Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
 

Types

                  
 All Types  Classes   Structures  Interfaces  Enumerations  Delegates 
 NameDescription
KeyMapEntry..::..AdditionalKeyCombinations
CommonHandlerNames
KeyMap..::..Ids
IInputHandler
Intermediate interface used before we refactor the Gui/Input systems.
IInputReader
IInputService
InputController
Encapsulates an Activity that Launches other Actvities based upon SelectionId.
InputControllerLibrary
InputEventDispatcher
Encapsulates an Activity that Launches other Actvities based upon SelectionId.
InputEventHandler
Delegate used to handle an Input Event.
InputEventTypes
Enumerates the types of Input Events that can happen and be handled.
InputHandler
Encapsulates a configuration for handling and mapping user inputs to custom Options which can be translated into programmatic or data-driven actions. Each Input Handler can stand alone and be enabled/disabled individually. It is also capable of handling it's own input events, or delegating them to be handled by an outside InputProcessor.
InputHandlerActivityLauncher
Encapsulates an Activity that Launches other Actvities based upon SelectionId.
InputHandlerConfig
Base class for User Input Handlers, constructed from a customized InputHandlerModel instance or class.
InputHandlerFactory
InputHandlerList
Strongly typed list of InputHandler instances.
InputManager
Manages Input Handling using DirectInput (only works for Win32 platforms w/DirectX9 installed)
InputManagerHandle
Lightweight struct who's handle uniquely associates it with a InputManager.
InputManagerHandle..::..InstanceArrays
Used as large static arrays to hold the less-used Spatial Data, to help reduce thrashing of the L2 Cache when doing Spatial work.
IObjectClickDetector
Detects clicking of Scene Objects as well as Mouse Over/Out events.
IObjectSelectionFilter
IObjectSelector
Interface for classes responsible for Selecting SceneObjects for the Gui Manager.
KeyCombination
KeyCombinationHandler
KeyConverter
Static class that contains methods to convert between Visual3D and CEGUI Enumerations.
InputManager..::..KeyDownEvent
KeyEventTypes
Enumerates the manner in which input events are being triggered.
KeyList
Strongly typed and efficient List of KeyCode.
KeyMap
Strongly typed List that maps HotKeys to their associated Gui Elements.
KeyMapEntry
Encapsulates the configuration of how a normal KeyPress should translate into an ID for only the KeyDown event.
KeyMap..::..KeyMapEntryList
KeyMapHandler
KeyMapUtility
KeyMapUtility..::..ModifierFlagToKeyCodeListMapEntry
MouseButtons
List of all Mouse Button combinations.
MouseOwnershipList..::..MouseOwnership
MouseOwnershipList
Strongly typed list of InputHandler instances.
InputHandler..::..NullProcessor
Generic Null Input Processor is the default Processor in case an InputEvent.IsHandled is manually set to 'true'.
SelectionManager..::..ObjectSelectionEventArgs
SelectionManager
Singleton class to manage the central list of currently selected SceneObjects.
StillPressedManager
ABSTRACT. Defines the behavior for triggering StillPressed Events.
StopwatchTimer
Represents the Windows multimedia timer.
TimerCaps
Represents information about the multimedia Timer's capabilities.
TimerMode
Defines constants for the multimedia Timer's event types.
TimerStartException
The exception that is thrown when a timer fails to start.
XInputReader