RecrownedAthenaeum A virtual 2D camera. Current zoom level. Current position in the world. The matrix representing the zoom and position. Constructs 2D camera. The graphics device to use. Applies any changes made to the properties of this camera and updates to new dimensions of viewport specified by the graphics device. Lerps to the given position. The multiplier for difference in distance. The target position to lerp to. Time between this frame and the previous frame. Wrapper for the content manager that helps with controlling it by adding automated multithreaded content loading. Path modifiers to change the path in which the content manager looks to load a file. Used for better organizing things while not needing to type entire path. Whether or not the queue is empty and all content is loaded. The progress of the loading. 1 is complete while 0 is incomplete. Wraps the . The manager to wrap. Gets the requested asset. The type of the asset for an alternative way to cast. The name of the asset. The asset casted to the type given with T. Queues an asset to be loaded. The type of the asset to be queued. Name of asset to look for. Whether or not to use the path modifiers. Called whenever a batch of assets should be loaded from the queue. Safe to call once every frame. Removes the asset from the list of assets in the system. Cannot remove from queue. the string name used to load the asset Clears the queue. Unloads everything from both queue and loaded list while properly disposing of the assets loaded. Modifies the given path based on a name. Used to simplify long paths for the Returns the complete path with the content folder as root. Is the asset's name A wrapper that makes sure anything implementing can be drawn with options. Should draw whatever implements this. The batch to be used. The location and dimensions to draw to. The color tint to draw with. The rotation to be used. The origin for the rotation. An object that represents a ninepatch. color of 9patch. Dimensions in ninepatch. May also represent position in texture atlas. A nine patch object. Texture used for the nine patch. Dimensions must be greater than their sum border counter parts. If used as part of texture atlas, the texture should be the texture of the entire atlas. Left side. Right side. Bottom side. Top side. Draws the ninepatch. Batch to use. Where to the patch. Draw with more options. Spritebatch to use. The destination to draw the patch. The tint for each patch. Not considered for 9patches. Not considered for 9patches. Holds a width and height while allowing for easier comparison between other s. Dimensions of resolution. Dimensions of resolution. Constructs resolution given the dimensions. Width of resolution. Height of resolution. Compares area of this resolution to another. The other resolution to compare to. A value less than 0 for this being the smaller resolution, 0 for the two being the same in area, and larger for this being the larger in area. Gets a string representation of this resolution. "WidthxHeight" Calculates area of resolution. Area of resolution. Holds information about an image file that contains various textures in various regions in the file. Given a name, can return a . Name of to obtain. based off name. Creates a texture atlas with given main texture as well as an array of to represent locations of which textures reside within the atlas. Region names will be used to refer to the regions within the dictionary. The texture representing the overall atlas. The sub regions that represent the individual textures. Creates a texture region given a dictionary of regions keyed to strings that can be used to refer to them. The texture representing the overall atlas. Draw the region given by a string in the atlas onto a destination rectangle. Name of region to draw. SpriteBatch to be used. The location to draw this region. Color to use. Rotation of texture drawn. Origin used by rotation. Creates or obtains a previously created texture of a region. Name of region. graphics device to be used. The texture from the region. Disposes unmanaged resources for the texture atlas. Overridable disposal method. Only true if user calls Destructor. A region of a . The name of the region. Mostly used to be refered to within the context of a . The location and dimensions of where the original texture resides on the texture representing the atlas. A specified region in a texture atlas. Name of region. The location of the region on the atlas. A definition for the region. The texture that holds the image data for the atlas. Draws the region. If ninepatch, rotation and origin are ignored. The batch to use. Should be began. The destination rectangle to draw to. The color to use. Rotation of the final drawing. Ignored if is a 9patch. The origin of the drawing. Ignored if is a 9patch. Create or obtains a previously created texture of this region. The graphics device to use to create the texture. The texture of the region. Compares this region to another in terms of name. The other region to compare to in terms of name. Less than one if precedes, greater than one if after, 0 if same. Call this to dispose. Overridable dispose. Whether or not this was a user made call. Destructor. Input listener for . Called when the state of the keyboard has changed. The new state. True to continue calling other listeners. Called when the state of the mouse has changed. The new state. True to continue calling other listeners. Utilities to better manage input for the game. Listeners for changes in input. Updates inputs. Should be called once every game update to be up to date with new states of inputs. Poll used to check if mouse was clicked. True if clicked. Checks whether mouse is within boundaries. Boundaries to check. Manages a bundle of preferences. Constructs the preference manager. The path of the directory in which the preferences should be saved. The preferences to be serialized and unserialized in XML format. Returns the preference by type. The preference needed. The preference needed. Loads preferences. Saves preferences. Represents a data structure for 9patches. Name of texture associated with patch. May be null in the case of being apart of a the boundaries of the patch. the boundaries of the patch. the boundaries of the patch. the boundaries of the patch. Constructs patch. Name of the texture. May be null. Left bound. Right bound. Bottom bound. Top bound. Data transfer object for a texture atlas. Contains the regions of the texture atlas. The name of the file. Creates the atlas given the regions and the file name of the texture file to be used. Data object that contains information about the region ninepatch situation of a given region in an atlas. Name of the region for referencial purposes. The location of the patch is designated by this rectangle. The ninepatch information. Sets position in atlas for convenience. X coordinate of the position in the patch. Y coordinate of the position in the patch. Sets the dimensions of the region on the atlas for convenience. Width of the region. Height of the region. Sets both the coordinates and dimensions of the region on the atlas for convenience. X coordinate of the position in the patch. Y coordinate of the position in the patch. Width of the region. Height of the region. Data transfer object for game skins. The name of the atlas with solution of ".tatlas". The color data containing the name of the color, and red, green, and blue values for the color. The font data containing the name of the font and name of the file for the font. The skin definitions containing a name for the definition, and the definition itself. Color data for data transfer. Name of color to be referenced by. RGB data of this color. RGB data of this color. RGB data of this color. Font data for data transfer. Name of font to be referenced by. Name of the file that contains the font. Shouldn't have extension. Definition data for data transfer. Name of definition to be referenced by. The skin definition data. Renders rectangles using the . The used. Creates a rectangle renderer with the given . Creates a rectangle renderer. The graphics device used to create the The camera containing the matrix to be used for the transformations. Begins the render batch. Whether or not to fill the rectangle. Ends the batch. Draws a basic rectangle given bottom left and top right. X coordinate of bottom left. Y coordinate of bottom left. Width of rectangle. Height of rectangle. Color of all vertices of this rectangle. Rotation of rectangle. Default is 0 radians. Attempts to dispose of this object. An overridable of disposable. Only true when called by user code dispose. Destructor calling this results in false. Destructor. A batch used to draw primitive shapes by batching together vertices. The maximum vertices expected. The further off this expectancy is from the true value, the less efficient. Creates a batch used to draw primitives. The current graphics device being used. The current camera being used. The amount of vertices every batch can hold before flushing. Default is 450. Should be changed to be the most optimal number if possible to prevent unnecessary resizing. Especially if using strip primitive types. Starts the batch. Batch cannot be started twice. The type of primitive this batch would be drawing. Ends the batch. Begin needs to be called before end. Adds a vertex position for the primitive being drawn. The batch needs to have beens started before this. The vector that represents the vertex. The color of that vertex. Flushes the batch. Automatically called if required if using or . Otherwise, manual flushing is required. Disposes this. Overridable dispose. True for when user called for this to be disposed. False otherwise. Destructor. Contracts a transition that the can use. Called once when the transition is needed. The dimensions of the screen. Called every frame if the state of the screen this transition is placed upon is in the enter transition phase. The time passed in seconds since the last frame. Whether or not this transition is waiting on something. Usually the . If this returns true, then it is considered that this transition is complete. Called every frame if the state of the screen this transition is placed upon is in the exit phase. The time passed in seconds since the last frame. Whether or not this transition is waiting on something. Usually the . If this returns true, then it is considered that this transition is complete. Called once every frame while transition is active. Meant to draw transition. Updates if the previous screen uses a render target for exit transition. The frame of the previous screen. A screen specifically meant to fill in loading times. Constructs a loading screen. The game itself to adjust mouse settings and such. Sets things to correct values for start of transition. The window dimensions. Draws the transition. Batch to use. Updates the entering transition. Time passed between frames. Whether or not this transition should be waiting. Whether or not transition is complete. Updates the exiting transition. Time passed between frames. Whether or not this transition should be waiting. Whether or not transition is complete. Represents one of the poosible states a screen can be in. Screen is transitioning in. Screen is transitioning out. Screen is currently displayed normally without transition. A screen represents a virtual system of management that controls an system of items to be displayed. Transitions to apply. Whether or not to continue rendering this screen onto a buffer for the benifit of the next screen to use as a transition. The background color to be used to clear the screen. The next screen to be displayed after exit transition finishes. May be null, leading to transition to previous screen or loading screen. The current window size. Whether or not screen have been initiated. The 2D camera to be used for the screen. Current state of the screen. Creates a new screen. True to start in entering transition state. Called only once after initialization to give required parameters. Called to update the screen. Game time information. Called to draw this screen. SpriteBatch to use. Updates the transition based on the current state of the screen. Time passed since last frame in seconds. If the this transition should wait. Only returns true if exit transition is complete. Returns false otherwise. Called when the screen is shown. Called when this screen is no longer the displayed screen. Called whenever the status of assets changes from being loaded to unloaded or unloaded to loaded. True for loaded, false for unloaded. Call this to begin exit transition. Whether or not to use a render target for the next screen to use. Called everytime the previous screen frame buffer updates. Used for transition purposes. The previous screen's render buffer. Called when the first screen is being shown. The screen to show after the loading screen. A manager for screens. Helps with transitions and updating screens as well as resizes. Called when the first loading screen is done, and needs to show the landing screen. Currently displayed screen. Creates a screen manager that helps manage multiple screens and their transitions. The graphics device manager to be used. The camera to be used to perform the correct translations and transformations. Updates the screens. Should be called once every frame. Contains the time that has passed from the last frame. Whether or not there is something a transition should be waiting for. Usually used to wait for assets to complete loading. Renders screen into window. Uses this batch to render. Should be called when resize is occurring to change to a loading screen. This will notify the screen of the status of the assets, change the screen to a loading screen, and dispose of the previous screen buffer. The loading screen to change to. Notifies all screen that assets have completed being loaded after a resize. Disposes this. An overridable dispose. True of user invoked dispose called. Destructor. Contains the pages. Should be called whenever a valid camera and dimensions for the book exist. Initializes book with given parameters. Camera game is currently using. Dimensions of the book and the dimensions the pages will use. Draws the pages. Batch used to draw. Updates the book. Snapshot of information of the game time. Adds the page(s). The page(s) to add. Removes the page. Page to remove. Removes the page. Name of page to remove. Perform a step of linear interpolation to the given page. The page to lerp to. Goes to page instantly. Page to go to. A page a part of a . Whether or not this book needs to be refreshed with new dimensions. Constructs a page. The X position in the book. The Y position in the book. Called when this page is flagged as needing a size update. New width. New Height Represents a texture with more information. The rotation of the image. The texture to be rendered. Scale of of the X axis. Scale of the Y axis. Overall scale. Constructs an image given a texture. Texture to use. Draws the image with default values. The batch to use. Draws the image with more options. Batch used. Where to draw texture to. The color tint to use. Rotation of image. Origin for the rotation. Function to be called when button is clicked. A very primitive button containing all the basic functions. Click event listeners. Whether or not this button should be currently disabled. Whether or not this button is currently being hovered on. Constructs this button using s for the different states it could be in. Button being pressed. Button not being pressed. Disabled button. Button being highlighted. Constructs this button using the skin system. The skin containing the information of the textures and design to follow. The name of the definition in the skin. Can be null to select the default. Draws the button. Batch used to draw the button. Called when the mouse changes state. The new state. Whether or not to continue calling the next mouse change listener. Called when the state of the keyboard changes. The new state. Whether or not the next keyboard change listener should be called. Button that holds a string. The color the font should be rendered in. Constructs text button with the positions represented by The string representing the text to be displayed. The font to be used to display the text. What to draw as button is pushed down. What to draw as button is not pushed. What to draw as button is disabled. What to draw as button is selected. Constructs a text button using a skin and definition. The text to display. The skin to use. Name of the definition for this type in the skin given. Updates the text button. Snapshot of information about time for game. Called whenever game wants to render this button. Batch to use. Batch should already be started. Represents text for the UI. Whether or not to try and wrap text automatically. Meaning will check and attempt to wrap every update. Whether or not to automatically scale the text every update. Happens after auto wrap if enabled. Should this use ellipses? Will perform this operation before auto wrapping or auto scalling. The text to use for the ellipsis. The string to be displayed. Creates a UI text object. The font to use. The string for the text. Creates a UI text object Updates the positioning and attempts to perform any operations that were marked automatic. The game time. Draws the text. Batch to use. Attempts to apply ellipsis. Checks of nessecary. Attempts to scale the font. Checks if nessecary. Removes line breaks. Resets to original text. Attempts to wrap text. Checks if nessecary. If true, will first unwrap text, and the wrap again. This occurs before nessecity check. Module for UI layout. Bounds of this module. Origin of this module. The parent of this module. May be null. Name of this module. For organizational/referencial purposes mostly. The color tint of this module. Called every frame to update this module. Calculations and movement should go here. Game time information. Called every frame to draw this module. Anything that needs to be drawn should go here. Batch used to draw. Converts the given rectangle to the coordinates of the parent. Rectangle to convert. Removes this module from the parent. Called whenever the keyboard state is changed. The current keyboard state. Returning whether or not to continue to call the next listener. Called whenever the state of the mouse changes. This includes movement. The current state of the mouse. Returning whether or not to continue to call the next listener. Contains a group of modules and has its own relative coordinate system. Camera used by the module for cropping. Creates a module group. Whether or not to crop out of bounds. Default is false. What camera to use for cropping. Default is null. Draws this group of modules. Batch used to draw the group. Updates the group of modules. Game time used. Adds module(s) to this group. The module(s) to add. Removes given module from group. module to remove. Updates the keyboard state of the modules in this group. The new state. Whether or not to continue updating the other listeners. Updates the moues state of the modules in this group. The new state. Whether or not to continue updating other listeners. Definition for a button. Names for the regions in the texture atlas respectively. Names for the regions in the texture atlas respectively. Names for the regions in the texture atlas respectively. Names for the regions in the texture atlas respectively. Constructs the definition with minimum requirements. Name of region specifying the texture shown for when the button is pressed down. Name of region specifying the texture shown for when the button is not pressed. A definition containing the data for the skin system. Should be in data transfer object model. The module type this definition is definining. Definition for a text button for a skin theme. Name of font from the skin to use. Name of color from the skin to use for the font. The type of module that will be using this definition. Creates this definition with the most minimal requirements. Texture region from skin that represents when the button is pressed down. The texture region that represents when the button is not pressed. A skin is used to group a theme which can then be applied to the UI via the use of modules. Texture atlas containing the skins textures. Colors stored in this skin. Fonts stored in this skin. Creates a basic unfilled skin. The texture atlas to use for this skin. Draws a region from the texture atlas. Region to draw. The color to tint the region. The batch to use. The destination to draw to. The rotation to use in radians. The origin for the rotation. Returns an of the given name and type. Name of definition of the The UIModule the definition defines. The interface for the definition. Returns the default of the given parameters. The type of definition the default should be coming from. The default definition for the given type. Returns the proper definition for the given parameters or throws exception in the case the requested definition does not exist. Convenience to cast to the needed definition type. The name of the definition. UIModule type the definition defines. The definition cast to T. Returns the default definition. Convenience to cast to T. The type of the UIModule to retrieve the default from. The default definition for the given type. Adds the definition. The name of the definition. The definition itself. Removes the definition. The name of the definition. The type of the definition.