Classes | |
| class | AgateSetup |
| Class which is designed to simplify initialization and de-initialization of the library. It is recommended to have a Setup object in a using block around your game code so that calling Dispose is guaranteed. More... | |
| class | Audio |
| Static class which contains basic functions for playing sound and music. This is analogous to the static Display class, but playing audio files is much less complicated. More... | |
| class | SoundBuffer |
| A class which is used for loading and playing of sounds. Typically this is used for sound effects, whereas playing background music is done by the Music class. More... | |
| class | SoundBufferSession |
| A class which represents a playback instance of a SoundBuffer object. More... | |
| class | Music |
| A class which performs Music playback. More... | |
| class | Core |
| Class which contains objects commonly used by the entire library. More... | |
| class | Display |
| Static class which contains all basic functions for drawing onto the display. This class is most central to game rendering. At the beginning and end of each frame Display.BeginFrame() and Display.EndFrame() must be called. All drawing calls must occur between BeginFrame and EndFrame. More... | |
| class | DisplayWindow |
| A class representing a screen region which is used as a RenderTarget. More... | |
| class | DriverImplBase |
| Base class all driver classes should implement. More... | |
| class | NullInputImpl |
| class | NullSoundImpl |
| Class which provides a silent Audio implementation. More... | |
| class | FileManager |
| Manages file locations and automatic finding of files. More... | |
| class | FontSurface |
| Class which represents a font to draw on the screen. More... | |
| class | Input |
| Static class which contains basic functions for handling non-keyboard and mouse input. More... | |
| class | InputCommand< T > |
| Class which encapsulates a set of key codes and joystick buttons that all have the same function. More... | |
| class | InputState< T > |
| Class which encapsulates functionality associated with a set of commands. More... | |
| class | Joystick |
| Class which encapsulates a single joystick. More... | |
| struct | KeyModifiers |
| Structure which keeps track of modifier keys applied to other keys. More... | |
| class | InputEventArgs |
| Class which describes details about an input event. More... | |
| class | Keyboard |
| Static class which represents Keyboard input. More... | |
| class | Light |
| Class which represents a single light source. Only point light sources are supported at the moment. More... | |
| class | LightManager |
| The LightManager class keeps a list of Light objects which can be used to setup the lighting in the rendering API. More... | |
| class | Mouse |
| Class which encapsulates input from the mouse. More... | |
| class | Origin |
| Static class which performs necessary calculates based on OriginAlignment values. More... | |
| class | PixelBuffer |
| Class which encapsulates raw pixel data. This can be used to construct or modify surface data programmatically. More... | |
| interface | IRenderTarget |
| Defines the interface used for render targets. Implemented by DisplayWindow and Surface. More... | |
| class | ScreenMode |
| Class which contains information about an available screen mode. More... | |
| class | SearchPath |
| A class which is used to simplify searching for files in several different directories. All paths entered are stored as absolute paths, so do not expect to add an item and retrieve it and have it be the same thing. . More... | |
| class | Sprite |
| The Sprite class represents a series of frames which are used to create a single animation. More... | |
| class | SpriteContainer< T > |
| A generic class which is used to contain multiple animation sequences (sprites). You provide your own key for identifying sprites. Typically, T should be some enum type which specifies all of the animations used by a particular object. More... | |
| class | SpriteFrame |
| Class for a single frame of a sprite. More... | |
| class | StringTransformer |
| Static class for basic string transformers. More... | |
| class | Surface |
| Class which represents a pixel surface. There are several ways to create a Surface object. The most common is to pass the name of an image file. More... | |
| class | Timing |
| Static class which handles timing. This is often used to update object positions and animations. More... | |
Packages | |
| package | Drivers |
| package | Geometry |
| package | ImplBase |
| package | PlatformSpecific |
| package | Properties |
| package | Resources |
| package | Utility |
Enumerations | |
| enum | ErrorLevel { Comment, Warning, Fatal, Bug } |
| Used by AgateLib.Core class's error reporting functions to indicate how severe an error is. More... | |
| enum | FontStyle { None = 0, None = 0, Bold = 1, Italic = 2, Strikeout = 4, Underline = 8 } |
| Enumeration which allows selection of font styles when creating a font from the OS. This enum has the FlagsAttribute, so its members can be combined in a bitwise fashion. More... | |
| enum | KeyCode { None = 0, None = 0, BackSpace = 8, Tab = 9, LineFeed = 10, Clear = 12, Return = 13, Enter = 13, Pause = 19, CapsLock = 20, Escape = 27, Space = 32, PageUp = 33, PageDown = 34, End = 35, Home = 36, Left = 37, Up = 38, Right = 39, Down = 40, Select = 41, Print = 42, Execute = 43, PrintScreen = 44, Insert = 45, Delete = 46, Help = 47, D0 = 48, D1 = 49, D2 = 50, D3 = 51, D4 = 52, D5 = 53, D6 = 54, D7 = 55, D8 = 56, D9 = 57, A = 65, B = 66, C = 67, D = 68, E = 69, F = 70, G = 71, H = 72, I = 73, J = 74, K = 75, L = 76, M = 77, N = 78, O = 79, P = 80, Q = 81, R = 82, S = 83, T = 84, U = 85, V = 86, W = 87, X = 88, Y = 89, Z = 90, LWin = 91, RWin = 92, Apps = 93, Sleep = 95, NumPad0 = 96, NumPad1 = 97, NumPad2 = 98, NumPad3 = 99, NumPad4 = 100, NumPad5 = 101, NumPad6 = 102, NumPad7 = 103, NumPad8 = 104, NumPad9 = 105, NumPadMultiply = 106, NumPadPlus = 107, Separator = 108, NumPadMinus = 109, NumPadPeriod = 110, NumPadSlash = 111, F1 = 112, F2 = 113, F3 = 114, F4 = 115, F5 = 116, F6 = 117, F7 = 118, F8 = 119, F9 = 120, F10 = 121, F11 = 122, F12 = 123, F13 = 124, F14 = 125, F15 = 126, F16 = 127, F17 = 128, F18 = 129, F19 = 130, F20 = 131, F21 = 132, F22 = 133, F23 = 134, F24 = 135, NumLock = 144, Scroll = 145, LShiftKey = 160, RShiftKey = 161, LControlKey = 162, RControlKey = 163, LMenu = 164, RMenu = 165, BrowserBack = 166, BrowserForward = 167, BrowserRefresh = 168, BrowserStop = 169, BrowserSearch = 170, BrowserFavorites = 171, BrowserHome = 172, VolumeMute = 173, VolumeDown = 174, VolumeUp = 175, MediaNextTrack = 176, MediaPreviousTrack = 177, MediaStop = 178, MediaPlayPause = 179, LaunchMail = 180, SelectMedia = 181, LaunchApplication1 = 182, LaunchApplication2 = 183, Semicolon = 186, Oem1 = 186, Plus = 187, Comma = 188, Minus = 189, Period = 190, Slash = 191, Tilde = 192, OpenBracket = 219, BackSlash = 220, CloseBracket = 221, Quotes = 222, Oem8 = 223, Shift = 1, Control = 2, Alt = 4 } |
| An enumeration of all possible key values. These values (mostly) correspond to the values used in System.Windows.Forms.Keys in .NET 2.0. More... | |
| enum | OriginAlignment { TopLeft = 0x11, TopCenter = 0x12, TopRight = 0x13, CenterLeft = 0x21, Center = 0x22, CenterRight = 0x23, BottomLeft = 0x31, BottomCenter = 0x32, BottomRight = 0x33 } |
| OriginAlignment enum. Used to specify how points should be interpreted. More... | |
| enum | PixelFormat { Any, ARGB8888, ABGR8888, BGRA8888, RGBA8888, XRGB8888, XBGR8888, RGB888, BGR888, RGB565, XRGB1555, XBGR1555, BGR565, endregion } |
| Enum which describes different pixel formats. Order of the characters in the constant name specifies the ordering of the bytes for the pixel data, from least to most significant. See remarks for more information. More... | |
| enum | ImageFileFormat { Png, Bmp, Jpg, Tga } |
| Enum which is used to indicate what format an image file is in. More... | |
Functions | |
| delegate void | InputEventHandler (InputEventArgs e) |
| Event handler event type. | |
Used by AgateLib.Core class's error reporting functions to indicate how severe an error is.
Enumeration which allows selection of font styles when creating a font from the OS. This enum has the FlagsAttribute, so its members can be combined in a bitwise fashion.
An enumeration of all possible key values. These values (mostly) correspond to the values used in System.Windows.Forms.Keys in .NET 2.0.
OriginAlignment enum. Used to specify how points should be interpreted.
Enum which describes different pixel formats. Order of the characters in the constant name specifies the ordering of the bytes for the pixel data, from least to most significant. See remarks for more information.
Order of the characters in the constant name specifies the ordering of the bytes for the pixel data, from least to most significant on a little-endian architecture. In other words, the first character indicates the meaning of the first byte or bits in memory.
For example, ARGB8888 indicates that the alpha channel is the least significant, the blue channel is most significant, and each channel is eight bits long. The alpha channel is stored first in memory, followed by red, green and blue.
| delegate void ERY.AgateLib.InputEventHandler | ( | InputEventArgs | e | ) |
Event handler event type.
| e |
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AgateLib Awesome Game and Tool Engine Library |
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