rhythmbullet/References/RecrownedAthenaeum.xml

2024 lines
104 KiB
XML

<?xml version="1.0"?>
<doc>
<assembly>
<name>RecrownedAthenaeum</name>
</assembly>
<members>
<member name="T:RecrownedAthenaeum.Render.SpriteBatchSettings">
<summary>
The settings the sprite batch should use.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Render.SpriteBatchSettings.spriteSortMode">
<summary>
Defines sprites sort mode.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Render.SpriteBatchSettings.blendState">
<summary>
The blend state to use.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Render.SpriteBatchSettings.samplerState">
<summary>
Sampler state to use.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Render.SpriteBatchSettings.depthStencilState">
<summary>
The depth stencil state to use.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Render.SpriteBatchSettings.rasterizerState">
<summary>
The rasterizer state to use.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Render.SpriteBatchSettings.effect">
<summary>
The effect to use.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Render.SpriteBatchSettings.transformMatrix">
<summary>
The transformation matrix to use.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Render.SpriteBatchSettings.BeginSpriteBatch(Microsoft.Xna.Framework.Graphics.SpriteBatch)">
<summary>
Begins the given sprite batch with the current set of settings.
</summary>
<param name="spriteBatch">Begins the spritebatch with the given settings.</param>
</member>
<member name="T:RecrownedAthenaeum.Render.RectangleRenderer">
<summary>
Renders rectangles using the <see cref="T:RecrownedAthenaeum.Render.PrimitiveBatch"/>.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Render.RectangleRenderer.primitiveBatch">
<summary>
The <see cref="T:RecrownedAthenaeum.Render.PrimitiveBatch"/> used. Needs to be disposed.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Render.RectangleRenderer.#ctor(RecrownedAthenaeum.Camera.Camera2D,Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
<summary>
Creates a rectangle renderer with the given <see cref="T:RecrownedAthenaeum.Render.PrimitiveBatch"/>.
</summary>
<param name="camera">Camera to use for <see cref="T:RecrownedAthenaeum.Render.PrimitiveBatch"/>. Default will use <see cref="T:RecrownedAthenaeum.Configuration"/>.</param>
<param name="graphicsDevice">Graphics device to use. Default will use <see cref="T:RecrownedAthenaeum.Configuration"/>.</param>
</member>
<member name="M:RecrownedAthenaeum.Render.RectangleRenderer.Dispose">
<summary>
Disposes the rectangle renderer.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Render.RectangleRenderer.Dispose(System.Boolean)">
<summary>
Overridable for dispose.
</summary>
<param name="disposing">True when its a player calling the dispose.</param>
</member>
<member name="M:RecrownedAthenaeum.Render.RectangleRenderer.Begin(System.Boolean)">
<summary>
Begins a batch for rectangles.
</summary>
<param name="filled">Whether or not this batch should be filled rectangles.</param>
</member>
<member name="M:RecrownedAthenaeum.Render.RectangleRenderer.End">
<summary>
Ends the batch.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Render.RectangleRenderer.Draw(System.Int32,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Color,System.Single)">
<summary>
Draws a basic rectangle given bottom left and top right.
</summary>
<param name="x">X coordinate of bottom left.</param>
<param name="y">Y coordinate of bottom left.</param>
<param name="width">Width of rectangle.</param>
<param name="height">Height of rectangle.</param>
<param name="color">Color of all vertices of this rectangle.</param>
<param name="rotation">Rotation of rectangle. Default is 0 radians.</param>
</member>
<member name="M:RecrownedAthenaeum.Render.RectangleRenderer.Draw(Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color)">
<summary>
Draws the given rectangle.
</summary>
<param name="rectangle">Uses the x, y and dimensions to draw a rectangle.</param>
<param name="color">The color of the rectangle.</param>
</member>
<member name="T:RecrownedAthenaeum.Render.PrimitiveBatch">
<summary>
A batch used to draw primitive shapes by batching together vertices.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Render.PrimitiveBatch.primitiveCount">
<summary>
Amount of primitives.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Render.PrimitiveBatch.#ctor(RecrownedAthenaeum.Camera.Camera2D,Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32)">
<summary>
Creates a batch used to draw primitives.
</summary>
<param name="camera">The current camera being used. Will use default set in <see cref="T:RecrownedAthenaeum.Configuration"/> if left null.</param>
<param name="graphicsDevice">The graphics device used to draw the primitives. Will be using <see cref="T:RecrownedAthenaeum.Configuration"/>'s graphics device from graphics device manager if null. Default is null.</param>
<param name="verticesPerBatch">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.</param>
</member>
<member name="M:RecrownedAthenaeum.Render.PrimitiveBatch.Begin(Microsoft.Xna.Framework.Graphics.PrimitiveType)">
<summary>
Starts the batch. Batch cannot be started twice.
</summary>
<param name="primitiveType">The type of primitive this batch would be drawing.</param>
</member>
<member name="M:RecrownedAthenaeum.Render.PrimitiveBatch.End">
<summary>
Ends the batch. Begin needs to be called before end.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Render.PrimitiveBatch.AddVertex(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color)">
<summary>
Adds a vertex position for the primitive being drawn. The batch needs to have beens started before this.
</summary>
<param name="vertex">The vector that represents the vertex.</param>
<param name="color">The color of that vertex.</param>
</member>
<member name="M:RecrownedAthenaeum.Render.PrimitiveBatch.Flush">
<summary>
Flushes the batch. Automatically called if required if using <see cref="F:Microsoft.Xna.Framework.Graphics.PrimitiveType.LineList"/> or <see cref="F:Microsoft.Xna.Framework.Graphics.PrimitiveType.TriangleList"/>. Otherwise, manual flushing is required.
<see cref="F:RecrownedAthenaeum.Render.PrimitiveBatch.primitiveCount"/> is used if not zero. Is reset to zero every flush.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Render.PrimitiveBatch.Dispose">
<summary>
Disposes this.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Render.PrimitiveBatch.Dispose(System.Boolean)">
<summary>
Overridable dispose.
</summary>
<param name="disposing">True for when user called for this to be disposed. False otherwise.</param>
</member>
<member name="M:RecrownedAthenaeum.Render.PrimitiveBatch.Finalize">
<summary>
Destructor.
</summary>
</member>
<member name="T:RecrownedAthenaeum.Camera.Camera3D">
<summary>
A generic 3D camera.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Camera.Camera3D.position">
<summary>
Current position in the world.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Camera.Camera3D.lookAt">
<summary>
The place the 3D camera is looking at.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Camera.Camera3D.upDirection">
<summary>
The direction up is for the 3D camera.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Camera.Camera3D.worldMatrix">
<summary>
The transform matrix representing the world (rotation and translations of the original world).
</summary>
</member>
<member name="P:RecrownedAthenaeum.Camera.Camera3D.ViewMatrix">
<summary>
The view matrix that describes where the camera looks.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Camera.Camera3D.projectionMatrix">
<summary>
The projection matrix.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Camera.Camera3D.graphicsDevice">
<summary>
The graphics device used
</summary>
</member>
<member name="P:RecrownedAthenaeum.Camera.Camera3D.BasicEffect">
<summary>
The basic effect that contains the transformations.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Camera.Camera3D.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
<summary>
Constructs 3D camera with an orthographic projection matrix with dimensions of graphics devices viewport. All changes to matrices should have apply called after changes.
</summary>
<param name="graphicsDevice">The graphics device to use. Will use graphics device from <see cref="T:RecrownedAthenaeum.Configuration"/>'s graphics device manager if this is null which it is by default.</param>
</member>
<member name="M:RecrownedAthenaeum.Camera.Camera3D.Apply">
<summary>
Applies the changes to the fields and properties of the camera.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Camera.Camera3D.MoveCamera(Microsoft.Xna.Framework.Vector3)">
<summary>
Moves camera by the given amount.
</summary>
<param name="move">A <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains how much in each direction to move.</param>
</member>
<member name="T:RecrownedAthenaeum.Camera.Camera2D">
<summary>
A virtual 2D camera that wraps the normal <see cref="T:RecrownedAthenaeum.Camera.Camera3D"/>. Default projection is orthographic.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Camera.Camera2D.zoom">
<summary>
The zoom of the camera.
</summary>
</member>
<member name="P:RecrownedAthenaeum.Camera.Camera2D.Position">
<summary>
The 2D position.
</summary>
</member>
<member name="P:RecrownedAthenaeum.Camera.Camera2D.CenterPosition">
<summary>
Places camera in the center given the corner position.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Camera.Camera2D.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
<summary>
A 2D camera from the generic <see cref="T:RecrownedAthenaeum.Camera.Camera3D"/>.
</summary>
<param name="graphicsDevice">The graphics device to use if not using the one in <see cref="T:RecrownedAthenaeum.Configuration"/>.</param>
</member>
<member name="M:RecrownedAthenaeum.Camera.Camera2D.Apply">
<summary>
Applies for 2D.
Sets where the camera is looking for the view matrix to the position of the camera.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Camera.Camera2D.LinearInterpolationToPosition(System.Single,Microsoft.Xna.Framework.Vector2,System.Single)">
<summary>
Lerps to the given position.
</summary>
<param name="alpha">The multiplier for difference in distance.</param>
<param name="targetPosition">The target position to lerp to.</param>
<param name="delta">Time between this frame and the previous frame.</param>
</member>
<member name="M:RecrownedAthenaeum.Camera.Camera2D.MoveCamera(Microsoft.Xna.Framework.Vector2)">
<summary>
Moves the camera.
Apply needs to be called.
</summary>
<param name="move">Magnitude of how much to move per axis.</param>
</member>
<member name="T:RecrownedAthenaeum.ContentSystem.ContentManagerController">
<summary>
Wrapper for the content manager that helps with controlling it by adding automated multithreaded content loading.
</summary>
</member>
<member name="F:RecrownedAthenaeum.ContentSystem.ContentManagerController.contentPathModifier">
<summary>
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.
</summary>
</member>
<member name="F:RecrownedAthenaeum.ContentSystem.ContentManagerController.normalPathModifier">
<summary>
Used when no path modifier is defined for that specific type.
</summary>
</member>
<member name="P:RecrownedAthenaeum.ContentSystem.ContentManagerController.Done">
<summary>
Whether or not the queue is empty and all content is loaded.
</summary>
</member>
<member name="P:RecrownedAthenaeum.ContentSystem.ContentManagerController.Progress">
<summary>
The progress of the loading. 1 is complete while 0 is incomplete.
</summary>
</member>
<member name="M:RecrownedAthenaeum.ContentSystem.ContentManagerController.#ctor(Microsoft.Xna.Framework.Content.ContentManager)">
<summary>
Wraps the <see cref="T:Microsoft.Xna.Framework.Content.ContentManager"/>.
</summary>
<param name="contentManager">The manager to wrap.</param>
</member>
<member name="M:RecrownedAthenaeum.ContentSystem.ContentManagerController.Get``1(System.String)">
<summary>
Gets the requested asset.
</summary>
<typeparam name="T">The type of the asset for an alternative way to cast.</typeparam>
<param name="assetName">The name of the asset.</param>
<returns>The asset casted to the type given with T.</returns>
</member>
<member name="M:RecrownedAthenaeum.ContentSystem.ContentManagerController.Queue``1(System.String,System.Boolean)">
<summary>
Queues an asset to be loaded.
</summary>
<typeparam name="T">The type of the asset to be queued.</typeparam>
<param name="assetName">Name of asset to look for.</param>
<param name="usePathModifier">Whether or not to use the path modifiers.</param>
</member>
<member name="M:RecrownedAthenaeum.ContentSystem.ContentManagerController.Update">
<summary>
Called whenever a batch of assets should be loaded from the queue. Safe to call once every frame.
</summary>
</member>
<member name="M:RecrownedAthenaeum.ContentSystem.ContentManagerController.Remove(System.String)">
<summary>
Removes the asset from the list of assets in the system.
Cannot remove from queue.
</summary>
<param name="name">the string name used to load the asset</param>
</member>
<member name="M:RecrownedAthenaeum.ContentSystem.ContentManagerController.ClearQueue">
<summary>
Clears the queue.
</summary>
</member>
<member name="M:RecrownedAthenaeum.ContentSystem.ContentManagerController.UnloadAll">
<summary>
Unloads everything from both queue and loaded list while properly disposing of the assets loaded.
</summary>
</member>
<member name="T:RecrownedAthenaeum.ContentSystem.IContentPathResolver">
<summary>
Modifies the given path based on a name. Used to simplify long paths for the <see cref="T:RecrownedAthenaeum.ContentSystem.ContentManagerController"/>
</summary>
</member>
<member name="M:RecrownedAthenaeum.ContentSystem.IContentPathResolver.Modify(System.String)">
<summary>
Returns the complete path with the content folder as root.
</summary>
<param name="contentPath">Is the asset's name</param>
<returns></returns>
</member>
<member name="T:RecrownedAthenaeum.ContentSystem.NormalContentResolver">
<summary>
A resolver that does nothing. Used for looking in the root by default.
</summary>
</member>
<member name="M:RecrownedAthenaeum.ContentSystem.NormalContentResolver.Modify(System.String)">
<summary>
Passes the path through without modification as this is the normal content resolver and is meant to just pass things on.
</summary>
<param name="contentPath">The path to modify.</param>
<returns></returns>
</member>
<member name="T:RecrownedAthenaeum.Configuration">
<summary>
All variables here should be for RecrownedAthenaeum to use when needed and thus eliminates unessecary passing.
</summary>
</member>
<member name="P:RecrownedAthenaeum.Configuration.GraphicsDeviceManager">
<summary>
The graphics device that will be used by default.
</summary>
</member>
<member name="P:RecrownedAthenaeum.Configuration.Camera2D">
<summary>
2D camera to be used by default.
</summary>
</member>
<member name="P:RecrownedAthenaeum.Configuration.spriteBatchSettings">
<summary>
The begin sprite batch to use for custom begins and consistency.
</summary>
</member>
<member name="T:RecrownedAthenaeum.SpecialTypes.ISpecialDrawable">
<summary>
A wrapper that makes sure anything implementing can be drawn with options.
</summary>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.ISpecialDrawable.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2)">
<summary>
Should draw whatever implements this.
</summary>
<param name="spriteBatch">The batch to be used.</param>
<param name="destination">The location and dimensions to draw to.</param>
<param name="color">The color tint to draw with.</param>
<param name="rotation">The rotation to be used.</param>
<param name="origin">The origin for the rotation.</param>
</member>
<member name="T:RecrownedAthenaeum.SpecialTypes.NinePatch">
<summary>
An object that represents a ninepatch.
</summary>
</member>
<member name="F:RecrownedAthenaeum.SpecialTypes.NinePatch.textureRegion">
<summary>
Dimensions in ninepatch. May also represent position in texture atlas.
</summary>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.NinePatch.#ctor(Microsoft.Xna.Framework.Graphics.Texture2D,System.Int32,System.Int32,System.Int32,System.Int32,System.Nullable{Microsoft.Xna.Framework.Rectangle})">
<summary>
A nine patch object.
</summary>
<param name="texture">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.</param>
<param name="left">Left side.</param>
<param name="right">Right side.</param>
<param name="bottom">Bottom side.</param>
<param name="top">Top side.</param>
<param name="textureBounds">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.</param>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.NinePatch.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Rectangle,System.Nullable{RecrownedAthenaeum.Render.SpriteBatchSettings})">
<summary>
Draws the ninepatch.
</summary>
<param name="spriteBatch">Batch to use.</param>
<param name="destination">Where to the patch.</param>
<param name="color">The color of the patch.</param>
<param name="spriteBatchSettings">The sprite batch settings to use to begin the batch in after drawing the ninepatch.</param>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.NinePatch.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2)">
<summary>
Draw with more options.
Uses the default <see cref="T:RecrownedAthenaeum.Configuration"/> for the spritebatch settings.
</summary>
<param name="spriteBatch">Spritebatch to use.</param>
<param name="destination">The destination to draw the patch.</param>
<param name="color">The tint for each patch.</param>
<param name="rotation">Not considered for 9patches.</param>
<param name="origin">Not considered for 9patches.</param>
</member>
<member name="T:RecrownedAthenaeum.SpecialTypes.Resolution">
<summary>
Holds a width and height while allowing for easier comparison between other <see cref="T:RecrownedAthenaeum.SpecialTypes.Resolution"/>s.
</summary>
</member>
<member name="F:RecrownedAthenaeum.SpecialTypes.Resolution.Width">
<summary>
Dimensions of resolution.
</summary>
</member>
<member name="F:RecrownedAthenaeum.SpecialTypes.Resolution.Height">
<summary>
Dimensions of resolution.
</summary>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.Resolution.#ctor(System.Int32,System.Int32)">
<summary>
Constructs resolution given the dimensions.
</summary>
<param name="width">Width of resolution.</param>
<param name="height">Height of resolution.</param>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.Resolution.CompareTo(RecrownedAthenaeum.SpecialTypes.Resolution)">
<summary>
Compares area of this resolution to another.
</summary>
<param name="other">The other resolution to compare to.</param>
<returns>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.</returns>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.Resolution.ToString">
<summary>
Gets a string representation of this resolution.
</summary>
<returns>"WidthxHeight"</returns>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.Resolution.Area">
<summary>
Calculates area of resolution.
</summary>
<returns>Area of resolution.</returns>
</member>
<member name="T:RecrownedAthenaeum.SpecialTypes.TextureAtlas">
<summary>
Holds information about an image file that contains various textures in various regions in the file.
</summary>
</member>
<member name="P:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Item(System.String)">
<summary>
Given a name, can return a <see cref="T:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region"/>.
</summary>
<param name="name">Name of <see cref="T:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region"/> to obtain.</param>
<returns><see cref="T:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region"/> based off name.</returns>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.#ctor(Microsoft.Xna.Framework.Graphics.Texture2D,RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region[])">
<summary>
Creates a texture atlas with given main texture as well as an array of <see cref="T:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region"/> to represent locations of which textures reside within the atlas. Region names will be used to refer to the regions within the dictionary.
</summary>
<param name="texture">The texture representing the overall atlas.</param>
<param name="regions">The sub regions that represent the individual textures.</param>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.#ctor(Microsoft.Xna.Framework.Graphics.Texture2D,System.Collections.Generic.Dictionary{System.String,RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region})">
<summary>
Creates a texture region given a dictionary of regions keyed to strings that can be used to refer to them.
</summary>
<param name="texture">The texture representing the overall atlas.</param>
<param name="dictionaryOfRegions"></param>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Draw(System.String,Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2)">
<summary>
Draw the region given by a string in the atlas onto a destination rectangle.
</summary>
<param name="name">Name of region to draw.</param>
<param name="batch">SpriteBatch to be used.</param>
<param name="destination">The location to draw this region.</param>
<param name="color">Color to use.</param>
<param name="rotation">Rotation of texture drawn.</param>
<param name="origin">Origin used by rotation.</param>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.ObtainRegionAsTexture(System.String,Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
<summary>
Creates or obtains a previously created texture of a region.
</summary>
<param name="name">Name of region.</param>
<param name="graphicsDevice">graphics device to be used. Default is null and will resort to using graphics device from <see cref="T:RecrownedAthenaeum.Configuration"/>'s graphics device manager.</param>
<returns>The texture from the region.</returns>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.ContainsRegion(System.String)">
<summary>
Whether or not this atlas contains the given region name.
</summary>
<param name="regionName">The name of the region to check for.</param>
<returns>True if this atlas does contain the region given by name.</returns>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Dispose">
<summary>
Disposes unmanaged resources for the texture atlas.
</summary>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Dispose(System.Boolean)">
<summary>
Overridable disposal method.
</summary>
<param name="disposing">Only true if user calls <see cref="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Dispose"/></param>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Finalize">
<summary>
Destructor.
</summary>
</member>
<member name="T:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region">
<summary>
A region of a <see cref="T:RecrownedAthenaeum.SpecialTypes.TextureAtlas"/>.
</summary>
</member>
<member name="F:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region.name">
<summary>
The name of the region. Mostly used to be refered to within the context of a <see cref="T:RecrownedAthenaeum.SpecialTypes.TextureAtlas"/>.
</summary>
</member>
<member name="F:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region.sourceRectangle">
<summary>
The location and dimensions of where the original texture resides on the texture representing the atlas.
</summary>
</member>
<member name="P:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region.Disposed">
<summary>
If region has already been disposed.
</summary>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region.#ctor(System.String,Microsoft.Xna.Framework.Rectangle,RecrownedAthenaeum.SpecialTypes.NinePatch,Microsoft.Xna.Framework.Graphics.Texture2D)">
<summary>
A specified region in a texture atlas.
</summary>
<param name="name">Name of region.</param>
<param name="sourceRegion">The location of the region on the atlas.</param>
<param name="ninePatch">A <see cref="T:RecrownedAthenaeum.SpecialTypes.NinePatch"/> definition for the region.</param>
<param name="atlasTexture">The texture that holds the image data for the atlas.</param>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2)">
<summary>
Draws the region. If ninepatch, rotation and origin are ignored.
</summary>
<param name="batch">The batch to use. Should be began.</param>
<param name="destination">The destination rectangle to draw to.</param>
<param name="color">The color to use.</param>
<param name="rotation">Rotation of the final drawing. Ignored if is a 9patch.</param>
<param name="origin">The origin of the drawing. Ignored if is a 9patch.</param>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region.AsTexture2D(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
<summary>
Create or obtains a previously created texture of this region.
</summary>
<param name="graphicsDevice">The graphics device to use to create the texture. Will use graphics device from <see cref="T:RecrownedAthenaeum.Configuration"/>'s graphics device manager if left to null.</param>
<returns>The texture of the region.</returns>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region.CompareTo(RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region)">
<summary>
Compares this region to another in terms of name.
</summary>
<param name="other">The other region to compare to in terms of name.</param>
<returns>Less than one if precedes, greater than one if after, 0 if same.</returns>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region.Dispose">
<summary>
Call this to dispose.
</summary>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region.Dispose(System.Boolean)">
<summary>
Overridable dispose.
</summary>
<param name="disposing">Whether or not this was a user made call.</param>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region.Finalize">
<summary>
Destructor.
</summary>
</member>
<member name="T:RecrownedAthenaeum.Input.IInputListener">
<summary>
Input listener for <see cref="T:RecrownedAthenaeum.Input.InputUtilities"/>.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Input.IInputListener.KeyboardStateChanged(Microsoft.Xna.Framework.Input.KeyboardState)">
<summary>
Called when the state of the keyboard has changed.
</summary>
<param name="state">The new state.</param>
<returns>True to continue calling other listeners.</returns>
</member>
<member name="M:RecrownedAthenaeum.Input.IInputListener.MouseStateChanged(Microsoft.Xna.Framework.Input.MouseState)">
<summary>
Called when the state of the mouse has changed.
</summary>
<param name="state">The new state.</param>
<returns>True to continue calling other listeners.</returns>
</member>
<member name="T:RecrownedAthenaeum.Input.InputUtilities">
<summary>
Utilities to better manage input for the game.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Input.InputUtilities.InputListeners">
<summary>
Listeners for changes in input.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Input.InputUtilities.Update">
<summary>
Updates inputs.
Should be called once every game update to be up to date with new states of inputs.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Input.InputUtilities.MouseClicked">
<summary>
Poll used to check if mouse was clicked.
</summary>
<returns>True if clicked.</returns>
</member>
<member name="M:RecrownedAthenaeum.Input.InputUtilities.MouseWithinBoundries(Microsoft.Xna.Framework.Rectangle)">
<summary>
Checks whether mouse is within boundaries.
</summary>
<param name="bounds">Boundaries to check.</param>
<returns></returns>
</member>
<member name="T:RecrownedAthenaeum.Persistence.PreferencesManager">
<summary>
Manages a bundle of preferences.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Persistence.PreferencesManager.#ctor(System.String,System.Object[])">
<summary>
Constructs the preference manager.
</summary>
<param name="savePath">The path of the directory in which the preferences should be saved.</param>
<param name="preferences">The preferences to be serialized and unserialized in XML format.</param>
</member>
<member name="M:RecrownedAthenaeum.Persistence.PreferencesManager.GetPreferences``1">
<summary>
Returns the preference by type.
</summary>
<typeparam name="T">The preference needed.</typeparam>
<returns>The preference needed.</returns>
</member>
<member name="M:RecrownedAthenaeum.Persistence.PreferencesManager.Load">
<summary>
Loads preferences.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Persistence.PreferencesManager.Save">
<summary>
Saves preferences.
</summary>
</member>
<member name="T:RecrownedAthenaeum.Data.NinePatchData">
<summary>
Represents a data structure for 9patches.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.NinePatchData.textureName">
<summary>
Name of texture associated with patch. May be null in the case of being apart of a <see cref="T:RecrownedAthenaeum.Data.TextureAtlasData"/>
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.NinePatchData.left">
<summary>
the boundaries of the patch.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.NinePatchData.right">
<summary>
the boundaries of the patch.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.NinePatchData.bottom">
<summary>
the boundaries of the patch.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.NinePatchData.top">
<summary>
the boundaries of the patch.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Data.NinePatchData.#ctor(System.String,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Constructs patch.
</summary>
<param name="textureName">Name of the texture. May be null.</param>
<param name="left">Left bound.</param>
<param name="right">Right bound.</param>
<param name="bottom">Bottom bound.</param>
<param name="Top">Top bound.</param>
</member>
<member name="T:RecrownedAthenaeum.Data.TextureAtlasData">
<summary>
Data transfer object for a texture atlas.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.TextureAtlasData.regions">
<summary>
Contains the regions of the texture atlas.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.TextureAtlasData.textureName">
<summary>
The name of the file.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Data.TextureAtlasData.#ctor(System.String,RecrownedAthenaeum.Data.TextureAtlasData.AtlasRegionData[])">
<summary>
Creates the atlas given the regions and the file name of the texture file to be used.
</summary>
<param name="textureName"></param>
<param name="regions"></param>
</member>
<member name="T:RecrownedAthenaeum.Data.TextureAtlasData.AtlasRegionData">
<summary>
Data object that contains information about the region ninepatch situation of a given region in an atlas.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.TextureAtlasData.AtlasRegionData.name">
<summary>
Name of the region for referencial purposes.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.TextureAtlasData.AtlasRegionData.bounds">
<summary>
The location of the patch is designated by this rectangle.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.TextureAtlasData.AtlasRegionData.ninePatchData">
<summary>
The ninepatch information.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Data.TextureAtlasData.AtlasRegionData.SetPosition(System.Int32,System.Int32)">
<summary>
Sets position in atlas for convenience.
</summary>
<param name="x">X coordinate of the position in the patch.</param>
<param name="y">Y coordinate of the position in the patch.</param>
</member>
<member name="M:RecrownedAthenaeum.Data.TextureAtlasData.AtlasRegionData.SetSize(System.Int32,System.Int32)">
<summary>
Sets the dimensions of the region on the atlas for convenience.
</summary>
<param name="width">Width of the region.</param>
<param name="height">Height of the region.</param>
</member>
<member name="M:RecrownedAthenaeum.Data.TextureAtlasData.AtlasRegionData.SetBounds(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Sets both the coordinates and dimensions of the region on the atlas for convenience.
</summary>
<param name="x">X coordinate of the position in the patch.</param>
<param name="y">Y coordinate of the position in the patch.</param>
<param name="width">Width of the region.</param>
<param name="height">Height of the region.</param>
</member>
<member name="T:RecrownedAthenaeum.Data.SkinData">
<summary>
Data transfer object for game skins.
</summary>
</member>
<member name="T:RecrownedAthenaeum.Data.SkinData.Metadata">
<summary>
Holds metadata.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.SkinData.Metadata.author">
<summary>
Author name.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.SkinData.Metadata.description">
<summary>
Description of skin.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.SkinData.Metadata.skinName">
<summary>
Name of skin.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.SkinData.metadata">
<summary>
The metadata for the skin file.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.SkinData.nameOfTextureAtlas">
<summary>
The name of the atlas with extension.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.SkinData.cursorTextureName">
<summary>
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.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.SkinData.colors">
<summary>
The color data containing the name of the color, and red, green, and blue values for the color.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.SkinData.definitions">
<summary>
The skin definitions containing a name for the definition, and the definition itself.
</summary>
</member>
<member name="T:RecrownedAthenaeum.Data.SkinData.ColorData">
<summary>
Color data for data transfer.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.SkinData.ColorData.name">
<summary>
Name of color to be referenced by.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.SkinData.ColorData.r">
<summary>
RGBA data of this color.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.SkinData.ColorData.g">
<summary>
RGBA data of this color.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.SkinData.ColorData.b">
<summary>
RGBA data of this color.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.SkinData.ColorData.a">
<summary>
RGBA data of this color.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Data.SkinData.ColorData.#ctor(System.String,Microsoft.Xna.Framework.Color)">
<summary>
Sets values for data.
</summary>
<param name="name">the name to be referenced by.</param>
<param name="color">The color value <paramref name="name"/> represents.</param>
</member>
<member name="T:RecrownedAthenaeum.Data.SkinData.DefinitionData">
<summary>
Definition data for data transfer.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.SkinData.DefinitionData.name">
<summary>
Name of definition to be referenced by.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Data.SkinData.DefinitionData.skin">
<summary>
The skin definition data.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Data.SkinData.DefinitionData.#ctor(System.String,RecrownedAthenaeum.UI.SkinSystem.Definitions.SkinDefinitionData)">
<summary>
Sets values for data.
</summary>
<param name="name">The name to be referenced by.</param>
<param name="skinDefinitionData">The skin data.</param>
</member>
<member name="M:RecrownedAthenaeum.ContentReaders.TextureAtlasDataReader.GenerateAtlasRegionsFromData(RecrownedAthenaeum.Data.TextureAtlasData,Microsoft.Xna.Framework.Graphics.Texture2D)">
<summary>
Generates region given <see cref="T:RecrownedAthenaeum.Data.TextureAtlasData"/>.
</summary>
<param name="textureAtlasData">The data to generate the regions from.</param>
<param name="atlasTexture">The texture containing the atlas.</param>
<returns>An array of regions.</returns>
</member>
<member name="T:RecrownedAthenaeum.ScreenSystem.ITransition">
<summary>
Contracts a transition that the <see cref="T:RecrownedAthenaeum.ScreenSystem.ScreenManager"/> can use.
</summary>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.ITransition.InitiateTransition(Microsoft.Xna.Framework.Rectangle)">
<summary>
Called once when the transition is needed.
<param name="dimensions">The dimensions of the screen.</param>
</summary>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.ITransition.UpdateEnteringTransition(System.Double,System.Boolean)">
<summary>
Called every frame if the state of the screen this transition is placed upon is in the enter transition phase.
</summary>
<param name="delta">The time passed in seconds since the last frame.</param>
<param name="waiting">Whether or not this transition is waiting on something. Usually the <see cref="N:RecrownedAthenaeum.ContentSystem"/>.</param>
<returns>If this returns true, then it is considered that this transition is complete.</returns>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.ITransition.UpdateExitingTransition(System.Double,System.Boolean)">
<summary>
Called every frame if the state of the screen this transition is placed upon is in the exit phase.
</summary>
<param name="delta">The time passed in seconds since the last frame.</param>
<param name="waiting">Whether or not this transition is waiting on something. Usually the <see cref="N:RecrownedAthenaeum.ContentSystem"/>.</param>
<returns>If this returns true, then it is considered that this transition is complete.</returns>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.ITransition.DrawTransition(Microsoft.Xna.Framework.Graphics.SpriteBatch)">
<summary>
Called once every frame while transition is active. Meant to draw transition.
</summary>
<param name="spriteBatch"></param>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.ITransition.UpdatePreviousScreenFrame(Microsoft.Xna.Framework.Graphics.RenderTarget2D)">
<summary>
Updates if the previous screen uses a render target for exit transition.
</summary>
<param name="previousScreenFrame">The frame of the previous screen.</param>
</member>
<member name="T:RecrownedAthenaeum.ScreenSystem.LoadingScreen">
<summary>
A screen specifically meant to fill in loading times.
</summary>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.LoadingScreen.#ctor(Microsoft.Xna.Framework.Game,Microsoft.Xna.Framework.Graphics.Texture2D,System.Single,System.Boolean)">
<summary>
Constructs a loading screen.
</summary>
<param name="game">The game itself to adjust mouse settings and such.</param>
<param name="screenImage"></param>
<param name="proportion"></param>
<param name="rotate"></param>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.LoadingScreen.Show">
<inheritdoc />
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.LoadingScreen.Hide">
<inheritdoc />
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.LoadingScreen.InitiateTransition(Microsoft.Xna.Framework.Rectangle)">
<summary>
Sets things to correct values for start of transition.
</summary>
<param name="dimensions">The window dimensions.</param>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.LoadingScreen.DrawTransition(Microsoft.Xna.Framework.Graphics.SpriteBatch)">
<summary>
Draws the transition.
</summary>
<param name="spriteBatch">Batch to use.</param>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.LoadingScreen.UpdateEnteringTransition(System.Double,System.Boolean)">
<summary>
Updates the entering transition.
</summary>
<param name="delta">Time passed between frames.</param>
<param name="waiting">Whether or not this transition should be waiting.</param>
<returns>Whether or not transition is complete.</returns>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.LoadingScreen.UpdateExitingTransition(System.Double,System.Boolean)">
<summary>
Updates the exiting transition.
</summary>
<param name="delta">Time passed between frames.</param>
<param name="waiting">Whether or not this transition should be waiting.</param>
<returns>Whether or not transition is complete.</returns>
</member>
<member name="T:RecrownedAthenaeum.ScreenSystem.ScreenState">
<summary>
Represents one of the poosible states a screen can be in.
</summary>
</member>
<member name="F:RecrownedAthenaeum.ScreenSystem.ScreenState.EnterTransition">
<summary>
Screen is transitioning in.
</summary>
</member>
<member name="F:RecrownedAthenaeum.ScreenSystem.ScreenState.ExitTransition">
<summary>
Screen is transitioning out.
</summary>
</member>
<member name="F:RecrownedAthenaeum.ScreenSystem.ScreenState.Normal">
<summary>
Screen is currently displayed normally without transition.
</summary>
</member>
<member name="T:RecrownedAthenaeum.ScreenSystem.Screen">
<summary>
A screen represents a virtual system of management that controls an system of items to be displayed.
</summary>
</member>
<member name="F:RecrownedAthenaeum.ScreenSystem.Screen.Transitions">
<summary>
Transitions to apply.
</summary>
</member>
<member name="P:RecrownedAthenaeum.ScreenSystem.Screen.UseRenderTargetForExitTransition">
<summary>
Whether or not to continue rendering this screen onto a buffer for the benifit of the next screen to use as a transition.
</summary>
</member>
<member name="F:RecrownedAthenaeum.ScreenSystem.Screen.BackgroundColor">
<summary>
The background color to be used to clear the screen.
</summary>
</member>
<member name="P:RecrownedAthenaeum.ScreenSystem.Screen.NextScreen">
<summary>
The next screen to be displayed after exit transition finishes. May be null, leading to transition to previous screen or loading screen.
</summary>
</member>
<member name="P:RecrownedAthenaeum.ScreenSystem.Screen.ScreenSize">
<summary>
The current window size.
</summary>
</member>
<member name="P:RecrownedAthenaeum.ScreenSystem.Screen.Initiated">
<summary>
Whether or not screen have been initiated.
</summary>
</member>
<member name="P:RecrownedAthenaeum.ScreenSystem.Screen.Camera">
<summary>
The 2D camera to be used for the screen.
</summary>
</member>
<member name="P:RecrownedAthenaeum.ScreenSystem.Screen.State">
<summary>
Current state of the screen.
</summary>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.Screen.#ctor(System.Boolean)">
<summary>
Creates a new screen.
</summary>
<param name="useEnterTransition">True to start in entering transition state.</param>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.Screen.Initiate(Microsoft.Xna.Framework.Rectangle,RecrownedAthenaeum.Camera.Camera2D)">
<summary>
Called only once after initialization to give required parameters.
</summary>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.Screen.Update(Microsoft.Xna.Framework.GameTime)">
<summary>
Called to update the screen.
</summary>
<param name="gameTime">Game time information.</param>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.Screen.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch)">
<summary>
Called to draw this screen.
</summary>
<param name="spriteBatch">SpriteBatch to use.</param>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.Screen.UpdateTransition(System.Double,System.Boolean)">
<summary>
Updates the transition based on the current state of the screen.
</summary>
<param name="delta">Time passed since last frame in seconds.</param>
<param name="waiting">If the this transition should wait.</param>
<returns>Only returns true if exit transition is complete. Returns false otherwise.</returns>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.Screen.Show">
<summary>
Called when the screen is shown.
</summary>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.Screen.Hide">
<summary>
Called when this screen is no longer the displayed screen.
</summary>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.Screen.AssetLoadStateChange(System.Boolean)">
<summary>
Called whenever the status of assets changes from being loaded to unloaded or unloaded to loaded.
</summary>
<param name="state">True for loaded, false for unloaded.</param>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.Screen.StartExitTransition(System.Boolean)">
<summary>
Call this to begin exit transition.
</summary>
<param name="UseRenderTargetForExitTransition">Whether or not to use a render target for the next screen to use.</param>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.Screen.UpdatePreviousScreenFrame(Microsoft.Xna.Framework.Graphics.RenderTarget2D)">
<summary>
Called everytime the previous screen frame buffer updates. Used for transition purposes.
</summary>
<param name="previousScreenFrame">The previous screen's render buffer.</param>
</member>
<member name="T:RecrownedAthenaeum.ScreenSystem.ShowFirstScreen">
<summary>
Called when the first screen is being shown.
</summary>
<param name="screen">The screen to show after the loading screen.</param>
</member>
<member name="T:RecrownedAthenaeum.ScreenSystem.ScreenManager">
<summary>
A manager for screens. Helps with transitions and updating screens as well as resizes.
</summary>
</member>
<member name="E:RecrownedAthenaeum.ScreenSystem.ScreenManager.ShowFirstScreenEvent">
<summary>
Called when the first loading screen is done, and needs to show the landing screen.
</summary>
</member>
<member name="F:RecrownedAthenaeum.ScreenSystem.ScreenManager.batchSettings">
<summary>
The settings this manager will use to begin a sprite batch.
</summary>
</member>
<member name="P:RecrownedAthenaeum.ScreenSystem.ScreenManager.Screen">
<summary>
Currently displayed screen.
</summary>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.ScreenManager.#ctor(RecrownedAthenaeum.Camera.Camera2D,Microsoft.Xna.Framework.GraphicsDeviceManager,System.Nullable{RecrownedAthenaeum.Render.SpriteBatchSettings})">
<summary>
Creates a screen manager that helps manage multiple screens and their transitions.
</summary>
<param name="camera">The camera to be used to perform the correct translations and transformations. Will use default set in <see cref="T:RecrownedAthenaeum.Configuration"/> if left null.</param>
<param name="graphicsDeviceManager">The graphics device manager to be used. Will use default set in <see cref="T:RecrownedAthenaeum.Configuration"/> if left null.</param>
<param name="spriteBatchSettings">The settings to begin spritebatch with. Will use the built-in one in screen manager if not provided.</param>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.ScreenManager.UpdateCurrentScreen(Microsoft.Xna.Framework.GameTime,System.Boolean)">
<summary>
Updates the screens. Should be called once every frame.
</summary>
<param name="gameTime">Contains the time that has passed from the last frame.</param>
<param name="waiting">Whether or not there is something a transition should be waiting for. Usually used to wait for assets to complete loading.</param>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.ScreenManager.DrawCurrentScreen(Microsoft.Xna.Framework.Graphics.SpriteBatch)">
<summary>
Renders screen into window.
</summary>
<param name="spriteBatch">Uses this batch to render.</param>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.ScreenManager.Resize(RecrownedAthenaeum.ScreenSystem.LoadingScreen)">
<summary>
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.
</summary>
<param name="loadingScreen">The loading screen to change to.</param>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.ScreenManager.PostResize">
<summary>
Notifies all screen that assets have completed being loaded after a resize.
</summary>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.ScreenManager.Dispose">
<summary>
Disposes this.
</summary>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.ScreenManager.Dispose(System.Boolean)">
<summary>
An overridable dispose.
</summary>
<param name="disposing">True of user invoked dispose called.</param>
</member>
<member name="M:RecrownedAthenaeum.ScreenSystem.ScreenManager.Finalize">
<summary>
Destructor.
</summary>
</member>
<member name="T:RecrownedAthenaeum.UI.BookSystem.Book">
<summary>
Contains the pages.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.BookSystem.Book.#ctor(RecrownedAthenaeum.ContentSystem.ContentManagerController,RecrownedAthenaeum.UI.SkinSystem.ISkin)">
<summary>
Creates a book.
</summary>
<param name="assets"><see cref="T:RecrownedAthenaeum.ContentSystem.ContentManagerController"/> that holds the assets that are to be used in the pages for this book during initialization.</param>
<param name="skin">The skin that will be passed to pages during their initialization.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.BookSystem.Book.Initiate(RecrownedAthenaeum.Camera.Camera2D,Microsoft.Xna.Framework.Rectangle)">
<summary>
Should be called whenever a valid camera and dimensions for the book exist.
Initializes book with given parameters.
Generally used with a <see cref="T:RecrownedAthenaeum.ScreenSystem.Screen"/> and called in the <see cref="M:RecrownedAthenaeum.ScreenSystem.Screen.Initiate(Microsoft.Xna.Framework.Rectangle,RecrownedAthenaeum.Camera.Camera2D)"/> function.
</summary>
<param name="camera">Camera game is currently using.</param>
<param name="dimensions">Dimensions of the book and the dimensions the pages will use.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.BookSystem.Book.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch)">
<summary>
Draws the pages.
</summary>
<param name="batch">Batch used to draw.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.BookSystem.Book.Update(Microsoft.Xna.Framework.GameTime)">
<summary>
Updates the book.
</summary>
<param name="gameTime">Snapshot of information of the game time.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.BookSystem.Book.AddPages(RecrownedAthenaeum.UI.BookSystem.Page[])">
<summary>
Adds the page(s).
</summary>
<param name="pages">The page(s) to add.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.BookSystem.Book.RemovePage(RecrownedAthenaeum.UI.BookSystem.Page)">
<summary>
Removes the page.
</summary>
<param name="page">Page to remove.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.BookSystem.Book.RemovePage(System.String)">
<summary>
Removes the page.
</summary>
<param name="name">Name of page to remove.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.BookSystem.Book.ClearPages">
<summary>
Removes all pages.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.BookSystem.Book.LerpToPage(RecrownedAthenaeum.UI.BookSystem.Page)">
<summary>
Perform a step of linear interpolation to the given page.
</summary>
<param name="page">The page to lerp to.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.BookSystem.Book.GoToPage(RecrownedAthenaeum.UI.BookSystem.Page)">
<summary>
Goes to page instantly.
</summary>
<param name="page">Page to go to.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.BookSystem.Book.KeyboardStateChanged(Microsoft.Xna.Framework.Input.KeyboardState)">
<summary>
Passes the new keyboard state down to each page in order of when it was added.
</summary>
<param name="state"></param>
<returns>True if the state change should to trigger further input listeners.</returns>
</member>
<member name="M:RecrownedAthenaeum.UI.BookSystem.Book.MouseStateChanged(Microsoft.Xna.Framework.Input.MouseState)">
<summary>
Passes the new mouse state down to each page in order of when it was added.
</summary>
<param name="state"></param>
<returns>True if the state change should to trigger further input listeners.</returns>
</member>
<member name="T:RecrownedAthenaeum.UI.BookSystem.Page">
<summary>
A page a part of a <see cref="T:RecrownedAthenaeum.UI.BookSystem.Book"/>.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.BookSystem.Page.requiresSizeUpdate">
<summary>
Whether or not this book needs to be refreshed with new dimensions.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.BookSystem.Page.#ctor(System.Int32,System.Int32)">
<summary>
Constructs a page.
</summary>
<param name="pageX">The X position in the book.</param>
<param name="pageY">The Y position in the book.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.BookSystem.Page.ApplySize(System.Int32,System.Int32)">
<summary>
Called when this page is flagged as needing a size update.
</summary>
<param name="width">New width.</param>
<param name="height">New Height</param>
</member>
<member name="M:RecrownedAthenaeum.UI.BookSystem.Page.Initialize(RecrownedAthenaeum.ContentSystem.ContentManagerController,RecrownedAthenaeum.UI.SkinSystem.ISkin)">
<summary>
Called only once after a page is added to a <see cref="T:RecrownedAthenaeum.UI.BookSystem.Book"/>. Generally used to instantiate the modules of the page.
</summary>
<param name="assets">The assets to be used during initialization passed by the book this page belongs to.</param>
<param name="skin">The skin the book containing this page is given that can be used by this page.</param>
</member>
<member name="T:RecrownedAthenaeum.UI.Modular.Modules.Image">
<summary>
Represents a texture with more information.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.Modular.Modules.Image.rotation">
<summary>
The rotation of the image.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.Modular.Modules.Image.texture">
<summary>
The texture to be rendered.
</summary>
</member>
<member name="P:RecrownedAthenaeum.UI.Modular.Modules.Image.ScaleX">
<summary>
Scale of of the X axis.
</summary>
</member>
<member name="P:RecrownedAthenaeum.UI.Modular.Modules.Image.ScaleY">
<summary>
Scale of the Y axis.
</summary>
</member>
<member name="P:RecrownedAthenaeum.UI.Modular.Modules.Image.Scale">
<summary>
Sets scale of X and Y.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Image.#ctor(Microsoft.Xna.Framework.Graphics.Texture2D)">
<summary>
Constructs an image given a texture.
</summary>
<param name="texture">Texture to use.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Image.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch)">
<summary>
Draws the image with default values.
</summary>
<param name="batch">The batch to use.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Image.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2)">
<summary>
Draws the image with more options.
</summary>
<param name="spriteBatch">Batch used.</param>
<param name="destination">Where to draw texture to.</param>
<param name="color">The color tint to use.</param>
<param name="rotation">Rotation of image.</param>
<param name="origin">Origin for the rotation.</param>
</member>
<member name="T:RecrownedAthenaeum.UI.Modular.Modules.Interactive.Clicked">
<summary>
Function to be called when button is clicked.
</summary>
<param name="button">The button that was clicked.</param>
</member>
<member name="T:RecrownedAthenaeum.UI.Modular.Modules.Interactive.Button">
<summary>
A very primitive button containing all the basic functions.
</summary>
</member>
<member name="E:RecrownedAthenaeum.UI.Modular.Modules.Interactive.Button.Listeners">
<summary>
Click event listeners.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.Modular.Modules.Interactive.Button.disabled">
<summary>
Whether or not this button should be currently disabled.
</summary>
</member>
<member name="P:RecrownedAthenaeum.UI.Modular.Modules.Interactive.Button.Highlighted">
<summary>
Whether or not this button is currently being hovered on.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Interactive.Button.#ctor(RecrownedAthenaeum.SpecialTypes.ISpecialDrawable,RecrownedAthenaeum.SpecialTypes.ISpecialDrawable,RecrownedAthenaeum.SpecialTypes.ISpecialDrawable,RecrownedAthenaeum.SpecialTypes.ISpecialDrawable)">
<summary>
Constructs this button using <see cref="T:RecrownedAthenaeum.SpecialTypes.ISpecialDrawable"/>s for the different states it could be in.
</summary>
<param name="down">Button being pressed.</param>
<param name="up">Button not being pressed.</param>
<param name="disabled">Disabled button.</param>
<param name="selected">Button being highlighted.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Interactive.Button.#ctor(RecrownedAthenaeum.UI.SkinSystem.ISkin,System.String)">
<summary>
Constructs this button using the skin system.
</summary>
<param name="skin">The skin containing the information of the textures and design to follow.</param>
<param name="definitionName">The name of the definition in the skin. Can be null to select the default.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Interactive.Button.#ctor(RecrownedAthenaeum.UI.SkinSystem.ISkin,RecrownedAthenaeum.UI.SkinSystem.Definitions.ButtonSkinDefinition)">
<summary>
Instantiates a button using a definition.
</summary>
<param name="skin">The skin the definition is defined in.</param>
<param name="skinDefinition">The definition itself.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Interactive.Button.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch)">
<summary>
Draws the button.
</summary>
<param name="batch">Batch used to draw the button.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Interactive.Button.MouseStateChanged(Microsoft.Xna.Framework.Input.MouseState)">
<summary>
Called when the mouse changes state.
</summary>
<param name="state">The new state.</param>
<returns>Whether or not to continue calling the next mouse change listener.</returns>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Interactive.Button.KeyboardStateChanged(Microsoft.Xna.Framework.Input.KeyboardState)">
<summary>
Called when the state of the keyboard changes.
</summary>
<param name="state">The new state.</param>
<returns>Whether or not the next keyboard change listener should be called.</returns>
</member>
<member name="T:RecrownedAthenaeum.UI.Modular.Modules.Interactive.TextButton">
<summary>
Button that holds a string.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.Modular.Modules.Interactive.TextButton.text">
<summary>
The text that is used to display the string.
</summary>
</member>
<member name="P:RecrownedAthenaeum.UI.Modular.Modules.Interactive.TextButton.FontColor">
<summary>
The color the font should be rendered in.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Interactive.TextButton.#ctor(System.String,Microsoft.Xna.Framework.Graphics.SpriteFont,RecrownedAthenaeum.SpecialTypes.ISpecialDrawable,RecrownedAthenaeum.SpecialTypes.ISpecialDrawable,RecrownedAthenaeum.SpecialTypes.ISpecialDrawable,RecrownedAthenaeum.SpecialTypes.ISpecialDrawable)">
<summary>
Constructs text button with the positions represented by <see cref="T:RecrownedAthenaeum.SpecialTypes.ISpecialDrawable"/>
</summary>
<param name="text">The string representing the text to be displayed.</param>
<param name="font">The font to be used to display the text.</param>
<param name="down">What to draw as button is pushed down.</param>
<param name="up">What to draw as button is not pushed.</param>
<param name="disabled">What to draw as button is disabled.</param>
<param name="selected">What to draw as button is selected.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Interactive.TextButton.#ctor(System.String,Microsoft.Xna.Framework.Graphics.SpriteFont,RecrownedAthenaeum.UI.SkinSystem.ISkin,System.String)">
<summary>
Constructs a text button using a skin and definition.
</summary>
<param name="text">The text to display.</param>
<param name="font">The font to be used.</param>
<param name="skin">The skin to use.</param>
<param name="definitionName">Name of the definition for this type in the skin given.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Interactive.TextButton.#ctor(System.String,Microsoft.Xna.Framework.Graphics.SpriteFont,RecrownedAthenaeum.UI.SkinSystem.ISkin,RecrownedAthenaeum.UI.SkinSystem.Definitions.TextButtonSkinDefinition)">
<summary>
Creates a text button with a given definition.
</summary>
<param name="text">The text to be displayed on this button.</param>
<param name="font">The font to use for this button.</param>
<param name="skin">The skin the definition is from.</param>
<param name="skinDefinition">The definition to use.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Interactive.TextButton.Update(Microsoft.Xna.Framework.GameTime)">
<summary>
Updates the text button.
</summary>
<param name="gameTime">Snapshot of information about time for game.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Interactive.TextButton.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch)">
<summary>
Called whenever game wants to render this button.
</summary>
<param name="batch">Batch to use. Batch should already be started.</param>
</member>
<member name="T:RecrownedAthenaeum.UI.Modular.Modules.Text">
<summary>
Represents text for the UI.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.Modular.Modules.Text.centered">
<summary>
Centers the text int bounds.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.Modular.Modules.Text.autoWrap">
<summary>
Whether or not to try and wrap text automatically. Meaning will check and attempt to wrap every update.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.Modular.Modules.Text.autoScale">
<summary>
Whether or not to automatically scale the text every update. Happens after auto wrap if enabled.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.Modular.Modules.Text.useEllipses">
<summary>
Should this use ellipses? Will perform this operation before auto wrapping or auto scalling.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.Modular.Modules.Text.ellipsis">
<summary>
The text to use for the ellipsis.
</summary>
</member>
<member name="P:RecrownedAthenaeum.UI.Modular.Modules.Text.Content">
<summary>
The string to be displayed.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Text.#ctor(Microsoft.Xna.Framework.Graphics.SpriteFont,System.String)">
<summary>
Creates a UI text object.
</summary>
<param name="font">The font to use.</param>
<param name="content">The string for the text.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Text.Update(Microsoft.Xna.Framework.GameTime)">
<summary>
Updates the positioning and attempts to perform any operations that were marked automatic.
</summary>
<param name="gameTime">The game time.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Text.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch)">
<summary>
Draws the text.
</summary>
<param name="batch">Batch to use.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Text.AttemptToApplyEllipsis">
<summary>
Attempts to apply ellipsis. Checks of nessecary.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Text.AttemptToScaleFont">
<summary>
Attempts to scale the font. Checks if nessecary.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Text.RemoveLineBreaks">
<summary>
Removes line breaks.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Text.ResetToOriginalText">
<summary>
Resets to original text.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Text.AttemptToWrapText(System.Boolean)">
<summary>
Attempts to wrap text. Checks if nessecary.
</summary>
<param name="unwrap">If true, will first unwrap text, and the wrap again. This occurs before nessecity check.</param>
</member>
<member name="T:RecrownedAthenaeum.UI.Modular.UIModule">
<summary>
Module for UI layout.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.Modular.UIModule.situation">
<summary>
The bounds before factoring in the origin.
</summary>
</member>
<member name="P:RecrownedAthenaeum.UI.Modular.UIModule.Boundaries">
<summary>
Bounds of this module (after factoring in the origin).
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.Modular.UIModule.origin">
<summary>
Origin of this module.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.Modular.UIModule.parent">
<summary>
The parent of this module. May be null.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.Modular.UIModule.name">
<summary>
Name of this module. For organizational/referencial purposes mostly.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.Modular.UIModule.color">
<summary>
The color tint of this module.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.UIModule.Update(Microsoft.Xna.Framework.GameTime)">
<summary>
Called every frame to update this module. Calculations and movement should go here.
</summary>
<param name="gameTime">Game time information.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.UIModule.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch)">
<summary>
Called every frame to draw this module. Anything that needs to be drawn should go here.
</summary>
<param name="batch">Batch used to draw.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.UIModule.ConvertToParentCoordinates(Microsoft.Xna.Framework.Rectangle)">
<summary>
Converts the given rectangle to the coordinates of the parent.
</summary>
<param name="rectangle">Rectangle to convert.</param>
<returns></returns>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.UIModule.RemoveFromParent">
<summary>
Removes this module from the parent.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.UIModule.KeyboardStateChanged(Microsoft.Xna.Framework.Input.KeyboardState)">
<summary>
Called whenever the keyboard state is changed.
</summary>
<param name="state">The current keyboard state.</param>
<returns>Returning whether or not to continue to call the next listener.</returns>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.UIModule.MouseStateChanged(Microsoft.Xna.Framework.Input.MouseState)">
<summary>
Called whenever the state of the mouse changes. This includes movement.
</summary>
<param name="state">The current state of the mouse.</param>
<returns>Returning whether or not to continue to call the next listener.</returns>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.UIModule.CenterOrigin">
<summary>
Sets the origin to be the center of the bounds.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.UIModule.CenterHorizontally">
<summary>
Centers this module's origin on the horizontal axis relative to the parent <see cref="T:RecrownedAthenaeum.UI.Modular.UIModuleGroup"/>.
</summary>
<returns>True if possible and false if not.</returns>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.UIModule.CenterVertically">
<summary>
Centers this module's origin on the vertical axis relative to the parent <see cref="T:RecrownedAthenaeum.UI.Modular.UIModuleGroup"/>.
</summary>
<returns>True if possible.</returns>
</member>
<member name="T:RecrownedAthenaeum.UI.Modular.UIModuleGroup">
<summary>
Contains a group of modules and has its own relative coordinate system.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.Modular.UIModuleGroup.camera">
<summary>
Camera used by the module for cropping.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.UIModuleGroup.#ctor(System.Boolean,RecrownedAthenaeum.Camera.Camera2D,System.Nullable{RecrownedAthenaeum.Render.SpriteBatchSettings})">
<summary>
Creates a module group.
</summary>
<param name="crop">Whether or not to crop out of bounds. Default is false.</param>
<param name="camera">What camera to use for cropping. Default is null and will use <see cref="T:RecrownedAthenaeum.Configuration"/>'s camera if crop is enabled.</param>
<param name="spriteBatchSettings">The settings to be used that begins the batch.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.UIModuleGroup.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch)">
<summary>
Draws this group of modules.
</summary>
<param name="batch">Batch used to draw the group.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.UIModuleGroup.Update(Microsoft.Xna.Framework.GameTime)">
<summary>
Updates the group of modules.
</summary>
<param name="gameTime">Game time used.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.UIModuleGroup.AddModule(RecrownedAthenaeum.UI.Modular.UIModule[])">
<summary>
Adds module(s) to this group.
</summary>
<param name="addModules">The module(s) to add.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.UIModuleGroup.RemoveModule(RecrownedAthenaeum.UI.Modular.UIModule)">
<summary>
Removes given module from group.
</summary>
<param name="module">module to remove.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.UIModuleGroup.KeyboardStateChanged(Microsoft.Xna.Framework.Input.KeyboardState)">
<summary>
Updates the keyboard state of the modules in this group.
</summary>
<param name="state">The new state.</param>
<returns>Whether or not to continue updating the other listeners.</returns>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.UIModuleGroup.MouseStateChanged(Microsoft.Xna.Framework.Input.MouseState)">
<summary>
Updates the moues state of the modules in this group.
</summary>
<param name="state">The new state.</param>
<returns>Whether or not to continue updating other listeners.</returns>
</member>
<member name="T:RecrownedAthenaeum.UI.SkinSystem.Definitions.ButtonSkinDefinition">
<summary>
Definition for a button.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.SkinSystem.Definitions.ButtonSkinDefinition.upRegion">
<summary>
Names for the regions in the texture atlas respectively.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.SkinSystem.Definitions.ButtonSkinDefinition.downRegion">
<summary>
Names for the regions in the texture atlas respectively.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.SkinSystem.Definitions.ButtonSkinDefinition.disabledRegion">
<summary>
Names for the regions in the texture atlas respectively.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.SkinSystem.Definitions.ButtonSkinDefinition.selectedRegion">
<summary>
Names for the regions in the texture atlas respectively.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.Definitions.ButtonSkinDefinition.#ctor(System.String,System.String)">
<summary>
Constructs the definition with minimum requirements.
</summary>
<param name="downRegion">Name of region specifying the texture shown for when the button is pressed down.</param>
<param name="upRegion">Name of region specifying the texture shown for when the button is not pressed.</param>
</member>
<member name="T:RecrownedAthenaeum.UI.SkinSystem.Definitions.SkinDefinitionData">
<summary>
A definition containing the data for the skin system. Needs to follow data transfer object model.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.SkinSystem.Definitions.SkinDefinitionData.uiModuleTypeFullName">
<summary>
The full name of the UI module this definition defines.
</summary>
</member>
<member name="P:RecrownedAthenaeum.UI.SkinSystem.Definitions.SkinDefinitionData.UIModuleType">
<summary>
Sets the module type by setting <see cref="F:RecrownedAthenaeum.UI.SkinSystem.Definitions.SkinDefinitionData.uiModuleTypeFullName"/>.
</summary>
</member>
<member name="T:RecrownedAthenaeum.UI.SkinSystem.Definitions.TextButtonSkinDefinition">
<summary>
Definition for a text button for a skin theme.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.SkinSystem.Definitions.TextButtonSkinDefinition.fontColor">
<summary>
Name of color from the skin to use for the font.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.Definitions.TextButtonSkinDefinition.#ctor(System.String,System.String)">
<summary>
Creates this definition with the most minimal requirements.
</summary>
<param name="downRegion">Texture region from skin that represents when the button is pressed down.</param>
<param name="upRegion">The texture region that represents when the button is not pressed.</param>
</member>
<member name="T:RecrownedAthenaeum.UI.SkinSystem.ISkin">
<summary>
The output requirements of a skin. This allows for very customized skin systems if needed.
</summary>
</member>
<member name="P:RecrownedAthenaeum.UI.SkinSystem.ISkin.CursorTexture">
<summary>
The texture for the cursor.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.ISkin.Draw(System.String,System.String,Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Rectangle,System.Single,Microsoft.Xna.Framework.Vector2)">
<summary>
Draws a region from the texture atlas.
</summary>
<param name="regionName">Region to draw.</param>
<param name="color">The color to tint the region.</param>
<param name="batch">The batch to use.</param>
<param name="destination">The destination to draw to.</param>
<param name="rotation">The rotation to use in radians.</param>
<param name="origin">The origin for the rotation.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.ISkin.GetColor(System.String)">
<summary>
Returns a <see cref="T:Microsoft.Xna.Framework.Color"/> with given name of defined color;
Should use value "default" if <paramref name="name"/> is null.
</summary>
<param name="name">Name of defined color.</param>
<returns>The defined color based on the name given.</returns>
</member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.ISkin.GetTextureAtlasRegion(System.String,System.Boolean)">
<summary>
Returns a <see cref="T:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region"/> with given name of region.
</summary>
<param name="name">Name of region.</param>
<param name="required">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.</param>
<returns>The region corresponding to the name and may return null depending on if the region exists, and is required.</returns>
</member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.ISkin.ObtainDefinition``1(System.String)">
<summary>
Returns the proper definition for the given parameters or throws exception in the case the requested definition does not exist.
</summary>
<typeparam name="T">Convenience to cast to the needed definition type.</typeparam>
<param name="definitionName">The name of the definition. Default is null and will be replaced with "default" for name.</param>
<returns>The definition cast to T.</returns>
</member>
<member name="T:RecrownedAthenaeum.UI.SkinSystem.Skin">
<summary>
A skin is used to group a theme which can then be applied to the UI via the use of modules.
</summary>
</member>
<member name="P:RecrownedAthenaeum.UI.SkinSystem.Skin.Laminated">
<summary>
Whether or not this skin is completed being built and thus ready to use.
</summary>
</member>
<member name="P:RecrownedAthenaeum.UI.SkinSystem.Skin.CursorTexture">
<summary>
The texture for the cursor.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.Skin.#ctor(RecrownedAthenaeum.SpecialTypes.TextureAtlas,Microsoft.Xna.Framework.Graphics.Texture2D)">
<summary>
Creates a basic unfilled skin.
</summary>
<param name="textureAtlas">The texture atlas to use for this skin.</param>
<param name="cursorTexture">The texture the cursor will be.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.Skin.GetTextureAtlasRegion(System.String,System.Boolean)">
<summary>
Returns a <see cref="T:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region"/> with given name of region. Null values acceptable. Will return null if parameter is null.
</summary>
<param name="name">Name of region.</param>
<param name="required">Whether or not this texture is mandatory for the module to work. If true, will throw error on failing to retrieve.</param>
<returns>The region corresponding to the name or null if the requested region doesn't exist.</returns>
</member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.Skin.GetColor(System.String)">
<summary>
Returns a <see cref="T:Microsoft.Xna.Framework.Color"/> with given name of defined color;
</summary>
<param name="name">Name of defined color. Will use "default" if null. Default value is null.</param>
<returns>The defined color based on the name given.</returns>
</member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.Skin.Draw(System.String,System.String,Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Rectangle,System.Single,Microsoft.Xna.Framework.Vector2)">
<summary>
Draws a region from the texture atlas.
</summary>
<param name="regionName">Region to draw.</param>
<param name="color">The color to tint the region.</param>
<param name="batch">The batch to use.</param>
<param name="destination">The destination to draw to.</param>
<param name="rotation">The rotation to use in radians.</param>
<param name="origin">The origin for the rotation.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.Skin.ObtainDefinition``1(System.String)">
<summary>
Returns the proper definition for the given parameters or throws exception in the case the requested definition does not exist.
</summary>
<typeparam name="T">Convenience to cast to the needed definition type.</typeparam>
<param name="definitionName">The name of the definition.</param>
<returns>The definition cast to T.</returns>
</member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.Skin.AddDefinition(RecrownedAthenaeum.UI.SkinSystem.Definitions.SkinDefinitionData,System.String)">
<summary>
Adds the definition.
</summary>
<param name="definitionName">The name of the definition. Default (if left blank) name is "default".</param>
<param name="skinDefinition">The definition itself.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.Skin.AddColor(System.String,Microsoft.Xna.Framework.Color)">
<summary>
Adds color to skin.
</summary>
<param name="name"></param>
<param name="color"></param>
</member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.Skin.Laminate">
<summary>
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.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.Skin.Dispose">
<summary>
Disposes <see cref="F:RecrownedAthenaeum.UI.SkinSystem.Skin.textureAtlas"/> and the <see cref="T:Microsoft.Xna.Framework.Graphics.Texture2D"/> holding the cursor texture.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.Skin.Dispose(System.Boolean)">
<summary>
Overridable dispose function.
</summary>
<param name="disposing">true when it's a user call to dispose.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.Skin.Finalize">
<summary>
Destructor. Calls the dispose with false.
</summary>
</member>
<member name="T:RecrownedAthenaeum.UI.SkinSystem.AsyncComplete">
<summary>
Called when the skin manager has completed a async action.
</summary>
<param name="actionCompleted">The completed action.</param>
</member>
<member name="T:RecrownedAthenaeum.UI.SkinSystem.SkinManager">
<summary>
Manages reference to default and loading of custom skins.
</summary>
</member>
<member name="P:RecrownedAthenaeum.UI.SkinSystem.SkinManager.MergingSkins">
<summary>
Whether or not the skin manager is set up with a <see cref="P:RecrownedAthenaeum.UI.SkinSystem.SkinManager.BaseSkin"/> and <see cref="P:RecrownedAthenaeum.UI.SkinSystem.SkinManager.loadedSkin"/>.
</summary>
</member>
<member name="P:RecrownedAthenaeum.UI.SkinSystem.SkinManager.SkinUseable">
<summary>
Whether or not this manager has been set up with at least a base skin.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.SkinSystem.SkinManager.skinPaths">
<summary>
The list of paths for all found skins by <see cref="M:RecrownedAthenaeum.UI.SkinSystem.SkinManager.SearchSkinDirectory"/>. May be null.
</summary>
</member>
<member name="E:RecrownedAthenaeum.UI.SkinSystem.SkinManager.AsyncCompleteEvent">
<summary>
The event that is called when a state changes.
</summary>
</member>
<member name="T:RecrownedAthenaeum.UI.SkinSystem.SkinManager.Action">
<summary>
The various possible states a skin manager could be in.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.SkinSystem.SkinManager.Action.SEARCH">
<summary>
After a search has completed.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.SkinSystem.SkinManager.Action.LOAD">
<summary>
Having the skin generated to be in a useable state.
</summary>
</member>
<member name="P:RecrownedAthenaeum.UI.SkinSystem.SkinManager.Skin">
<summary>
the skin that favors the selected skin, but still has a fallback to the default skin in case anything is missing.
</summary>
</member>
<member name="P:RecrownedAthenaeum.UI.SkinSystem.SkinManager.loadedSkin">
<summary>
The user loaded skin. Set by the skin loaded by calling <see cref="M:RecrownedAthenaeum.UI.SkinSystem.SkinManager.LoadSkin(RecrownedAthenaeum.Data.SkinData,System.String,Microsoft.Xna.Framework.Graphics.GraphicsDevice)"/>.
</summary>
</member>
<member name="P:RecrownedAthenaeum.UI.SkinSystem.SkinManager.BaseSkin">
<summary>
The default skin in case the selected skin doesn't cover a specific definition or color.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.SkinSystem.SkinManager.skinsDirectory">
<summary>
The directory that contains the skins.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.SkinManager.SearchSkinDirectory">
<summary>
Performs a recursive asynchronous search of the directory given in a path set by <see cref="F:RecrownedAthenaeum.UI.SkinSystem.SkinManager.skinsDirectory"/>.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.SkinManager.ReadSkinData(System.String)">
<summary>
Reads skin data if extension is valid.
</summary>
<param name="path">the path to load from.</param>
<returns>A <see cref="T:RecrownedAthenaeum.Data.SkinData"/> that holds all the information and some metadata for the loaded skin.</returns>
</member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.SkinManager.LoadSkin(RecrownedAthenaeum.Data.SkinData,System.String,Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
<summary>
loads a skin asynchronously to the <see cref="P:RecrownedAthenaeum.UI.SkinSystem.SkinManager.loadedSkin"/>.
</summary>
<param name="graphicsDevice">Graphics device to use for texture creation. Uses graphics device from <see cref="T:RecrownedAthenaeum.Configuration"/>by default.</param>
<param name="skinData">The data to generate from.</param>
<param name="path">The path pointing to the file with the extension "<see cref="F:RecrownedAthenaeum.UI.SkinSystem.SkinManager.EXTENSION"/>".</param>
</member>
<member name="F:RecrownedAthenaeum.UI.SkinSystem.MergedSkin.mainSkin">
<summary>
The skin to try to use first.
</summary>
</member>
<member name="F:RecrownedAthenaeum.UI.SkinSystem.MergedSkin.alternateSkin">
<summary>
The fallback skin.
</summary>
</member>
</members>
</doc>