer.
553            </summary>
554        </member>
555        <member name="F:Delta.ContentSystem.Rendering.FontData.MinFontSize">
556            <summary>
557            The minimal size (in points) that a font is allowed to have.
558            </summary>
559        </member>
560        <member name="F:Delta.ContentSystem.Rendering.FontData.MaxFontSize">
561            <summary>
562            The maximal size (in points) that a font is allowed to have.
563            </summary>
564        </member>
565        <member name="F:Delta.ContentSystem.Rendering.FontData.NoChar">
566            <summary>
567            Helper constant to initialize the "char" variables
568            </summary>
569        </member>
570        <member name="F:Delta.ContentSystem.Rendering.FontData.FallbackChar">
571            <summary>
572            The fallback character which is used if a character isn't supported by
573            a font.
574            </summary>
575            <remarks>
576            Is used for parsing a text.
577            </remarks>
578        </member>
579        <member name="M:Delta.ContentSystem.Rendering.FontData.Get(System.String)">
580            <summary>
581            Get and load content based on the content name. This method makes sure
582            we do not load the same content twice (the constructor is protected).
583            </summary>
584            <param name="contentName">Content name we want to load, this is
585            passed onto the Content System, which will do the actual loading with
586            help of the Load method in this class.</param>
587            <returns>The loaded Content object, always unique for the same
588            name, this helps comparing data.</returns>
589        </member>
590        <member name="M:Delta.ContentSystem.Rendering.FontData.Get(System.String,System.Int32,Delta.Utilities.Graphics.FontStyle)">
591            <summary>
592            Get or load a font without the content name, but instead by searching
593            for all the meta data: Font Family Name, Font Size and Font Style.
594            Please note that other values like Font Tracking is ignored, you have
595            to use the Get(contentName) overload for that.
596            <para />
597            This method will always return a font. If just a style or size was not
598            found a content entry with the same font family is returned. If that
599            is also not found the default font is returned (which is part of each
600            project because the Engine content is always available as fallback
601            content).
602            </summary>
603            <param name="fontFamilyName">Font family name (like "Verdana",
604            "Arial", etc.).</param>
605            <param name="fontSize">Font size (like 9pt, 12pt, 24pt, etc.).</param>
606            <param name="fontStyle">Font style flags (bold, italic, sharp, etc.)
607            </param>
608            <returns>The loaded FontData content object. If this content was loaded
609            before the same copy is used again.</returns>
610        </member>
611        <member name="F:Delta.ContentSystem.Rendering.FontData.ResolutionFonts">
612            <summary>
613            Font content entries can either be concrete font settings with an
614            xml file for all the glyph data or just a parent entry with children
615            that contain the resolution specific font data (4 children for the 4
616            default resolutions, see Font.DetermineBestFont, which switches fonts
617            at 480x320, 800x480, 1024x768 and 1920x1080).
618            </summary>
619        </member>
620        <member name="F:Delta.ContentSystem.Rendering.FontData.glyphDictionary">
621            <summary>
622            Dictionary of each unicode character we have in the font maps and can
623            use for drawing.
624            </summary>
625        </member>
626        <member name="F:Delta.ContentSystem.Rendering.FontData.defaultData">
627            <summary>
628            Default data
629            </summary>
630        </member>
631        <member name="F:Delta.ContentSystem.Rendering.FontData.kernDictionary">
632            <summary>
633            Character spacing with kerning dictionary, which tells us how much
634            spacing is needed between two characters. Most character combinations
635            have no extra values in here, but some have (like W, I, etc.)
636            </summary>
637        </member>
638        <member name="M:Delta.ContentSystem.Rendering.FontData.#ctor(System.String)">
639            <summary>
640            Creates a font from the content data. All font data is stored in xml
641            files (in the Fonts content directory). Will also load all bitmaps
642            required for this font.
643            </summary>
644            <param name="contentName">Font content name to load. If this is empty
645            no content will be loaded (just fallback data will be set).</param>
646        </member>
647        <member name="M:Delta.ContentSystem.Rendering.FontData.GetGlyphDrawInfos(System.String,System.Single,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment)">
648            <summary>
649            Return the draw info of all glyphs that are needed to show the text
650            on the screen (in pixel space).
651            <para/>
652            ASCII reference:
653            http://www.tcp-ip-info.de/tcp_ip_und_internet/ascii.htm
654            <para/>
655            Note: The glyph info exists as single array but the data itself
656            represents the text inclusive line breaks, so in other words the
657            several text lines are "flattened" to a single-dimensioned array.
658            </summary>
659            <param name="text">Text</param>
660            <param name="lineSpacing">Line spacing</param>
661            <param name="textAlignment">Horizontal text alignment mode</param>
662            <returns>
663            List of GlyphDrawInfos ready for drawing.
664            </returns>
665        </member>
666        <member name="M:Delta.ContentSystem.Rendering.FontData.GetGlyphDrawInfos(System.String,System.Single,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment,System.Boolean,System.Boolean,Delta.Utilities.Datatypes.Size@)">
667            <summary>
668            Return the draw info of all glyphs that are needed to show the text
669            on the screen (in pixel space).
670            <para/>
671            ASCII reference:
672            http://www.tcp-ip-info.de/tcp_ip_und_internet/ascii.htm
673            <para/>
674            Note: The glyph info exists as single array but the data itself
675            represents the text inclusive line breaks, so in other words the
676            several text lines are "flattened" to a single-dimensioned array.
677            </summary>
678            <param name="text">Text</param>
679            <param name="lineSpacing">Line spacing</param>
680            <param name="textAlignment">Horizontal text alignment mode</param>
681            <param name="isClippingOn">Is clipping check required</param>
682            <param name="maxTextSize">Max. available size in Pixel Space</param>
683            <param name="isWordWrapOn">
684            Indicates if the words of the given text should be wrapped or clipped
685            (if enabled) at the end of a text line.
686            </param>
687            <returns>
688            List of GlyphDrawInfos ready for drawing.
689            </returns>
690        </member>
691        <member name="M:Delta.ContentSystem.Rendering.FontData.ToString">
692            <summary>
693            To String method, will just extend the Content.ToString method by
694            some extra font meta information.
695            </summary>
696            <returns>A info string about this object instance.</returns>
697        </member>
698        <member name="M:Delta.ContentSystem.Rendering.FontData.Load(Delta.ContentSystem.Content)">
699            <summary>
700            Native load method, will just load the xml data.
701            </summary>
702            <param name="alreadyLoadedNativeData">
703            The first instance that has already loaded the required content data
704            of this content class or just 'null' if there is none loaded yet (or
705            anymore).
706            </param>
707        </member>
708        <member name="M:Delta.ContentSystem.Rendering.FontData.ParseText(System.String)">
709            <summary>
710            Parses the given text by analyzing every character to decide if the
711            current is supported or not. Every character that is not drawable will
712            be replaced by the "fallback character" (or skipped if the font doesn't
713            support even that). Addtionally by checking the characters also (every
714            tyoe of) line breaks will be detected and teh text splitted by them.
715            </summary>
716            <param name="text">Text</param>
717            <remarks>
718            This method has no validation checks because every caller makes already
719            sure that the text is valid.
720            </remarks>
721        </member>
722        <member name="M:Delta.ContentSystem.Rendering.FontData.GetTextLines(System.String,System.Single,Delta.Utilities.Datatypes.Size,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment,System.Boolean,System.Boolean,System.Collections.Generic.List{System.Single}@,System.Single@)">
723            <summary>
724            Gets the single text lines of multi line text by determining the line
725            breaks. Each of the detected text line will be represented as a list of
726            chars whereby only "known" characters will be listed here or at least
727            represented by a question mark. All other characters will skipped and
728            logged out.
729            </summary>
730            <remarks>
731            This method will also handle clipping and word-wrapping.
732            </remarks>
733            <param name="text">Text</param>
734            <param name="lineSpacing">Line spacing</param>
735            <param name="maxTextSize">Maximum text size</param>
736            <param name="textAlignment">Text alignment</param>
737            <param name="isClippingOn">Is clipping on</param>
738            <param name="isWordWrapOn">Is word wrap on</param>
739            <param name="textlineWidths">Textline widths</param>
740            <param name="maxTextlineWidth">Maximum textline width</param>
741            <returns>
742            The list of final text lines where the words contains only allowed
743            characters.
744            </returns>
745        </member>
746        <member name="P:Delta.ContentSystem.Rendering.FontData.Default">
747            <summary>
748            The font data which is chosen by default if a concrete one is not
749            available (yet). This is always Verdana, 12pt, with an outline.
750            </summary>
751        </member>
752        <member name="P:Delta.ContentSystem.Rendering.FontData.FamilyName">
753            <summary>
754            The family name of the font, e.g. Verdana, Consolas, etc.
755            </summary>
756        </member>
757        <member name="P:Delta.ContentSystem.Rendering.FontData.SizeInPoints">
758            <summary>
759            The size of the font in points, e.g. 12, 14, etc.
760            </summary>
761            <returns>Int</returns>
762        </member>
763        <member name="P:Delta.ContentSystem.Rendering.FontData.Style">
764            <summary>
765            The style how the characters will be shown, e.g. normal, bold, italic,
766            etc.
767            </summary>
768            <returns>Font style</returns>
769        </member>
770        <member name="P:Delta.ContentSystem.Rendering.FontData.Tracking">
771            <summary>
772            Defines the distance (in normalized percentage) which is added between
773            2 characters. This is only used for this FontData and set by the
774            content system (cannot be changed by the user, unlike
775            Font.TrackingMultiplier, which is just a multiplier to adjust spacing).
776            <para/>
777            0.0 means no additional space (default)
778            <para/>
779            1.0 means 100% of the AdvanceWidth of the character as additional space
780            to the right.
781            <para/>
782            -1.0 means 100% of the AdvanceWidth of the character as "reverse" space
783            to the left.
784            </summary>
785            <returns>Int</returns>
786        </member>
787        <member name="P:Delta.ContentSystem.Rendering.FontData.LineHeight">
788            <summary>
789            The height of the font in pixel space based on the set font size.
790            <para/>
791            CAUTION: That is not the final height of the font on the screen!
792            </summary>
793        </member>
794        <member name="P:Delta.ContentSystem.Rendering.FontData.FontMapNames">
795            <summary>
796            The list of the names of font maps where all characters are stored.
797            </summary>
798        </member>
799        <member name="T:Delta.ContentSystem.Rendering.FontData.FontDataTests">
800            <summary>
801            Tests
802            </summary>
803        </member>
804        <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.GetTestFont">
805            <summary>
806            Get font data which is used for all tests where the tests values are
807            tweaked for.
808            </summary>
809        </member>
810        <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.LoadDefaultFontData">
811            <summary>
812            Load default font data
813            </summary>
814        </member>
815        <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.ParseTextLines">
816            <summary>
817            Parse text lines
818            </summary>
819        </member>
820        <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.GetTextLines">
821            <summary>
822            Get text lines
823            </summary>
824        </member>
825        <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.GetTextlineWrapped">
826            <summary>
827            Get text line wrapped
828            </summary>
829            Caution: For this unit test are the following modules required:
830            - Graphic
831            - Platforms.IWindow
832            - ContentManager.Client
833        </member>
834        <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.GetGlyphDrawInfos">
835            <summary>
836            Get glyph draw infos
837            </summary>
838        </member>
839        <member name="T:Delta.ContentSystem.Rendering.ModelData">
840            <summary>
841            Model data class, which combines a list of meshes and a list of mesh
842            animations. Because models can have multiple meshes and animations they
843            should be used for more complex 3d data. If you only need a static mesh
844            just use the Mesh class, which is better optimized and can be used for
845            level geometry with lots of extra optimizations and mesh merging than
846            possibly than rendering everything as models.
847            <para />
848            Please note that Models just contain meshes and animations and have no
849            data own their own (just meta data).
850            </summary>
851        </member>
852        <member name="M:Delta.ContentSystem.Rendering.ModelData.Get(System.String)">
853            <summary>
854            Get and load content based on the content name. This method makes sure
855            we do not load the same content twice (the constructor is protected).
856            </summary>
857            <param name="contentName">Content name we want to load, this is
858            passed onto the Content System, which will do the actual loading with
859            help of the Load method in this class.</param>
860            <returns>The loaded Content object, always unique for the same
861            name, this helps comparing data.</returns>
862        </member>
863        <member name="F:Delta.ContentSystem.Rendering.ModelData.Meshes">
864            <summary>
865            List of meshes to be used for this model. Often is just one mesh.
866            Please note that we also will load and link up the animations inside
867            of each mesh (see load method below), this way it is easier to manage.
868            </summary>
869        </member>
870        <member name="M:Delta.ContentSystem.Rendering.ModelData.#ctor">
871            <summary>
872            Create model data object with no data in it. Just add stuff to the
873            Meshes and Animations fields.
874            </summary>
875        </member>
876        <member name="M:Delta.ContentSystem.Rendering.ModelData.#ctor(System.String)">
877            <summary>
878            Create mesh animation data by loading it from content, see Load below.
879            Use the static Get method to call this.
880            </summary>
881            <param name="contentName">Name of the content.</param>
882        </member>
883        <member name="M:Delta.ContentSystem.Rendering.ModelData.ToString">
884            <summary>
885            To string, will display the model name with the meshes in it (plus
886            optionally their animations if they have those).
887            </summary>
888            <returns>
889            A <see cref="T:System.String"/> that represents this ModelData
890            instance with the list of mesh names.
891            </returns>
892        </member>
893        <member name="M:Delta.ContentSystem.Rendering.ModelData.Load(Delta.ContentSystem.Content)">
894            <summary>
895            Native load method, will just load meshes and animations contained in
896            this content type (models have no data on their own).
897            </summary>
898            <param name="alreadyLoadedNativeData">Ignored here, can't be cloned.
899            </param>
900        </member>
901        <member name="P:Delta.ContentSystem.Rendering.ModelData.InitialScale">
902            <summary>
903            Provides the initial scale value as provided by the content meta data.
904            Usually 1.0f, which means rendering is done normally. If this value is
905            different the content model will be scaled accordingly (should rarely
906            be needed, scaling has obviously performance impacts, it is currently
907            also ignored for most content types including meshes).
908            </summary>
909        </member>
910        <member name="T:Delta.ContentSystem.Rendering.Helpers.Glyph">
911            <summary>
912            Info for each glyph in the font, used for FontData to store all glyph
913            data. Glyphs are characters and their information on where it is found
914            in a texture, only needed in the Font and FontGenerator classes.
915            </summary>
916            <remarks>
917            Based on Benjamin Nitschke's older BitmapFont class for XNA,
918            which was based on the XNAExtras project from Gary Kacmarcik
919            (garykac@microsoft.com), more information can be found at:
920            http://blogs.msdn.com/garykac/articles/749188.aspx
921            If you want to know more details about creating bitmap fonts in XNA,
922            how to generate the bitmaps and more details about using it, please
923            check out the following links:
924            http://blogs.msdn.com/garykac/archive/2006/08/30/728521.aspx
925            http://blogs.msdn.com/garykac/articles/732007.aspx
926            http://www.angelcode.com/products/bmfont/
927            </remarks>
928        </member>
929        <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.FontMapId">
930            <summary>
931            Font map number (starts with 0) in case we need multiple images for
932            this font (the bigger the font is and the more characters we got in
933            there, the more important this gets). Links to the materialList in
934            the Font class (which loads the font maps via the Material, which has
935            images that are loaded from our font maps)!
936            </summary>
937        </member>
938        <member name="F:D…

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