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stgsharp/StgSharp.Common/obj/x64/Debug/net8.0/StgSharp.Common.xml
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<?xml version="1.0"?>
<doc>
<assembly>
<name>StgSharp.Common</name>
</assembly>
<members>
<member name="M:StgSharp.Commom.Collections.IBidirectionalDictionary`2.Contains(`1)">
<summary>
Determines whether the <see cref="T:StgSharp.Commom.Collections.IBidirectionalDictionary`2" /> contains
the specified key.
</summary>
<param _name="key"> The value to locate in the <see cref="T:StgSharp.Commom.Collections.IBidirectionalDictionary`2" />. </param>
<returns>
true if the <see cref="T:StgSharp.Commom.Collections.IBidirectionalDictionary`2" /> contains an element
with the specified key; otherwise, false.
</returns>
</member>
<member name="M:StgSharp.Commom.Collections.IBidirectionalDictionary`2.Contains(`0)">
<summary>
Determines whether the <see cref="T:StgSharp.Commom.Collections.IBidirectionalDictionary`2" /> contains
the specified key.
</summary>
<param _name="key"> The value to locate in the <see cref="T:StgSharp.Commom.Collections.IBidirectionalDictionary`2" />. </param>
<returns>
true if the <see cref="T:StgSharp.Commom.Collections.IBidirectionalDictionary`2" /> contains an element
with the specified key; otherwise, false.
</returns>
</member>
<member name="T:StgSharp.Collections.ListSegment`1">
<summary>
Part of a collection. This contains a direct reference to origin collection,
so all change to origin collection will be reflected in this object.
</summary>
<typeparam name="T"></typeparam>
</member>
<member name="M:StgSharp.StgSharp.InitGL(System.Int32,System.Int32)">
<summary>
CustomizeInit an instance of OpenGL program, This method should be called before any
other StgSharp api.
</summary>
</member>
<member name="F:StgSharp.StgSharp.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.StgSharp.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.Internal.Serializer">
<summary>
A class contains a sets of methods to serialize several types
</summary>
</member>
<member name="T:StgSharp.Internal.Area">
<summary>
An independent storage area, used as the only folder type in root folder. Contains several
<see cref="T:StgSharp.Internal.SSD" /> files reference as virtual disc. Data is actually stored in <see
cref="T:StgSharp.Internal.SSD" />s in certain RAID mode.
</summary>
</member>
<member name="T:StgSharp.Internal.GLclampf">
<summary>
OpenGL numeric type. An IEEE-754 floating-point value, clamped to the range [0,1].
</summary>
</member>
<member name="T:StgSharp.Internal.GLclampd">
<summary>
OpenGL numeric type. An IEEE-754 double precision floating-point value, clamped to the range
[0,1].
</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="P:StgSharp.IEntity.CollisionSensor">
<summary>
A sensor used for checking 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="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="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.PlainGeometry">
<summary>
Plain geometry only contains straight sides.
</summary>
</member>
<member name="M:StgSharp.Geometries.Rectangle.MovCenter(System.UInt32)">
<summary>
Calculate movement to center
</summary>
<param _name="tick"> CurrentBlueprint time tick </param>
<returns></returns>
</member>
<member name="T:StgSharp.Geometries.Square">
<summary>
A square
</summary>
</member>
<member name="T:StgSharp.Math.Vec2">
<summary>
A two dimension vector defined by two elements. Vec2Ds in StgSharp are default used as colum
vector.
</summary>
</member>
<member name="M:StgSharp.Math.Linear.Orthogonalize(StgSharp.Math.Vec3@,StgSharp.Math.Vec3@)">
<summary>
Orthogonalize two <see cref="T:StgSharp.Math.Vec3" />s, let their length be 1 and perpendicular to each
other.
</summary>
<param _name="source"></param>
<param _name="target"></param>
</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.LowProceisionRandom">
<summary>
returns a random float number between 0 and 1.
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Math.Scaler.Random``1">
<summary>
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Math.Scaler.RandomSeed">
<summary>
Generates a random seed in int value.
</summary>
<returns></returns>
</member>
<member name="T:StgSharp.Graphics.BufferObjectBase">
<summary>
Interface of all kinds OpenGL Buffer objects
</summary>
</member>
<member name="P:StgSharp.Graphics.BufferObjectBase.Item(System.Int32)">
<summary>
Get the only handle to one of the Object instance
</summary>
<param _name="index"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.BufferObjectBase.Bind(System.Int32)">
<summary>
Bind a Buffer instance to OpenGL
</summary>
<param _name="index"> Index of handle of the object in this instance to be bind </param>
</member>
<member name="M:StgSharp.Graphics.BufferObjectBase.ToString">
<inheritdoc />
</member>
<member name="T:StgSharp.Graphics.glLoader">
<summary>
Function handler to load an opengl function by searching its _name.
</summary>
<param _name="name"> the _name of the Opengl function </param>
<returns> An Intptr value representing the pointer to the function </returns>
</member>
<member name="P:StgSharp.Graphics.Image.PixelUpdateCount">
<summary>
Hash code of time pixels updated last time.
</summary>
</member>
<member name="T:StgSharp.Graphics.OpenGL.AutoTextureGL">
<summary>
A collection of a sets of OpenGL textures. The collection can automatically select one of
the texture with minimum costs to upgrade pixels to Buffer. Usually <see
cref="T:StgSharp.Graphics.OpenGL.AutoTextureGL" /> is used for <see cref="T:StgSharp.Graphics.IImageProvider" /> loading, but not for
target of <see cref="M:StgSharp.Graphics.OpenGL.OpenGLFunction.FrameBufferTexture2d(StgSharp.Graphics.OpenGL.FrameBufferTarget,System.UInt32,StgSharp.Graphics.OpenGL.Texture2DTarget,StgSharp.Graphics.OpenGL.GlHandle,System.Int32)" />.
</summary>
</member>
<member name="T:StgSharp.Graphics.OpenGL.ElementBuffer">
<summary>
A collection of handle to Element Buffer Object in OpenglFunc. Each <see langword="uint" />
value indexed from instance of this class this is the only handle to one Element Buffer
Object.
</summary>
</member>
<member name="M:StgSharp.Graphics.OpenGL.FrameBuffer.Bind(System.Int32)">
<summary>
Bind the frame Buffer object with _name frame Buffer to the frame Buffer target specified
by target. <see langword="FrameBufferTarget.All" /> will be set as default target.
</summary>
<param _name="index"> Index of object to be binded in handle set </param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.FrameBuffer.Bind(StgSharp.Graphics.OpenGL.FrameBufferTarget,System.Int32)">
<summary>
Bind the frame Buffer object with _name frame Buffer to the frame Buffer target specified
by target. Target of this frame Buffer should be set manually.
</summary>
<param _name="target"> The frame Buffer target of the binding operation. </param>
<param _name="index"> Index of object to be binded in handle set </param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.TextureGL.LoadTexture(System.Int32,StgSharp.Graphics.Image)">
<summary>
Load an <see cref="T:StgSharp.Graphics.Image" /> to certain texture.
</summary>
<param _name="index"> </param>
<param _name="i"> </param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.Unbind">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.WriteMatrixData``1(System.Int32,``0,StgSharp.Graphics.OpenGL.BufferUsage)">
<summary>
Set _data to current vertex Buffer object
</summary>
<typeparam _name="TItem"> 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.OpenGL.BufferUsage" /></param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.WriteScalerData``1(System.Int32,``0[],StgSharp.Graphics.OpenGL.BufferUsage)">
<summary>
Set _data to current vertex Buffer object
</summary>
<typeparam _name="TItem"> Type of bufferData </typeparam>
<param _name="index"> Index to find certain VBO in this instance </param>
<param _name="bufferArray"> Data to write in </param>
<param _name="usage"> How OpenGL use these _data, defined by <see cref="T:StgSharp.Graphics.OpenGL.BufferUsage" /></param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.WriteScalerData``1(System.Int32,System.ReadOnlySpan{``0},StgSharp.Graphics.OpenGL.BufferUsage)">
<summary>
Set _data to current vertex Buffer object
</summary>
<typeparam _name="TItem"> Type of bufferData </typeparam>
<param _name="index"> Index to find certain VBO in this instance </param>
<param _name="scalerSpan"> A <see cref="T:System.Span`1" /> of _data to write in </param>
<param _name="usage"> How OpenGL use these _data, defined by <see cref="T:StgSharp.Graphics.OpenGL.BufferUsage" /></param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.WriteVectorData``1(System.Int32,System.ReadOnlySpan{``0},StgSharp.Graphics.OpenGL.BufferUsage)">
<summary>
Set _data to current vertex Buffer object
</summary>
<typeparam _name="TItem"> Type of bufferData </typeparam>
<param _name="index"> Index to find certain VBO in this instance </param>
<param _name="vectorSpan"> A <see cref="T:System.Span`1" /> of _data to write in </param>
<param _name="usage"> How OpenGL use these _data, defined by <see cref="T:StgSharp.Graphics.OpenGL.BufferUsage" /></param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.WriteVectorData``1(System.Int32,``0[],StgSharp.Graphics.OpenGL.BufferUsage)">
<summary>
Set _data to current vertex Buffer object
</summary>
<typeparam _name="TItem"> Type of bufferData </typeparam>
<param _name="index"> Index to find certain VBO in this instance </param>
<param _name="vectorArray"> A array of _data to write in </param>
<param _name="usage"> How OpenGL use these _data, defined by <see cref="T:StgSharp.Graphics.OpenGL.BufferUsage" /></param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glManager.LoadGLfunc(System.String)">
<summary>
Get the function pointer of given OpenGL api _name
</summary>
<param _name="name"> ContextName of the OpenGL api </param>
<returns> The funtion pointer of the api in stream of <see cref="T:System.IntPtr" /></returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glManager.LoadOpenGLApiTo(System.IntPtr)">
<summary>
Load all supported OpenGL APIs and bind them to given <see cref="T:StgSharp.MVVM.ViewPort" />.
</summary>
<param _name="contextHandle"> The handle to current OpenGL viewPortDisplay </param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.OpenGLFunction.BindFrameBuffer(StgSharp.Graphics.OpenGL.FrameBufferTarget,StgSharp.Graphics.OpenGL.GlHandle)">
<summary>
Bind a frame Buffer to a frame Buffer target Same function as <see
href="https://docs._gl/gl3/glBindFramebuffer">glBindFramebuffer</see>.
</summary>
<param _name="target"> The frame Buffer target of the binding operation. </param>
<param _name="handle"> The handle of the frame Buffer object to bind. </param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.OpenGLFunction.DeleteRenderBuffer(StgSharp.Graphics.OpenGL.GlHandle)">
<summary>
Delete a render Buffer object Very simlilar function as <see
href="https://docs.gl/gl3/glDeleteRenderbuffers">glDeleteRenderbuffers</see>. The only
deifference is that this mehtod can only delete one renderbuffer at the same time.
</summary>
<param _name="bufferHandle"> Handle to Buffer to delete. </param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.CreateElementBuffer(System.Int32)">
<summary>
Create a set of <see cref="T:StgSharp.Graphics.OpenGL.ElementBuffer" />.
</summary>
<param _name="count"> Amount of EBO to be created. </param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.CreateTexture(System.Int32)">
<summary>
Create a sets of <see cref="T:StgSharp.Graphics.OpenGL.TextureGL" />
</summary>
<param _name="count"> Amount of textures to be created. </param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.CreateVertexArray(System.Int32)">
<summary>
Create a set of <see cref="T:StgSharp.Graphics.OpenGL.VertexArray" />.
</summary>
<param _name="count"> Amount of VAO to be created. </param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.CreateVertexBuffer(System.Int32)">
<summary>
Create a set of <see cref="T:StgSharp.Graphics.OpenGL.VertexBuffer" />.
</summary>
<param _name="count"> Amount of Object to be created. </param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.InitializeContext">
<summary>
Initialize an opengl context and load all opengl functions.
</summary>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.MakeAsCurrentContext">
<summary>
Initialize an OpenGl viewPortDisplay if current form has not been binded to any
viewPortDisplay. and set the viewPortDisplay binded to current form as current OpenGL
viewPortDisplay.
</summary>
<exception cref="T:System.Exception">
Something goes wrong and StgSharp fails in creating a new OpenGL viewPortDisplay.
</exception>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.RenderEnd">
<inheritdoc />
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.RenderStart">
<inheritdoc />
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.CreateShaderProgram">
<summary>
Create an instance of <see cref="T:StgSharp.Graphics.OpenGL.Shader" /> program
</summary>
<returns> New instance of <see cref="T:StgSharp.Graphics.OpenGL.Shader" /> instance. </returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.Shader.AttachTo(System.Int32,StgSharp.Graphics.OpenGL.ShaderProgram)">
<summary>
Attach one shader code to a shader program.
</summary>
<param _name="target"> Shader program to attach </param>
<param _name="index"> Index of shader code in current shader code set. </param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.#ctor(StgSharp.Graphics.OpenGL.glRender)">
<summary>
CustomizeInit a program with no shader attached.
</summary>
</member>
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.GetUniform``1(System.String)">
<summary>
Get a uniform form current shader, the value type of the uniform should be provided.
</summary>
<param _name="name"> ContextName of the Uniform in shader code </param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.GetUniform``2(System.String)">
<summary>
Get a uniform form current shader, the value type of the uniform should be provided.
</summary>
<param _name="name"> ContextName of the Uniform in shader code </param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.GetUniform``3(System.String)">
<summary>
Get a uniform form current shader, the value type of the uniform should be provided.
</summary>
<param _name="name"> ContextName of the Uniform in shader code </param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.GetUniform``4(System.String)">
<summary>
Get a uniform form current shader, the value type of the uniform should be provided.
</summary>
<param _name="name"> ContextName of the Uniform in shader code </param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.Link">
<summary>
Link the shader to current viewPortDisplay.
</summary>
</member>
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.Use">
<summary>
Let the current viewPortDisplay use this shader.
</summary>
</member>
<member name="M:StgSharp.Graphics.ShaderEdit.IglConvertable.DisplayGLtypeDefinition">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.ShaderEdit.IglConvertable.GainAllUniforms(StgSharp.Graphics.OpenGL.ShaderProgram,System.String[])">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.ShaderEdit.IglConvertable.GetConvertedGLtype">
<summary>
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.ShaderEdit.IglConvertable.SetAllUniforms">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.RenderStream.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 current form </param>
<param _name="maxHeight"> Maximum height of current form </param>
</member>
<member name="M:StgSharp.Graphics.RenderStream.NativeCameraUniform(StgSharp.Graphics.OpenGL.ShaderProgram,System.String)">
<summary>
Get <see cref="T:StgSharp.Graphics.OpenGL.Uniform`1" />(TView is <see cref="T:StgSharp.Math.Matrix44" />) uniform from a shader.
This uniform will be used as projection matrix of this camera. Additionally, for multi-
shader rendering, each shader requires a uniform, so do not ignore return value of this
method.
</summary>
<param _name="source"> Shader using this camera </param>
<param _name="name"> ContextName of projection camera named in shader </param>
<returns>
<see cref="T:StgSharp.Graphics.OpenGL.Uniform`1" />(TView is <see cref="T:StgSharp.Math.Matrix44" />) representing projection
matrix in shader program.
</returns>
</member>
<member name="M:StgSharp.Graphics.RenderStream.RenderStart">
<summary>
Marking the start of current render operations, and set this renser context as current.
</summary>
</member>
<member name="M:StgSharp.Graphics.RenderStream.RenderEnd">
<summary>
Marking the end of current render operations, and release the binding of this renser
context to current, making it available for another thread as current.
</summary>
</member>
<member name="M:StgSharp.Graphics.Camera.GainAllUniforms(StgSharp.Graphics.OpenGL.ShaderProgram,System.String[])">
<summary>
Get all uniform related to this <see cref="T:StgSharp.Graphics.Camera" />.
</summary>
<param _name="source"> Shader program requires this camera. </param>
<param _name="uniformName">
ContextName of all related uniforms. If you fallow form from <see
cref="M:StgSharp.Graphics.ShaderEdit.IglConvertable.DisplayGLtypeDefinition" />
</param>
<exception cref="T:System.ArgumentException"></exception>
</member>
<member name="P:StgSharp.Threading.ThreadHelper.EmptyThread">
<summary>
An individual thread doing nothing, and its <see cref="P:System.Threading.Thread.IsAlive" /> <see
langword="property" /> always returns false.
</summary>
</member>
<member name="T:StgSharp.Blueprint.BlueprintSchedueler">
<summary>
A sets of complex logic designed for running in multi threads environment. Warning: do not
run a <see cref="T:StgSharp.Blueprint.BlueprintSchedueler" /> instance in multi threads more than once.
</summary>
</member>
<member name="T:StgSharp.Blueprint.BlueprintNode">
<summary>
</summary>
<risk>
Reset pipeline has risk, this operation is a direct operation to port in current node, the
port on the other node cannot get the change.
</risk>
</member>
<member name="P:StgSharp.Blueprint.BlueprintRunner.IsValidCalling">
<summary>
Only the fallowing occasions of calling are valid:
1. no bp is running or the only bp is quitting.
2. calling from the main thread and the current running bp.
</summary>
</member>
<member name="T:StgSharp.Timing.TimeSpanProvider">
<summary>
A microsecond-accuracy timer. It will refresh every a certain time span.
</summary>
</member>
<member name="M:StgSharp.Timing.TimeSpanProvider.#ctor(System.Int64,StgSharp.Timing.TimeSourceProviderBase)">
<summary>
Create a new <see cref="T:StgSharp.Timing.TimeSpanProvider" /> and define the length of time span. Length
of a single time span is defined in microseconds.
</summary>
<param _name="spanMicroSeconds"></param>
<param _name="provider"></param>
</member>
<member name="M:StgSharp.Timing.TimeSpanProvider.#ctor(System.Double,StgSharp.Timing.TimeSourceProviderBase)">
<summary>
Create a new <see cref="T:StgSharp.Timing.TimeSpanProvider" /> and define the length of time span. Length
of a single time span is defined in seconds.
</summary>
<param _name="spanSeconds"></param>
<param _name="provider"></param>
</member>
<member name="M:StgSharp.Timing.TimeSpanProvider.#ctor(System.Int64,System.Int64,StgSharp.Timing.TimeSourceProviderBase)">
<summary>
Create a new <see cref="T:StgSharp.Timing.TimeSpanProvider" /> and define the length of time span. Length
of a single time span is defined in microseconds.
</summary>
<param _name="spanLength"></param>
<param _name="maxSpan"></param>
<param _name="provider"></param>
</member>
<member name="P:StgSharp.Timing.TimeSpanProvider.DefaultProvider">
<summary>
Time source provider provided in <see cref="T:StgSharp.StgSharp" /> internal framework.
</summary>
</member>
<member name="M:StgSharp.MVVM.ViewModel.ViewModelBase.UseViewModel(System.String)">
<summary>
CustomizeInit this form and render it on screen, and respond with operation
</summary>
</member>
<member name="P:StgSharp.MVVM.ViewModel.ViewModelBase.Height">
<summary>
Height of this form, represent in <see cref="T:System.Int32" />
</summary>
</member>
<member name="P:StgSharp.MVVM.ViewModel.ViewModelBase.Width">
<summary>
Width of this form, represent in <see cref="T:System.Int32" />
</summary>
</member>
<member name="P:StgSharp.MVVM.ViewModel.ViewModelBase.Size">
<summary>
Width of this form, represent in <see cref="T:System.Int32" />
</summary>
</member>
<member name="M:StgSharp.MVVM.ViewModel.ViewModelBase.SetSizeLimit(StgSharp.Math.Vec2,StgSharp.Math.Vec2)">
<summary>
Set the size limit of current form
</summary>
<param _name="minSize">
Minimum size of current form. In form of a <see cref="T:StgSharp.Math.Vec2" /> of (width,height)
</param>
<param _name="maxSize">
Maximum size of current form. In form of a <see cref="T:StgSharp.Math.Vec2" /> of (width,height)
</param>
</member>
<member name="M:StgSharp.MVVM.ViewModel.ViewModelBase.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 current form </param>
<param _name="maxHeight"> Maximum height of current form </param>
</member>
<member name="T:StgSharp.MVVM.View.ViewBase">
<summary>
ViewBase is the base type for all view types, providing context binding and control element
binding. A complete view should contain one complete <see cref="T:StgSharp.MVVM.View.ViewBase.ViewDesigner`1" />, <see
cref="T:StgSharp.MVVM.View.ViewBase.ViewRender`1" />, and <see cref="!:ViewResponder" />, which provide layout
descriptions of control elements, user responses, and rendering implementations in the view.
Data between instances of <see cref="T:StgSharp.MVVM.View.ViewBase.ViewDesigner`1" />, <see cref="T:StgSharp.MVVM.View.ViewBase.ViewRender`1" />,
and <see cref="T:StgSharp.MVVM.View.ViewBase.ViewResponder`1" /> is shared through <see cref="T:StgSharp.MVVM.View.ViewBase" />.
</summary>
</member>
<member name="M:StgSharp.MVVM.View.ViewBase.GetKeyStatus(StgSharp.KeyboardKey)">
<summary>
Get the status of a certain key on the keyboard.
</summary>
<param _name="key"></param>
<returns><see cref="T:StgSharp.KeyStatus" /> representing if a key is pressed or released. </returns>
</member>
<member name="T:StgSharp.MVVM.View.ViewBase.ViewDesigner`1">
<summary>
ViewDesigner provides descriptions of various controls in the view, binds the controls
to specific user actions and behaviors, and describes the layout and interactions of
each control.
</summary>
</member>
</members>
</doc>