RecrownedAthenaeum A generic camera. Functions in 3D. The scale for the world. Current position in the world. The place the 3D camera is looking at. The direction up is for the camera. The transform matrix representing the world (rotation and translations of the original world). The view matrix that describes where the camera looks. The projection matrix. A basic effect that will be updated with the correct matrice information everytime is called. Can be null and thus will not be used. Constructs 3D camera with an orthographic projection matrix with dimensions of graphics devices viewport. All changes to matrices should have apply called after changes. A basic effect that will be updated with the correct matrice information everytime is called. Can be null and thus will not be used. Applies the changes to the fields and properties of the camera. Moves camera by the given amount. A that contains how much in each direction to move. A simple utility object that will start and end a scissor setup given a to work with. Initializes the basic scissor. Begins the with scissoring in mind. The rectangle to use to outline the scissor. The consistent sprite batch to use for this process. Ends the scissor state of the spritebatch. A that keeps it's settings through begin and end unless manually changed either by the or through changing the fields. Note that changing the fields while the batch has begun will not take effect until the next time the batch is started. Casting this as a will not persist the configuration and will call the normal . How to blend the colors. Uses 's default if not set before or during call. Changes will only take effect on call. The state of sampler to use for the spritebatch. Uses 's default if not set before or during call. Changes will only take effect on call. The state of the depth-stencil buffer. Uses 's defaultdefault if not set before or during call. Changes will only take effect on call. The state of rasterizer to use. Uses 's default if not set before or during call. Changes will only take effect on call. An effect to apply to the batch. Uses 's default if not set before or during call. Changes will only take effect on call. A matrix to be applied to transform the sprites geometry. An identity matrix is used if not provided before or during call. Changes will only take effect on call. Creates a consistent sprite batch with default values. The graphics device to use to create a . Begins the consistent sprite batch. The configuration passed to this function is saved for later begin calls. Defines the spritebatch's method of sorting the items in each batch. Uses 's default. How to blend the colors. Uses 's default if not set and field is also not set. The state of sampler to use for the spritebatch. Uses 's default if not set and field is also not set. What type of rasterization to use. Uses 's default if not set and field is also not set. What type of rasterization to use. Uses 's default if not set and field is also not set. An effect to apply to the batch. Uses 's default if not set and field is also not set. A matrix to be applied to transform the sprites geometry. Uses 's default if not set and field is also not set. Begins the consistent sprite batch without saving the configuration. Useful for one time changes to one portion of the configuration. Defines the spritebatch's method of sorting the items in each batch. Uses 's default. How to blend the colors. Uses 's default if not set and field is also not set. The state of sampler to use for the spritebatch. Uses 's default if not set and field is also not set. What type of rasterization to use. Uses 's default if not set and field is also not set. What type of rasterization to use. Uses 's default if not set and field is also not set. An effect to apply to the batch. Uses 's default if not set and field is also not set. A matrix to be applied to transform the sprites geometry. Uses 's default if not set and field is also not set. A virtual 2D camera that wraps the normal . Default projection is orthographic. The width of the view of the camera. The height of the view of the camera. The 2D position. Places camera in the center given the corner position. A 2D camera from the generic . Width of camera view. Height of camera view. A basic effect that will be updated with the correct matrice information everytime is called. Can be null and thus will not be used. Applies for 2D. Sets where the camera is looking for the view matrix to the position of the camera. 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. Moves the camera. Apply needs to be called. Magnitude of how much to move per axis. Renders rectangles using the . The used. Needs to be disposed. Creates a rectangle renderer with the given . Graphics device to use. Disposes the rectangle renderer. Overridable for dispose. True when its a player calling the dispose. Begins a batch for rectangles. Whether or not this batch should be filled rectangles. 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. Draws the given rectangle. Uses the x, y and dimensions to draw a rectangle. The color of the rectangle. A batch used to draw primitive shapes by batching together vertices. Amount of primitives. Creates a batch used to draw primitives. The graphics device used to draw the primitives. 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. Effect to use to render the primitives. Default will use a with parameters set up during creation. 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. is used if not zero. Is reset to zero every flush. Disposes this. Overridable dispose. True for when user called for this to be disposed. False otherwise. Destructor. 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. Used when no path modifier is defined for that specific type. 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 resolver that does nothing. Used for looking in the root by default. Passes the path through without modification as this is the normal content resolver and is meant to just pass things on. The path to modify. 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. 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. The dimensions and potentially the coordinates of the rectangle on an atlas. If left to default of null, will only be set to texture bounds. Draws the ninepatch. Batch to use. The color of the patch. Where to the patch. 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 to generate the texture. The texture from the region. Whether or not this atlas contains the given region name. The name of the region to check for. True if this atlas does contain the region given by name. 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. If region has already been disposed. 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. 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. Holds metadata. Author name. Description of skin. Name of skin. The metadata for the skin file. The name of the atlas with extension. Name of the region or file designating the cursor. If there is an extension, will check for file first then texture atlas. Otherwise, will just check region. The color data containing the name of the color, and red, green, and blue values for the color. 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. RGBA data of this color. RGBA data of this color. RGBA data of this color. RGBA data of this color. Sets values for data. the name to be referenced by. The color value represents. Definition data for data transfer. Name of definition to be referenced by. The skin definition data. Sets values for data. The name to be referenced by. The skin data. Generates region given . The data to generate the regions from. The texture containing the atlas. An array of regions. 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 benefit 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 dimensions. The current window dimensions. Current state of the screen. Creates a new screen. True to start in entering transition state. Called when screen size is set. The width of the screen. The height of the screen. 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. The settings this manager will use to begin a sprite batch. Currently displayed screen. Creates a screen manager that helps update, draw, and manage multiple screens and their transitions. Uses its own . The graphics device manager to be used. 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. Starts and ends the given . The consistent sprite batch to use. Needs to be consistent as changing render targets requires ending and beginning the sprite batch. 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. The camera to use to change between pages. Creates a book. that holds the assets that are to be used in the pages for this book during initialization. The skin that will be passed to pages during their initialization. Camera to move to change pages. Should be called whenever a valid camera and dimensions for the book exist. Initializes book with given parameters. Generally used with a and called in the function. Camera to move to change pages. Dimensions of the book and the dimensions the pages will use. Applies the size if the book's pages. The width of one page. The height of one page. 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. Removes all pages. Perform a step of linear interpolation to the given page. The page to lerp to. Goes to page instantly. Page to go to. Passes the new keyboard state down to each page in order of when it was added. True if the state change should to trigger further input listeners. Passes the new mouse state down to each page in order of when it was added. True if the state change should to trigger further input listeners. 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 Called only once after a page is added to a . Generally used to instantiate the modules of the page. The assets to be used during initialization passed by the book this page belongs to. The skin the book containing this page is given that can be used by this page. The scissor box to use for cropping. 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. Sets scale of X and Y. 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. The button that was 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. Instantiates a button using a definition. The skin the definition is defined in. The definition itself. 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 text that is used to display the 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 font to be used. The skin to use. Name of the definition for this type in the skin given. Creates a text button with a given definition. The text to be displayed on this button. The font to use for this button. The skin the definition is from. The definition to use. 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. Centers the text int bounds. 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. 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. The bounds before factoring in the origin. Bounds of this module (after factoring in the origin). 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. Sets the origin to be the center of the bounds. Centers this module's origin on the horizontal axis relative to the parent . True if possible and false if not. Centers this module's origin on the vertical axis relative to the parent . True if possible. Contains a group of modules and has its own relative coordinate system. Set this to crop anything that flows out of the boundaries of this group. Will not crop if this is null. Draws this group of modules. If scissoring, will use the matrix and effect designated in the to begin the batch normally again. 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. Needs to follow data transfer object model. The full name of the UI module this definition defines. Sets the module type by setting . Definition for a text button for a skin theme. Name of color from the skin to use for the font. 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. The output requirements of a skin. This allows for very customized skin systems if needed. The texture for the cursor. 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 a with given name of defined color; Should use value "default" if is null. Name of defined color. The defined color based on the name given. Returns a with given name of region. Name of region. Whether or not the region is required. If true, it will throw an error if the region does not exist while if false, will return null if the region does not exist. The region corresponding to the name and may return null depending on if the region exists, and is required. 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. Default is null and will be replaced with "default" for name. The definition cast to T. A skin is used to group a theme which can then be applied to the UI via the use of modules. Whether or not this skin is completed being built and thus ready to use. The texture for the cursor. Creates a basic unfilled skin. The texture atlas to use for this skin. The texture the cursor will be. Returns a with given name of region. Null values acceptable. Will return null if parameter is null. Name of region. Whether or not this texture is mandatory for the module to work. If true, will throw error on failing to retrieve. The region corresponding to the name or null if the requested region doesn't exist. Returns a with given name of defined color; Name of defined color. Will use "default" if null. Default value is null. The defined color based on the name given. 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 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. The definition cast to T. Adds the definition. The name of the definition. Default (if left blank) name is "default". The definition itself. Adds color to skin. Laminates the skin. Making sure no more additions are done and sets the skin to be ready for use. Needs to be called before any use of skin. Building skin needs to be done before lamination. Disposes and the holding the cursor texture. Overridable dispose function. true when it's a user call to dispose. Destructor. Calls the dispose with false. Called when the skin manager has completed a async action. The completed action. Manages reference to default and loading of custom skins. Whether or not the skin manager is set up with a and . Whether or not this manager has been set up with at least a base skin. The list of paths for all found skins by . May be null. The event that is called when a state changes. The various possible states a skin manager could be in. After a search has completed. Having the skin generated to be in a useable state. the skin that favors the selected skin, but still has a fallback to the default skin in case anything is missing. The user loaded skin resulted from asynchronous . The default skin in case the selected skin doesn't cover a specific definition or color. The directory that contains the skins. Performs a recursive asynchronous search of the directory given in a path set by . Reads skin data if extension is valid. the path to load from. A that holds all the information and some metadata for the loaded skin. loads a skin asynchronously to the . The path pointing to the file with the extension "". Graphics device to use for texture creation. The skin to try to use first. The fallback skin.