/Dlls/Delta.Scenes.xml
XML | 1026 lines | 1025 code | 1 blank | 0 comment | 0 complexity | 871267ff2b89db21a5fa78325c9fd5f7 MD5 | raw file
Possible License(s): Apache-2.0
- <?xml version="1.0" encoding="utf-8"?>
- <doc>
- <assembly>
- <name>Delta.Scenes</name>
- </assembly>
- <members>
- <member name="T:Delta.Scenes.BaseControl">
- <summary>
- This is the base class for all UI elements of the Delta Engine and takes
- care about the basic functionality like state handling, events and input
- handling.
- </summary>
- </member>
- <member name="T:Delta.Scenes.AlignableElement">
- <summary>
- This is a hierarchal and more "logical" class which contains the logic
- to allow visual elements to arrange and align with each other. For that
- reason this is the base class for all UI controls.
- TODO: Decide which things are needed and which can be deleted
- </summary>
- </member>
- <member name="F:Delta.Scenes.AlignableElement.DrawArea">
- <summary>
- The final draw area (in absolute Quadratic Space coordinates) which
- will get automatically computed and updated by the 'Update()' method.
- </summary>
- <remarks>
- The correct value will be accessible after the first (update) tick.
- </remarks>
- </member>
- <member name="F:Delta.Scenes.AlignableElement.drawPos">
- <summary>
- The draw position which will get automatically computed and updated
- by the 'Update()' method.
- </summary>
- </member>
- <member name="F:Delta.Scenes.AlignableElement.isRecomputePositionRequired">
- <summary>
- The internal "flag" which tells if this element requires a
- re-computation of its (local and draw) position based on the current
- set alignment mode.
- </summary>
- </member>
- <member name="F:Delta.Scenes.AlignableElement.isRuntimeValueChange">
- <summary>
- This value is just used to indicate by 'false' if a change is done
- the first time (initialization / creation) or by 'true' if a change
- was done while the application is running e.g. by an user interaction.
- </summary>
- </member>
- <member name="F:Delta.Scenes.AlignableElement.IsSavingAllowed">
- <summary>
- Indicates if saving of this element is allowed. Useful for typical
- helper elements which don't need to be saved because they will created
- dynamically by its parents.
- </summary>
- <remarks>
- The default value is 'true'.
- </remarks>
- </member>
- <member name="F:Delta.Scenes.AlignableElement.DebugShowColor">
- <summary>
- The color which is used to visualize this element if "visual debugging"
- is enabled.
- </summary>
- </member>
- <member name="M:Delta.Scenes.AlignableElement.#ctor">
- <summary>
- Creates a dockable element.
- </summary>
- </member>
- <member name="M:Delta.Scenes.AlignableElement.Add(Delta.Scenes.AlignableElement)">
- <summary>
- Adds an element as new child.
- </summary>
- <param name="newChild">New child</param>
- <returns>
- 'True' if the given element was added as child, otherwise just 'false'.
- </returns>
- </member>
- <member name="M:Delta.Scenes.AlignableElement.Remove(Delta.Scenes.AlignableElement)">
- <summary>
- Removes a child element again.
- </summary>
- <param name="existingChild">Existing child</param>
- <returns>
- 'True' if the given element was a child and could be removed,
- otherwise just 'false'.
- </returns>
- </member>
- <member name="M:Delta.Scenes.AlignableElement.Update">
- <summary>
- Updates the element inclusive its children elements.
- </summary>
- </member>
- <member name="M:Delta.Scenes.AlignableElement.Draw">
- <summary>
- Draws the element and its children elements.
- </summary>
- </member>
- <member name="M:Delta.Scenes.AlignableElement.Save(System.IO.BinaryWriter)">
- <summary>
- Saves all necessary data of the object into a binary stream.
- </summary>
- <param name="dataWriter">
- The container object which will store all the saved data.
- </param>
- </member>
- <member name="M:Delta.Scenes.AlignableElement.Load(System.IO.BinaryReader)">
- <summary>
- Loads all data of the object again which were previously saved.
- </summary>
- <param name="dataReader">
- The container object which contains the data which were saved before.
- </param>
- </member>
- <member name="M:Delta.Scenes.AlignableElement.Dispose">
- <summary>
- Disposes the whole element data (inclusive children).
- </summary>
- </member>
- <member name="M:Delta.Scenes.AlignableElement.ToString">
- <summary>
- To string
- </summary>
- <returns>string</returns>
- </member>
- <member name="M:Delta.Scenes.AlignableElement.OnParentChanging(Delta.Scenes.AlignableElement)">
- <summary>
- On parent changing
- </summary>
- <param name="oldParent">Old parent</param>
- </member>
- <member name="M:Delta.Scenes.AlignableElement.OnSizeChanging(Delta.Utilities.Datatypes.Size)">
- <summary>
- On size changing
- </summary>
- <param name="oldSize">Old size</param>
- <returns>
- 'True' if the new value can be used or 'false' if the change should be
- aborted.
- </returns>
- </member>
- <member name="M:Delta.Scenes.AlignableElement.OnParentSizeChanged(Delta.Scenes.AlignableElement)">
- <summary>
- On parent size changed
- </summary>
- <param name="sender">Sender</param>
- <param name="newSize">New size</param>
- </member>
- <member name="M:Delta.Scenes.AlignableElement.UpdateDrawData">
- <summary>
- Updates all data of this element which are required for the following
- draw call.
- </summary>
- <remarks>
- This method will only be called if the element is in an enabled state.
- </remarks>
- </member>
- <member name="M:Delta.Scenes.AlignableElement.DetectChanges">
- <summary>
- This method implements the checks of the changes which are should be
- detected in this element. It also cares about triggering the events and
- the event handler methods.
- </summary>
- </member>
- <member name="M:Delta.Scenes.AlignableElement.DrawData">
- <summary>
- Draws all data of this element which needs to be visualized.
- </summary>
- <remarks>
- This method will only be called if the element is in a visible state.
- </remarks>
- </member>
- <member name="M:Delta.Scenes.AlignableElement.DrawDebugInfo">
- <summary>
- Draw debug info
- </summary>
- </member>
- <member name="M:Delta.Scenes.AlignableElement.ShortElementInfo">
- <summary>
- Short info of the this element (instance).
- Note: Helper function for the "ToString()" override.
- </summary>
- <returns>The short info of this element as string.</returns>
- </member>
- <member name="P:Delta.Scenes.AlignableElement.LocalArea">
- <summary>
- The local displaying area of this element based on the parent element.
- </summary>
- </member>
- <member name="P:Delta.Scenes.AlignableElement.LocalPosition">
- <summary>
- The top-left position of this element in the "parent space".
- </summary>
- </member>
- <member name="P:Delta.Scenes.AlignableElement.Size">
- <summary>
- The size of this element.
- </summary>
- </member>
- <member name="P:Delta.Scenes.AlignableElement.State">
- <summary>
- Represents the current state of this element.
- </summary>
- </member>
- <member name="P:Delta.Scenes.AlignableElement.HorizontalAlignment">
- <summary>
- The current set horizontal alignment, if the mode is set to
- 'HorizontalAlignment.None' the alignment functionality is disabled.
- </summary>
- </member>
- <member name="P:Delta.Scenes.AlignableElement.VerticalAlignment">
- <summary>
- The current set vertical alignment, if the mode is set to
- 'VerticalAlignment.None' the alignment functionality is disabled.
- </summary>
- </member>
- <member name="P:Delta.Scenes.AlignableElement.Margin">
- <summary>
- Margin
- </summary>
- <returns>Spacing</returns>
- </member>
- <member name="P:Delta.Scenes.AlignableElement.Parent">
- <summary>
- The parent element where this element is a child from.
- </summary>
- </member>
- <member name="P:Delta.Scenes.AlignableElement.Screen">
- <summary>
- Represents the owner screen where this element belongs to.
- </summary>
- <value>
- The scene.
- </value>
- </member>
- <member name="P:Delta.Scenes.AlignableElement.LastState">
- <summary>
- The last state which was set before the current state. Useful if the
- last state wants to be restored for some reason.
- </summary>
- </member>
- <member name="E:Delta.Scenes.AlignableElement.SizeChanged">
- <summary>
- Occurs every time when the size of the element changes.
- </summary>
- </member>
- <member name="T:Delta.Scenes.AlignableElement.ControlSizeEvent">
- <summary>
- The delegate declaration for the "Control.SizeChanged" event.
- </summary>
- <param name="sender">
- The element instance which has raised this event.
- </param>
- </member>
- <member name="F:Delta.Scenes.BaseControl.DefaultPosition">
- <summary>
- The default location for all UI controls which is in the middle of the
- screen. So we can use the .NET 3.5 like constructors and give the
- artists the chance to move the control to the correct position.
- </summary>
- </member>
- <member name="F:Delta.Scenes.BaseControl.DefaultSize">
- <summary>
- The default size of a control when no (valid) size is explicitely set.
- </summary>
- </member>
- <member name="F:Delta.Scenes.BaseControl.DefaultMinSize">
- <summary>
- Returns the default minimum possible size of the control.
- </summary>
- </member>
- <member name="F:Delta.Scenes.BaseControl.IsVisible">
- <summary>
- Returns if the control is currently visible. If this is false, no
- update or drawing will be done (like if the control was not there)!
- </summary>
- </member>
- <member name="M:Delta.Scenes.BaseControl.Clone">
- <summary>
- Clone
- </summary>
- <returns>The cloned instance of this instance.</returns>
- </member>
- <member name="M:Delta.Scenes.BaseControl.GetControl(Delta.Utilities.Datatypes.Point)">
- <summary>
- Gets the topmost control by the (absolute) QuadraticSpace
- position or "null" if the position isn't on one of the Children.
- </summary>
- <param name="absCursorPos">Absolute cursor position</param>
- <returns>
- The found control located by the given position or just 'null' if no
- control could be found at the specified position.
- </returns>
- </member>
- <member name="M:Delta.Scenes.BaseControl.GetControl(System.String)">
- <summary>
- Tries to get the control looking by its name or returns 'null' if it
- couldn't be found.
- </summary>
- <param name="controlName">Control name</param>
- <returns>
- The found control identified by the name or just 'null' if a control
- with the given name couldn't be found.
- </returns>
- </member>
- <member name="M:Delta.Scenes.BaseControl.Save(System.IO.BinaryWriter)">
- <summary>
- Saves all necessary data of the object into a binary stream.
- </summary>
- <param name="dataWriter">
- The container object which will store all the saved data.
- </param>
- </member>
- <member name="M:Delta.Scenes.BaseControl.Load(System.IO.BinaryReader)">
- <summary>
- Loads all data of the object again which were previously saved.
- </summary>
- <param name="dataReader">
- The container object which contains the data which were saved before.
- </param>
- </member>
- <member name="M:Delta.Scenes.BaseControl.ToString">
- <summary>
- To string
- </summary>
- <returns>
- A <see cref="T:System.String" /> that represents this instance.
- </returns>
- </member>
- <member name="M:Delta.Scenes.BaseControl.OnInputEvent(Delta.InputSystem.CommandTrigger)">
- <summary>
- On input event
- </summary>
- <param name="input">Input data</param>
- </member>
- <member name="M:Delta.Scenes.BaseControl.OnDesignChanging(Delta.Scenes.ControlDesign)">
- <summary>
- Occurs every time when the design of the control changes.
- </summary>
- <remarks>
- This method will only be called if the design will be changed
- explicitely by the user.
- </remarks>
- <param name="oldDesign">Old design</param>
- <returns>
- 'True' if the new value can be used or 'false' if the change should be
- aborted.
- </returns>
- </member>
- <member name="M:Delta.Scenes.BaseControl.OnDragging(Delta.Scenes.Enums.DragState,Delta.InputSystem.CommandTrigger)">
- <summary>
- Occurs if the left pointing device button is pressed down and the
- cursor will moved.
- </summary>
- <param name="dragType">Drag type</param>
- <param name="input">Input data</param>
- </member>
- <member name="M:Delta.Scenes.BaseControl.DetectChanges">
- <summary>
- This method implements the checks of the changes which are should be
- detected in this element. It also cares about triggering the events and
- the event handler methods.
- </summary>
- </member>
- <member name="M:Delta.Scenes.BaseControl.IsInControl(Delta.Utilities.Datatypes.Point)">
- <summary>
- Is in control
- </summary>
- <param name="absoluteQuadspacePosition">Absolute quadspace position</param>
- <returns>'True' if the given position is inside this control.</returns>
- </member>
- <member name="M:Delta.Scenes.BaseControl.DrawData">
- <summary>
- Draws all data of this control which needs to be visualized.
- </summary>
- <remarks>
- This method will only be called if the control is in a visible state.
- </remarks>
- </member>
- <member name="M:Delta.Scenes.BaseControl.ShortElementInfo">
- <summary>
- Short info of the this control (instance).
- Note: Helper function for the "ToString()" override.
- </summary>
- <returns>The short info of this element as string.</returns>
- </member>
- <member name="P:Delta.Scenes.BaseControl.CustomDesign">
- <summary>
- Represents the custom design which is used for this control. By default
- this value is 'null' and uses the related design of the current set
- UserTheme.
- </summary>
- </member>
- <member name="P:Delta.Scenes.BaseControl.IsCustomDesignUsed">
- <summary>
- Indicates if a custom or the default design is used for this control.
- </summary>
- </member>
- <member name="P:Delta.Scenes.BaseControl.FallbackDesign">
- <summary>
- Defines the theme which will be used if no "Design" was set
- explicitely.
- Note: This property needs to be implemented in every subclass.
- </summary>
- <returns>Control design</returns>
- </member>
- <member name="P:Delta.Scenes.BaseControl.Design">
- <summary>
- The final design which is used for drawing this control. By default it
- uses the related control design of the current "UITheme" but it can
- be "overridden" by setting an own design with the 'CustomDesign'
- property explicitely.
- </summary>
- <remarks>
- The property is 'internal' because of the fact that the UI-Editor needs
- access to the final design which is used for drawing.
- </remarks>
- </member>
- <member name="E:Delta.Scenes.BaseControl.Dragging">
- <summary>
- Occurs if the left pointing device button is pressed down and the
- cursor will moved.
- </summary>
- </member>
- <member name="T:Delta.Scenes.BaseControl.ControlDragEvent">
- <summary>
- Delegate for the "Dragging" event of an UI control.
- </summary>
- <param name="sender">The control which is currently dragging.</param>
- <param name="dragType">The kind of drag event</param>
- <param name="input">
- The position where the event happens on the screen. Note: For the
- "DragMove" event the value will be relative to the last event.
- </param>
- </member>
- <member name="T:Delta.Scenes.Enums.AnchorType">
- <summary>
- That type defines at which point of the parent control the own control
- will attached outside.
- </summary>
- </member>
- <member name="T:Delta.Scenes.Enums.ScreenState">
- <summary>
- Specifies the state that a <see cref="T:Delta.Scenes.BaseScreen" /> of a
- <see cref="T:Delta.Scenes.Scene" /> can have and will change every time it will be opened
- or closed.
- </summary>
- </member>
- <member name="T:Delta.Scenes.ControlDesign">
- <summary>
- This class is the base design class for all visual elements of an user
- interface <see cref="!:UIElement" /> and defines the basic look of each
- element. Of course more complex designs for UI elements are possible, you
- just have to create an own "design class" where you can define the a more
- advanced look (mostly needed for new UI element classes). The only thing
- that you have to keep in mind that every other UI design class is derived
- from this class, directly or indirectly.
- </summary>
- </member>
- <member name="M:Delta.Scenes.ControlDesign.DrawStyle(Delta.Scenes.BaseControl,Delta.Rendering.Basics.Materials.Material2DColored,Delta.Utilities.Datatypes.Rectangle)">
- <summary>
- Draws the style at the given area
- Note: Just a private helper function for drawing the control.
- </summary>
- <param name="control">Control</param>
- <param name="currentStyle">Current control style</param>
- <param name="drawArea">Draw area</param>
- </member>
- <member name="M:Delta.Scenes.ControlDesign.DrawControl(Delta.Scenes.BaseControl,Delta.Utilities.Datatypes.Rectangle)">
- <summary>
- Draw control
- Note: That method will only be called if the control state is
- at least visible.
- </summary>
- <param name="control">Control to draw in this design.</param>
- <param name="drawArea">The draw area.</param>
- </member>
- <member name="M:Delta.Scenes.ControlDesign.ToString">
- <summary>
- To string
- </summary>
- <returns>
- A <see cref="T:System.String" /> that represents this instance.
- </returns>
- </member>
- <member name="M:Delta.Scenes.ControlDesign.Save(System.IO.BinaryWriter)">
- <summary>
- Saves all necessary data of the object to a binary stream.
- </summary>
- <param name="dataWriter">The data writer.</param>
- </member>
- <member name="M:Delta.Scenes.ControlDesign.Load(System.IO.BinaryReader)">
- <summary>
- Loads all data of the object again which were previously saved.
- </summary>
- <param name="dataReader">The data of the object which were saved
- before.</param>
- </member>
- <member name="M:Delta.Scenes.ControlDesign.Dispose">
- <summary>
- Dispose the control design. Does nothing here.
- </summary>
- </member>
- <member name="M:Delta.Scenes.ControlDesign.SaveMaterial(System.IO.BinaryWriter,Delta.Rendering.Basics.Materials.Material2DColored)">
- <summary>
- Save material
- TODO: Use the "ISaveLoadBinary" implementation of the material class
- </summary>
- <param name="dataWriter">Data writer</param>
- <param name="material">Material</param>
- </member>
- <member name="M:Delta.Scenes.ControlDesign.LoadMaterial(System.IO.BinaryReader)">
- <summary>
- Load material
- </summary>
- <param name="dataReader">Data reader</param>
- <returns>The loaded material from the given data reader.</returns>
- </member>
- <member name="M:Delta.Scenes.ControlDesign.GetControlStyle(Delta.Scenes.BaseControl)">
- <summary>
- Returns the set style of the controls based on its current state.
- </summary>
- <param name="control">Control</param>
- <returns>the set style</returns>
- </member>
- <member name="P:Delta.Scenes.ControlDesign.DefaultMaterial">
- <summary>
- The default material which is used if no material is available for a
- UI design.
- Note:
- That is currently only used for "DrawDesign".
- </summary>
- <returns>Material 2D colored</returns>
- </member>
- <member name="P:Delta.Scenes.ControlDesign.Background">
- <summary>
- Defines the background of the control (or in the Image control the
- whole design). Basically it uses the "Theme" design ('DefaultDesign'
- is set) but it can be overridden by setting a value "explicitely".
- If no design is wished resp. should be ignored, then just the
- assignment of "null" is needed.
- </summary>
- <value>
- The background.
- </value>
- <returns>Material 2D colored</returns>
- </member>
- <member name="P:Delta.Scenes.ControlDesign.DisabledBackground">
- <summary>
- Defines the background of the control (or in the Image control the
- whole design) for the disabled state. If no design is wished resp.
- should be ignored, then just the assignment of "null" is needed.
- </summary>
- <value>
- The disabled background.
- </value>
- <returns>Material2DColored</returns>
- </member>
- <member name="P:Delta.Scenes.ControlDesign.Hover">
- <summary>
- The graphical design (material) which is used, if the control is
- currently in the "Hover mode". If "null" is assigned, then the whole
- "Hovering" logic will be ignored.
- </summary>
- <value>
- The hover.
- </value>
- <returns>Material 2D colored</returns>
- </member>
- <member name="P:Delta.Scenes.ControlDesign.Size">
- <summary>
- The size of the design.
- </summary>
- </member>
- <member name="T:Delta.Scenes.Enums.Alignment">
- <summary>
- Represents all possible alignment types which can be used for any visual
- UI element.
- </summary>
- </member>
- <member name="T:Delta.Scenes.Scene">
- <summary>
- Scene class which is basically a container for everything we want to have
- in our actual game scene. Like models, UI screens and more. You can
- create them programmatically or load them from the content system, in
- both cases the SceneData.Current and the Scene.Current objects need to
- point to the same scene data and scene respectively.
- <para />
- Each scene is dynamic module and Run() is called automatically (right
- before) the MaterialManager is called) but only the currently active
- scene is updated (see Run()).
- </summary>
- </member>
- <member name="M:Delta.Scenes.Scene.Open(System.String)">
- <summary>
- Create scene and starts it, please note that the current scene will be
- closed and dispose before the new one is loaded. It loads the internal
- scene data. Since that is a dynamic module Run() will update the
- screen, camera, video, etc.
- </summary>
- <param name="sceneContentName">Scene content name</param>
- <returns>The loaded scene instance.</returns>
- </member>
- <member name="M:Delta.Scenes.Scene.Open(Delta.Scenes.BaseScreen)">
- <summary>
- Creates the scene dynamically without content. Please note that all
- content is not automatically disposed like for content scenes.
- </summary>
- <remarks>
- The screen will use the default theme if none was set yet at all.
- </remarks>
- <param name="setUIScreen">Set UI Screen</param>
- <param name="setUITheme">Set UI Theme</param>
- <returns>The loaded scene instance.</returns>
- </member>
- <member name="M:Delta.Scenes.Scene.Open(Delta.Scenes.BaseScreen,Delta.Scenes.BaseTheme)">
- <summary>
- Creates the scene dynamically without content. Please note that all
- content is not automatically disposed like for content scenes.
- </summary>
- <param name="setUIScreen">Set Ui Screen</param>
- <param name="setUITheme">Set UI Theme</param>
- <returns>The loaded scene instance.</returns>
- </member>
- <member name="M:Delta.Scenes.Scene.DrawFps">
- <summary>
- Draw fps information.
- </summary>
- </member>
- <member name="M:Delta.Scenes.Scene.#ctor(System.String)">
- <summary>
- Create scene, just loads the internal scene data. Since that is a
- dynamic module all the magic happens in Run().
- </summary>
- <param name="setSceneName">Scene content name</param>
- </member>
- <member name="M:Delta.Scenes.Scene.GetScreen(System.String)">
- <summary>
- Return the found screen (specified by the name) or 'null' if it can't
- be found.
- </summary>
- <param name="screenName">The (content) name of the screen.</param>
- </member>
- <member name="M:Delta.Scenes.Scene.Add(Delta.Scenes.BaseScreen)">
- <summary>
- Adds a new screen including playing the blending in animation.
- </summary>
- <param name="screen">Screen</param>
- <param name="newScreen">New Screen</param>
- </member>
- <member name="M:Delta.Scenes.Scene.Remove(Delta.Scenes.BaseScreen)">
- <summary>
- Removes an existing screen incl. playing the blending out animation.
- </summary>
- <param name="existingScreen">Existing screen</param>
- </member>
- <member name="M:Delta.Scenes.Scene.RemoveUpTo(Delta.Scenes.BaseScreen)">
- <summary>
- Closes all screens up to the specified screen which are above on it.
- <para />
- Note: This specified screen won't be closed.
- </summary>
- <param name="newTopmostScreen">TheExisting screen</param>
- </member>
- <member name="M:Delta.Scenes.Scene.Run">
- <summary>
- Run the scene with all screens in it. Each active screen (usually we
- have a solid one in the background and optionally overlay screens on
- top of it) is Run as long is it active (Screen.Run will call Update
- and then Draw for each screen automatically).
- </summary>
- </member>
- <member name="M:Delta.Scenes.Scene.Load(Delta.ContentSystem.UserInterfaces.SceneData)">
- <summary>
- Load
- </summary>
- <param name="setData">Set data</param>
- </member>
- <member name="M:Delta.Scenes.Scene.Save(System.IO.BinaryWriter)">
- <summary>
- Saves all necessary data of the object into a binary stream.
- </summary>
- <param name="dataWriter">
- The container object which will store all the saved data.
- </param>
- </member>
- <member name="M:Delta.Scenes.Scene.Dispose">
- <summary>
- Disposes this scene again.
- </summary>
- </member>
- <member name="M:Delta.Scenes.Scene.ToString">
- <summary>
- To string
- </summary>
- <returns>
- A <see cref="T:System.String" /> that represents this instance.
- </returns>
- </member>
- <member name="P:Delta.Scenes.Scene.Current">
- <summary>
- By default the empty project scene is set (it is also set when no
- other scene is set anymore and Dispose was called from the last one).
- The empty project scene is real content and can even be modified with
- the Scene Editor.
- </summary>
- <remarks>
- Each scene can have children and a parent.
- </remarks>
- </member>
- <member name="P:Delta.Scenes.Scene.LoadingBackgroundImage">
- <summary>
- Loading background image
- </summary>
- </member>
- <member name="P:Delta.Scenes.Scene.UITheme">
- <summary>
- The theme which contains all imported values for the correct rendering
- of Ui elements on the screen.
- </summary>
- </member>
- <member name="P:Delta.Scenes.Scene.Camera">
- <summary>
- Active camera, loaded from content if there is one set for this scene.
- </summary>
- </member>
- <member name="P:Delta.Scenes.Scene.Music">
- <summary>
- Music, loaded and managed by this scene if there is music set.
- </summary>
- </member>
- <member name="P:Delta.Scenes.Scene.Video">
- <summary>
- Video, loaded and managed by this scene if there is a video set.
- </summary>
- </member>
- <member name="P:Delta.Scenes.Scene.ScreenArea">
- <summary>
- Screen area
- The full area of the screen (based on the current resolution) which is
- required to display the curren set UI theme aspect ratio true on a
- screen.
- <para />
- Note: This area is always centered inside the max. available screen
- area, in the case that the current resolution doesn't fit the aspect
- ratio that is used for the UI theme.
- </summary>
- </member>
- <member name="T:Delta.Scenes.Enums.DragState">
- <summary>
- Specifies the possible state values of the 'Dragging' events that are
- used in the UI controls.
- </summary>
- </member>
- <member name="T:Delta.Scenes.BaseTheme">
- <summary>
- That class defines the base to allow a general theming of different UI
- elements.
- </summary>
- </member>
- <member name="F:Delta.Scenes.BaseTheme.DefaultBlendColor">
- <summary>
- Represents the default blend color for a (default) enabled design of
- the UI controls.
- </summary>
- </member>
- <member name="F:Delta.Scenes.BaseTheme.DefaultDisabledBlendColor">
- <summary>
- Represents the default blend color for a (default) disabled design of
- the UI controls.
- </summary>
- </member>
- <member name="F:Delta.Scenes.BaseTheme.DefaultHoverColor">
- <summary>
- Represents the default blend color for a (default) hover design of
- the UI controls.
- </summary>
- </member>
- <member name="F:Delta.Scenes.BaseTheme.DefaultTextColor">
- <summary>
- The default color for drawing a text by a font.
- </summary>
- </member>
- <member name="M:Delta.Scenes.BaseTheme.GetUIMaterial(Delta.Utilities.Datatypes.Color)">
- <summary>
- Get user interface material, just creates a new 2D colored material and
- sets the DrawLayer to UI.
- </summary>
- <param name="setColor">Set color</param>
- <returns>The created material based on the given color.</returns>
- </member>
- <member name="M:Delta.Scenes.BaseTheme.GetUIMaterial(System.String)">
- <summary>
- Get user interface material, just creates a new 2D colored material and
- sets the DrawLayer to UI.
- </summary>
- <param name="setImageName">Set image name</param>
- <returns>The created material based on the given image name.</returns>
- </member>
- <member name="M:Delta.Scenes.BaseTheme.GetUIMaterial(System.String,Delta.Utilities.Datatypes.Color)">
- <summary>
- Get user interface material, just creates a new 2D colored material and
- sets the DrawLayer to UI.
- </summary>
- <param name="setImageName">Name of the set image.</param>
- <param name="setBlendColor">Color of the set blend.</param>
- <returns>
- The created material based on the given image name and color.
- </returns>
- </member>
- <member name="M:Delta.Scenes.BaseTheme.#ctor(System.String)">
- <summary>
- Create user interface style
- </summary>
- <param name="setThemeName">Name of the set theme.</param>
- </member>
- <member name="M:Delta.Scenes.BaseTheme.ComputeScreenArea">
- <summary>
- Computes the required draw area to display the Theme aspect ratio true
- on a screen based on the current resolution.
- <para />
- Note: This area is centered in the max. available screen area based on
- the settings.
- </summary>
- </member>
- <member name="M:Delta.Scenes.BaseTheme.LoadDefaultDesign">
- <summary>
- Load default design
- </summary>
- </member>
- <member name="P:Delta.Scenes.BaseTheme.Default">
- <summary>
- Default theme when nothing else is assigned.
- </summary>
- </member>
- <member name="P:Delta.Scenes.BaseTheme.Current">
- <summary>
- Current theme, will return the Default theme if nothing is set.
- </summary>
- </member>
- <member name="P:Delta.Scenes.BaseTheme.DesignedResolution">
- <summary>
- Represents the resolution where that style was designed for.
- </summary>
- <value>
- The designed resolution.
- </value>
- </member>
- <member name="T:Delta.Scenes.BaseScreen">
- <summary>
- Base user interface scene
- </summary>
- </member>
- <member name="M:Delta.Scenes.BaseScreen.#ctor(System.String)">
- <summary>
- Creates an user interface scene from the content file with all stored
- controls.
- </summary>
- <param name="screenContentName">
- Name of the content data for this screen.
- </param>
- </member>
- <member name="M:Delta.Scenes.BaseScreen.Open">
- <summary>
- Sets this screen as current active one. If loaded by content this is
- done automatically in the constructor. When creating a screen
- dynamically in code you need to add all UI elements yourself and then
- call Open yourself to present the screen to the user. All rendering
- and updating is handled automatically by the Scene module!
- </summary>
- </member>
- <member name="M:Delta.Scenes.BaseScreen.Add(Delta.Scenes.BaseControl)">
- <summary>
- Adds a control to the scene.
- </summary>
- <param name="newControl">New control</param>
- </member>
- <member name="M:Delta.Scenes.BaseScreen.Remove(Delta.Scenes.BaseControl)">
- <summary>
- Removes a control to the scene again.
- </summary>
- <param name="controlToRemove">Control to remove</param>
- </member>
- <member name="M:Delta.Scenes.BaseScreen.IsDirectParentOf(Delta.Scenes.BaseControl)">
- <summary>
- Returns 'true' if the scene is direct parent of the given control.
- </summary>
- <param name="control">Control</param>
- <returns>bool</returns>
- </member>
- <member name="M:Delta.Scenes.BaseScreen.Save(System.IO.BinaryWriter)">
- <summary>
- Saves all necessary data of the object into a binary stream.
- </summary>
- <param name="dataWriter">
- The container object which will store all the saved data.
- </param>
- </member>
- <member name="M:Delta.Scenes.BaseScreen.Load(System.IO.BinaryReader)">
- <summary>
- Loads all data of the object again which were previously saved.
- </summary>
- <param name="dataReader">
- The container object which contains the data which were saved before.
- </param>
- </member>
- <member name="M:Delta.Scenes.BaseScreen.Close">
- <summary>
- Close
- </summary>
- </member>
- <member name="M:Delta.Scenes.BaseScreen.Dispose">
- <summary>
- Dispose
- </summary>
- </member>
- <member name="M:Delta.Scenes.BaseScreen.OnActivated">
- <summary>
- Happens on every time the scene has been opened or the this scene was
- be deactivated first by opening another (solid) scene above it before
- and gets now active after the other scene (above) is closed now again.
- </summary>
- </member>
- <member name="M:Delta.Scenes.BaseScreen.OnDeactivated">
- <summary>
- Happens every time another (new solid) scene will be opened and "hides"
- now this scene. It also occurs before the scene will be closed.
- <para />
- This the place where delegates should be (temporarily) detached from
- "global" events.
- </summary>
- </member>
- <member name="M:Delta.Scenes.BaseScreen.GetControl(Delta.Utilities.Datatypes.Point)">
- <summary>
- Gets the (topmost) control of the chosen position in the scene.
- </summary>
- <param name="scenePoint">
- The (Quadratic Space) position in the scene.
- (This function can be e.g. use to get the topmost control of the mouse
- click position in the scene.)
- </param>
- </member>
- <member name="M:Delta.Scenes.BaseScreen.GetControl(System.String)">
- <summary>
- Get control
- </summary>
- <param name="controlName">Control name</param>
- <returns>
- The found control identified by the name or just 'null' if a control
- with the given name couldn't be found.
- </returns>
- </member>
- <member name="M:Delta.Scenes.BaseScreen.Update">
- <summary>
- Updates the UI screen.
- </summary>
- <remarks>
- This method will be only called if this screen is in 'Active' state
- </remarks>
- </member>
- <member name="M:Delta.Scenes.BaseScreen.Draw">
- <summary>
- Draws the whole screen.
- </summary>
- </member>
- <member name="P:Delta.Scenes.BaseScreen.Scene">
- <summary>
- The scene where this UI screen belongs to.
- </summary>
- </member>
- <member name="P:Delta.Scenes.BaseScreen.IsOpened">
- <summary>
- Is opened
- </summary>
- </member>
- <member name="P:Delta.Scenes.BaseScreen.IsActive">
- <summary>
- Returns 'true' if the currently used screen is visible and active.
- </summary>
- </member>
- <member name="P:Delta.Scenes.BaseScreen.IsOverlayScreen">
- <summary>
- Gets or sets if this screen is a overlay one. Overlay screens stay
- above the active normal screen of the current scene unlike a normal
- screen which will hide completely the current active screen.
- </summary>
- </member>
- <member name="P:Delta.Scenes.BaseScreen.FocusedControl">
- <summary>
- Returns the focused control.
- </summary>
- </member>
- <member name="P:Delta.Scenes.BaseScreen.Background">
- <summary>
- Content name of the background of the screen. If no design is wished or
- needed then just assign an empty name (or even 'null' is possible).
- </summary>
- <remarks>
- The default is set to no background (null).
- </remarks>
- </member>
- <member name="E:Delta.Scenes.BaseScreen.Closed">
- <summary>
- Occurs if the scene is closed.
- </summary>
- </member>
- <member name="T:Delta.Scenes.BaseScreen.ScreenManagementControl">
- <summary>
- Represents the "private" element which manages all "real" (user)
- controls which belongs to that screen.
-
- We only want to use the already implemented functionality of the
- "BaseUIElement", but we self aren't a "real" control, we only manage
- all registered children...
- </summary>
- <returns>Base control</returns>
- </member>
- <member name="T:Delta.Scenes.Enums.ElementState">
- <summary>
- The enum with all possible states that an UI element can have.
- </summary>
- </member>
- </members>
- </doc>