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stgsharp/源代码/Output/x64/Debug/net6.0/StgSharpDebug.xml
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<?xml version="1.0"?>
<doc>
<assembly>
<name>StgSharpDebug</name>
</assembly>
<members>
<member name="M:StgSharp.Operation.GetKeyStatus(StgSharp.Graphics.Form,StgSharp.Operation.Key)">
<summary>
Get the status of a certain key on the keyboard.
</summary>
<param name="form"></param>
<param name="key"></param>
<returns></returns>
</member>
<member name="T:StgSharp.Graphics.glLoader">
<summary>
Function handler to load an opengl function by serching its name.
</summary>
<param name="funcname">the name of the Opengl function</param>
<returns>An intptr value representing the pointer to the function</returns>
</member>
<member name="T:StgSharp.Graphics.Form">
<summary>
</summary>
</member>
<member name="P:StgSharp.Graphics.Form.Height">
<summary>
Height of this form, represent in <see cref="T:System.Int32"/>
</summary>
</member>
<member name="P:StgSharp.Graphics.Form.IsDoubleRendering">
<summary>
Representing
</summary>
</member>
<member name="P:StgSharp.Graphics.Form.Size">
<summary>
Width of this form, represent in <see cref="T:System.Int32"/>
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Init(System.Object[])">
<summary>
Necessary operation to init this form.
</summary>
<param name="args"></param>
</member>
<member name="M:StgSharp.Graphics.Form.Main(System.Object[])">
<summary>
Behaviour of current form when in a render cycle.
When this form
</summary>
<param name="args"></param>
</member>
<member name="M:StgSharp.Graphics.Form.Show(System.Object[])">
<summary>
Init this form and render it on screen, and respond with operation
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.SetRenderThreads(System.Boolean)">
<summary>
Define how current form render in one frame.
</summary>
<param name="totalThread">
Please define
</param>
</member>
<member name="M:StgSharp.Graphics.Form.InitForm(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<summary>
Constructor of a Form, creats an instance of a form and
initilize all the customizing operations.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.MakeAsCurrentContext">
<summary>
Init an OpenGl context if current form has not been binded to any context.
and set the context binded to current form as current OpenGL context.
</summary>
<exception cref="T:System.Exception">Something goes wrong and
StgSharp fails in creating a new OpenGL context. </exception>
</member>
<member name="M:StgSharp.Graphics.Form.SetSize(System.Int32,System.Int32)">
<summary>
Resize the current form
</summary>
<param name="width">New width of the window</param>
<param name="height">New height of the window</param>
</member>
<member name="M:StgSharp.Graphics.Form.SetSize(StgSharp.Math.Vec2d)">
<summary>
Resize the current form
</summary>
<param name="size">
A <see cref="T:StgSharp.Math.Vec2d"/> (width,height) representing the new size of current form
</param>
</member>
<member name="M:StgSharp.Graphics.Form.SetSizeLimit(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Set the size limit of current form
</summary>
<param name="minWidth">Minimum width of current form </param>
<param name="minHeight">Minimum height of current form</param>
<param name="maxWidth">Maximum width of curent form</param>
<param name="maxHeight">Maximum height of current form</param>
</member>
<member name="M:StgSharp.Graphics.Form.SetSizeLimit(StgSharp.Math.Vec2d,StgSharp.Math.Vec2d)">
<summary>
Set the size limit of current form
</summary>
<param name="minSize">
Minimun size of current form. In form of a <see cref="T:StgSharp.Math.Vec2d"/> of (width,height)
</param>
<param name="maxSize">
Maximum size of current form. In form of a <see cref="T:StgSharp.Math.Vec2d"/> of (width,height)
</param>
</member>
<member name="M:StgSharp.Graphics.Form.Texture.LoadTexture(System.Int32,System.String,StgSharp.Graphics.ImageLoader)">
<summary>
</summary>
<param name="name"></param>
<param name="index"></param>
<param name="loader"></param>
</member>
<member name="M:StgSharp.Graphics.Form.CreateShader">
<summary>
Create an instance of <see cref="T:StgSharp.Graphics.Form.Shader"/> program
</summary>
<returns>New instance of <see cref="T:StgSharp.Graphics.Form.Shader"/> instance. </returns>
</member>
<member name="F:StgSharp.Graphics.Form.Shader.programID">
<summary>
A <see cref="T:System.UInt32"/> value represent this shader.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.#ctor(StgSharp.Graphics.IglFunc)">
<summary>
Inti a shader with no program attached.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.CompileVertexShader(System.String)">
<summary>
Compile the vertex shader to be attached to this shader.
</summary>
<param name="shaderCode">GLSL code of vertex shader.</param>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.CompileFragmentShader(System.String)">
<summary>
Compile the fragment shader to be attached to this shader.
</summary>
<param name="shaderCode">GLSL code of fragment shader.</param>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.Link">
<summary>
Link the shader to current context.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.GetUniform``1(System.String)">
<summary>
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="name"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.Use">
<summary>
Let the current context use this shader.
</summary>
</member>
<member name="T:StgSharp.Graphics.FrameTimer">
<summary>
A timer counting frames after its construction.
</summary>
</member>
<member name="P:StgSharp.Graphics.FrameTimer.Time">
<summary>
Frames after this timer created.
</summary>
</member>
<member name="M:StgSharp.Graphics.FrameTimer.op_Implicit(StgSharp.Graphics.FrameTimer)~System.UInt32">
<summary>
Convert a <see cref="T:StgSharp.Graphics.FrameTimer"/> into uint value.
this will get total frames since the timer was created.
</summary>
<param name="timer"><see cref="T:StgSharp.Graphics.FrameTimer"/> to be converted</param>
</member>
<member name="T:StgSharp.Graphics.IBufferObject">
<summary>
Interface of all kinds OpenGL buffer onjects
</summary>
</member>
<member name="M:StgSharp.Graphics.VertexBuffer.Unbind">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.VertexBuffer.SetValue``1(System.Int32,``0,StgSharp.Graphics.BufferUsage)">
<summary>
Set data to current vertex buffer object
</summary>
<typeparam name="T">Type of bufferData</typeparam>
<param name="index">Index to find certain VBO in this instance</param>
<param name="bufferData">Data to write in</param>
<param name="usage">How OpenGL use these data, defined by <see cref="T:StgSharp.Graphics.BufferUsage"/></param>
</member>
<member name="M:StgSharp.Graphics.VertexBuffer.SetValueArray``1(System.Int32,``0[],StgSharp.Graphics.BufferUsage)">
<summary>
Set data to current vertex buffer object
</summary>
<typeparam name="T">Type of bufferData</typeparam>
<param name="index">Index to find certain VBO in this instance</param>
<param name="bufferArray">A array of data to write in</param>
<param name="usage">How OpenGL use these data, defined by <see cref="T:StgSharp.Graphics.BufferUsage"/></param>
</member>
<member name="M:StgSharp.Graphics.glManager.LoadGLapi(StgSharp.Graphics.Form,StgSharp.Graphics.GLfuncLoader)">
<summary>
Load all aupportable OpenGL APIs and bind them to given <see cref="T:StgSharp.Graphics.Form"/> context.
</summary>
<param name="form">The <see cref="T:StgSharp.Graphics.Form"/> used as current OpenGL context</param>
<param name="loader">A delegate that can get o</param>
</member>
<member name="M:StgSharp.Graphics.glManager.LoadGLfunc(System.String)">
<summary>
Get the function pointer of given OpenGL api name
</summary>
<param name="name">Name of the OpenGL api</param>
<returns>The funtion pointer of the api in form of <see cref="T:System.IntPtr"/></returns>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Single},System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="v0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Int32},System.Int32)">
<summary>
Set data value to a int <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are int.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="i0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single},System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`2"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`2"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single},System.Single,System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`3"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`3"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single,System.Single},System.Single,System.Single,System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`4"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`4"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
<param name="v3">The forth value to be set</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single,System.Single},StgSharp.Math.Vec4d)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`4"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`4"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> packing four parameters of the uniform </param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.SetValue(StgSharp.Graphics.Uniform{StgSharp.Math.Vec4d},StgSharp.Math.Vec4d)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are <see cref="T:StgSharp.Math.Vec4d"/>.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> value of the uniform </param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.AlignFrame(StgSharp.Graphics.Form)">
<summary>
Align a sets of code to frame update of a <see cref="T:StgSharp.Graphics.Form"/>.
Usually, a call of <see cref="M:StgSharp.Graphics.IglFunc.AfterAlign(StgSharp.Graphics.Form,System.Action)"/> is required.
This method is used as sigle thread method. If more than one
alignment is requested, a <see cref="T:System.InvalidOperationException"/> will throw.
</summary>
<param name="form">The form used as frame update benchmark.</param>
<exception cref="T:System.InvalidOperationException">More than one alingment attached to one form timer</exception>
</member>
<member name="M:StgSharp.Graphics.IglFunc.AfterAlign(StgSharp.Graphics.Form,System.Action)">
<summary>
Operation after alignment by calling <see cref="M:StgSharp.Graphics.IglFunc.AlignFrame(StgSharp.Graphics.Form)"/>.
No calling of this method is acceptable, but it will bring the risk
of that relevant code will not run if it is interrupted by frame overtime.
Please call this method immediately after calling <see cref="M:StgSharp.Graphics.IglFunc.AlignFrame(StgSharp.Graphics.Form)"/>,
too early or sonner may cause <see cref="T:System.InvalidOperationException"/>.
</summary>
<param name="form">The form used as frame update benchmark.</param>
<param name="action">Operation after frame update alignment.</param>
<exception cref="T:System.InvalidOperationException">The action binded to a wrong alignment.</exception>
</member>
<member name="M:StgSharp.Graphics.IglFunc.ActiveTexture(System.UInt32)">
<summary>
Same function as OpenGL api glActiveTexture
</summary>
<param name="type">type of texture to activate</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.AttachShader(System.UInt32,System.UInt32)">
<summary>
Same fucntion as OpenGL api glAttachShader
</summary>
<param name="program">Shader program to be attachec</param>
<param name="shader">A shader part to attach</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.BindBuffer(StgSharp.Graphics.BufferType,System.UInt32)">
<summary>
Bind the indexed buffer object to certain type of buffer
</summary>
<param name="bufferType"></param>
<param name="index"></param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.BindTexture(System.UInt32,System.UInt32)">
<summary>
Same function as OpenGL api, glBindTexture.
</summary>
<param name="type">Type of texture to bind</param>
<param name="texture">Sign of texture</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.BindVertexArray(System.UInt32)">
<summary>
Same function as OpenGL api, glBindVertexArray
</summary>
<param name="index"></param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.Clear(StgSharp.Graphics.MaskBufferBit)">
<summary>
Clear buffers to preset values
</summary>
<param name="mask"></param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.ClearColor(System.Single,System.Single,System.Single,System.Single)">
<summary>
Call apiClearColor in OpenGL
specifies the red, green, blue, and alpha values used by apiClear to clear the color buffers.
Values specified by apiClearColor are clamped to the range [0,1]
</summary>
<param name="R">Specify the red values used when the color buffers are cleared.</param>
<param name="G">Specify the red values used when the color buffers are cleared.</param>
<param name="B">Specify the red values used when the color buffers are cleared.</param>
<param name="A">Specify the red values used when the color buffers are cleared.</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.CompileShader(System.String,StgSharp.Graphics.ShaderType)">
<summary>
Conpile the provided shader code in string form.
</summary>
<param name="shaderCode">A string represent the shader's code</param>
<param name="shaderType">An <see cref="T:StgSharp.Graphics.ShaderType"/> enum represent the type of the shader to
conpile, including vertex shader and fragment shader.</param>
<returns>An uint value as the only mark of conpiled shader</returns>
</member>
<member name="M:StgSharp.Graphics.IglFunc.CreateProgram">
<summary>
Same function as OpenGL api, glCreateProgram
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.IglFunc.CreateWindowHandle(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<summary>
Creates a form and its associated
</summary>
<param name="width">Required width</param>
<param name="height">Required width</param>
<param name="tittle">Tittle of the window </param>
<param name="monitor"></param>
<param name="share"></param>
<returns>The instance of created form</returns>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:StgSharp.Graphics.IglFunc.DeleteBuffers(System.Int32,System.UInt32*)">
<summary>
Same function as OpenGL api, glDeleteBuffer.
</summary>
<param name="count">Amount of bufferd to be deleted</param>
<param name="ptr">Pointer of buffer to be deleted</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.DeleteVertexArrays(System.Int32,System.UInt32*)">
<summary>
Same function as OpenGL api, glDeleteVertexArrays
</summary>
<param name="count">Amount of vao to be deleted</param>
<param name="ptr">pointer of vao sign array</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.GenBuffers(System.Int32,System.UInt32*)">
<summary>
Same fucntion as the OpenGL api glGenBuffers
</summary>
<param name="count"></param>
<param name="ptr"></param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.GenTextures(System.Int32,System.UInt32*)">
<summary>
Same fucnction as OpenGL api glGenTextures.
</summary>
<param name="count">amount of textures to generate</param>
<param name="ptr">pointer to texture signs' array</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.GenVertexArrays(System.Int32,System.UInt32*)">
<summary>
Same fucntion as OpenGL api, glGenVertexArray
</summary>
<param name="count">Amount of vao to be generated</param>
<param name="ptr">Pointer of vao sign array</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.GetUniformLocation(System.UInt32,System.Byte*)">
<summary>
Same fucntion as OpenGL api, glGetUniformLocation
</summary>
<param name="program">Shader program to find the uniform</param>
<param name="ptr">Pointer to byte array of name <see cref="T:System.String"/> of the uniform </param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.IglFunc.MakeContexCurrent(StgSharp.Graphics.Form)">
<summary>
Make the OpenGL context of a vertain <see cref="T:StgSharp.Graphics.Form"/> as the activated OpenGL context.
</summary>
<param name="form"></param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetFrameBufferSizeCallback(System.IntPtr,StgSharp.Graphics.FrameBufferSizeHandler)">
<summary>
sets the framebuffer resize callback of the specified <see cref="T:StgSharp.Graphics.Form"/>,
which is called when the framebuffer of the specified <see cref="T:StgSharp.Graphics.Form"/> is resized.
</summary>
<param name="id">The only signiture stands for the <see cref="T:StgSharp.Graphics.Form"/> to be controlled</param>
<param name="handler">Method hadler </param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetVertexAttribute(System.UInt32,System.Int32,System.Type,System.Boolean,System.Int32,System.Int32)">
<summary>
Set how a shader parameter read data from a VBO.
</summary>
<param name="index">Serial number of the parameter</param>
<param name="size">Amount of data each elements contains</param>
<param name="t">Type of data read by shader</param>
<param name="normalized"></param>
<param name="stride">Pixels stride of each sets of data</param>
<param name="pointer"></param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.TextureImage2d(System.UInt32,System.Int32,System.UInt32,System.Int32,System.Int32,System.UInt32,System.UInt32,System.Void*)">
<summary>
Same function as OpenGL api glTexImage2d
</summary>
<param name="target">texture target to load image in</param>
<param name="level">level of mipmap, 0 if default</param>
<param name="internalformat">OpenGL's internal color channel format</param>
<param name="width">width of image</param>
<param name="height">height of image</param>
<param name="format">color channels of this image</param>
<param name="type">how this image express each pixel</param>
<param name="pixels">pointer to data array of pixels</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.TextureParameter(System.UInt32,System.UInt32,System.Int32)">
<summary>
Same fucntion as OpenGL api glTexParameteri
</summary>
<param name="target">texture target to set parameters</param>
<param name="pname">name of parameter</param>
<param name="param">value of parameter</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.UseProgram(System.UInt32)">
<summary>
Same fucntion as OpenGL api glUseShader.
</summary>
<param name="program">Sign of program to be used</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.Viewport(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Same function as the OpenGL api, glViewPort
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="width"></param>
<param name="height"></param>
</member>
<member name="P:StgSharp.IEntity.CollisionSensor">
<summary>
A sensor used for cheking out if a bullet hit a player or something else
</summary>
</member>
<member name="P:StgSharp.IEntity.Location">
<summary>
A 2D vector presenting the position of an enemy entity, position can also be visited by X, Y
</summary>
</member>
<member name="P:StgSharp.IEntity.X">
<summary>
X position of an enenmy entity
</summary>
</member>
<member name="P:StgSharp.IEntity.Y">
<summary>
Y position of an enemy entity
</summary>
</member>
<member name="F:StgSharp.Platform.version">
<summary>
Version of current StgSharp platform.
Main version represent in hundred's digit,
and sub version represent in ten's digit.
</summary>
</member>
<member name="M:StgSharp.Platform.InitGL(System.Int32,System.Int32)">
<summary>
Init an instance of OpenGL program,
This method should be called before other
graphic methods, after LoadGL method.
</summary>
</member>
<member name="M:StgSharp.Platform.WriteLog(System.String,StgSharp.LogType)">
<summary>
Write a log message to log file, and mark the level of this message.
</summary>
<param name="message">A string contains information of how current evironment runs.</param>
<param name="logType">The severity of current message.</param>
</member>
<member name="T:StgSharp.Geometries.Arc">
<summary>
Part of a circle. All points on a arc has the same distance to their center.
</summary>
</member>
<member name="T:StgSharp.Geometries.Circle">
<summary>
A collection of all point on the same plain and has the same distance to a point
</summary>
</member>
<member name="F:StgSharp.Geometries.PartialPlainCoordinate.origin">
<summary>
The origin of this coordinate.
</summary>
</member>
<member name="P:StgSharp.Geometries.PartialPlainCoordinate.axis_H">
<summary>
The horizontial axis of the coordinate.
Point to the right direction.
</summary>
</member>
<member name="P:StgSharp.Geometries.PartialPlainCoordinate.axis_V">
<summary>
The vertical axis of the coordinate.
Point to the top direction.
</summary>
</member>
<member name="T:StgSharp.Geometries.UnusedVertexException">
<summary>
当几何体调用了过多的CalcVec方法时,产生UnusedVertexException异常
</summary>
</member>
<member name="T:StgSharp.Geometries.GetLocationHandler">
<summary>
Caculate the movement of a point.
</summary>
<param name="tick">The game tick represent time passed by</param>
<returns>A 3d vector representing movement</returns>
</member>
<member name="M:StgSharp.Geometries.Line.MoveBeginPoint(System.UInt32)">
<summary>
Move begin side of a line.
It is recommended to override this function rather than
loading an <see cref="T:StgSharp.Geometries.GetLocationHandler"/> with same function.
</summary>
<param name="tick">Time passed since current line was created.</param>
</member>
<member name="M:StgSharp.Geometries.Line.MoveEndPoint(System.UInt32)">
<summary>
Move end side of a line.
It is recommended to override this function rather than
loading an <see cref="T:StgSharp.Geometries.GetLocationHandler"/> with same function.
</summary>
<param name="tick">Time passed since current line was created.</param>
<returns></returns>
</member>
<member name="M:StgSharp.Geometries.Parallelogram.MoveVertex2(System.UInt32)">
<summary>
Move the third vertix. this is a useless method for Parallelograms.
</summary>
<param name="tick">Current time tick</param>
<returns></returns>
<exception cref="T:StgSharp.Geometries.UnusedVertexException">Geometry overdefined</exception>
</member>
<member name="M:StgSharp.Geometries.Parallelogram.MoveVertex3(System.UInt32)">
<summary>
Move the third vertix. This method is useless for Parallelograms.
</summary>
<param name="tick">Current time tick</param>
<returns></returns>
<exception cref="T:StgSharp.Geometries.UnusedVertexException">Geometry overdefined</exception>
</member>
<member name="T:StgSharp.Geometries.PlainGeometry">
<summary>
平面几何体。包含三角形,对称四边形,自由多边形等。最多可由16个点参数定义。
</summary>
</member>
<member name="P:StgSharp.Geometries.PlainGeometry.BornTime">
<summary>
Tick time this geometry eas crested
</summary>
</member>
<member name="M:StgSharp.Geometries.PlainGeometry.GetAllSides">
<summary>
Get all sides of this <see cref="T:StgSharp.Geometries.PlainGeometry"/>.
</summary>
<returns>A array contains all straight <see cref="T:StgSharp.Geometries.Line"/>s of current geometry item.</returns>
</member>
<member name="M:StgSharp.Geometries.PlainGeometry.GetPlain">
<summary>
Get a flat <see cref="T:StgSharp.Geometries.Plain"/> cincide with current geometry.
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Geometries.Point.Update(System.UInt32)">
<summary>
Update the coordinate of the point. If this is a moving point,
(Points on sides or surface if other geometry items)
please do not define any motion here, codes will be ignored by program
</summary>
<param name="tick">Time passes since the program begin, counted by frames</param>
</member>
<member name="M:StgSharp.Geometries.Rectangle.MovCenter(System.UInt32)">
<summary>
计算中心点相对于参考原点的位移
</summary>
<param name="tick">当前游戏刻</param>
<returns></returns>
</member>
<member name="T:StgSharp.Geometries.Square">
<summary>
A square
</summary>
</member>
<member name="T:StgSharp.Logic.DynamicArrayList`1">
<summary>
A linear data structure with dynamic length.
It contains a <see cref="T:System.Collections.Generic.List`1"/> of <see cref="T:System.Array"/>,
each <see cref="T:System.Array"/> is twice longer than the former one.
</summary>
<typeparam name="T"></typeparam>
</member>
<member name="M:StgSharp.Logic.DynamicArrayList`1.#ctor(System.Int32)">
<summary>
Init a <see cref="T:StgSharp.Logic.DynamicArrayList`1"/> with a certain amount of elements prepared.
</summary>
<param name="count">Amount of elements to be prepared.</param>
</member>
<member name="P:StgSharp.Logic.DynamicArrayList`1.Length">
<summary>
Length of this <see cref="T:StgSharp.Logic.DynamicArrayList`1"/>
</summary>
</member>
<member name="T:StgSharp.Logic.Bool2">
<summary>
A pair of <see cref="T:System.Boolean"/> value
</summary>
</member>
<member name="F:StgSharp.Logic.Bool2.Value">
<summary>
A <see cref="T:System.UInt16"/> value.
The lower byte is <see cref="F:StgSharp.Logic.Bool2.bool0"/>,
and higher byte is <see cref="F:StgSharp.Logic.Bool2.bool1"/>.
</summary>
</member>
<member name="F:StgSharp.Logic.Bool2.bool0">
<summary>
The first <see cref="T:System.Boolean"/> value.
</summary>
</member>
<member name="F:StgSharp.Logic.Bool2.bool1">
<summary>
The second <see cref="T:System.Boolean"/> value.
</summary>
</member>
<member name="P:StgSharp.LinkedList`1.IsEmpty">
<summary>
Whether this linked list has no members or not.
</summary>
</member>
<member name="P:StgSharp.LinkedList`1.First">
<summary>
The first memeber of this linkec list.
Set value to this property will reset the first node.
</summary>
</member>
<member name="P:StgSharp.LinkedList`1.Tail">
<summary>
The last memeber of this linkec list.
Set value to this property will reset the first node.
</summary>
</member>
<member name="M:StgSharp.LinkedList`1.Add(`0)">
<summary>
Add an item to the tail of linked list.
</summary>
<param name="t">The item ready to add to the list</param>
</member>
<member name="M:StgSharp.LinkedList`1.Clear">
<summary>
Remove all members from this list
</summary>
</member>
<member name="M:StgSharp.LinkedList`1.InsertAfter(`0,`0)">
<summary>
Insert a member to current linkedlist,
the new member will be after a certain existed member.
</summary>
<param name="target">New member will be inserted after this member</param>
<param name="newMember">The new member to be inserted</param>
</member>
<member name="M:StgSharp.LinkedList`1.Remove(`0)">
<summary>
Remove a member from this linkedlist.
</summary>
<param name="value">Member to be removed from this list</param>
</member>
<member name="M:StgSharp.LinkedList`1.RemoveFirst">
<summary>
remove the first member of the list
</summary>
</member>
<member name="M:StgSharp.LinkedList`1.RemoveTail">
<summary>
remove the last member of the list
</summary>
</member>
<member name="T:StgSharp.Math.Vec2d">
<summary>
A two dimension vector defined by two elements.
Vec2Ds in StgSharp are defaultly usaed as colum vector.
</summary>
</member>
<member name="M:StgSharp.Math.Scaler.ASin(System.Single)">
<summary>
Reurns the value of ArcSin(x)
</summary>
<param name="x">The sine value of the angle</param>
<returns></returns>
<exception cref="T:System.ArgumentException"></exception>
</member>
<member name="M:StgSharp.Math.Scaler.Exp(System.Single)">
<summary>
Get the value of E ^ x;
</summary>
<param name="x"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Math.Scaler.Log(System.Single)">
<summary>
</summary>
<param name="x"></param>
<returns>
Returns the value of ln(x).
</returns>
</member>
<member name="M:StgSharp.Math.Scaler.Pow(System.Single,System.Single)">
<summary>
calculate the value of x^y
</summary>
<param name="x"></param>
<param name="y"></param>
<returns>Returns the value of x^y</returns>
</member>
<member name="M:StgSharp.Math.Scaler.Random">
<summary>
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Math.Scaler.LowProceisionRandom">
<summary>
returns a random float number between 0 and 1.
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Math.Scaler.RandomSeed">
<summary>
Generates a random seed in int value.
</summary>
<returns></returns>
</member>
</members>
</doc>