C# (CSharp) Protogame Namespace

Nested Namespaces

Protogame.Math
Protogame.Tests

Classes

Name Description
ATFLevelReader The level reader for levels saved from an ATF level editor.
AbsoluteMatrixComponent
AdjustedContainer
AndroidCompiledLoadStrategy The Android compiled load strategy.
Animation A default implementation of IAnimation.
AssimpReader Reads a model file using AssImp and converts it to an IModel, which can be used at runtime for rendering, or serialized for storage as an asset.
AudioAssetLoader The audio asset loader.
AudioPlayer The audio player.
BackgroundNATPunchthrough
BasicSkinHelper
BasicSkinLayout
BatchedControlEntity This entity contains and controls the results of a batching operation.
BatchingOptions A default implementation of IBatchingOptions that you can use to configure static batching operations.
BonesEffectSemantic
BoundingBoxExtensions These extension methods assist with converting between bounding boxes and rectangles.

Protogame's bounding box includes speed attributes, which the built-in MonoGame bounding box does not have.

Button The button.
ButtonUserInterfaceNodeProcessor
CameraPositionEffectSemantic
Canvas
CanvasEntity
CanvasFragment
CanvasFragmentUserInterfaceNodeProcessor
CanvasUserInterfaceNodeProcessor
ClientConsole
ClientConsole.ConsoleEntry
ClientConsoleInput
ClientConsoleInput.ParsedCommand
ClientConsoleRender
CompiledAssetSaver The compiled asset saver.
CompiledAssetSerializer This is a Protobuf serializer that serializes and deserializes the CompiledAsset class.
CompiledUnifiedShaderReader
ComponentizedObject
ConfigurationAssetSaver The configuration asset saver.
ConsoleErrorReportOutput
ConstantBufferInfo
ConversionExtensions Provides extension methods for converting between Jitter and XNA / MonoGame data structures.
Default2DDirectRenderPass The default implementation of an I2DDirectRenderPass.
Default2DRenderUtilities An implementation of I2DRenderUtilities.
Default3DDeferredRenderPass The implementation of I3DRenderPass which uses deferred rendering.
Default3DRenderUtilities The default implementation of I3DRenderUtilities.
DefaultAudioHandle The default implementation of IAudioHandle.
DefaultAudioUtilities The default implementation of IAudioUtilities.
DefaultBasicSkin
DefaultBlurPostProcessingRenderPass The default implementation of an IBlurPostProcessingRenderPass.
DefaultCanvasRenderPass The default implementation of an ICanvasRenderPass.
DefaultCaptureInlinePostProcessingRenderPass The default implementation of an ICaptureInlinePostProcessingRenderPass.
DefaultCollision The default implementation of ICollision.
DefaultConsoleRenderPass
DefaultCoroutineScheduler
DefaultCustomPostProcessingRenderPass A default implementation of ICustomPostProcessingRenderPass.
DefaultDebugRenderPass
DefaultDebugRenderer
DefaultDirectionalLightEntity
DefaultErrorReport
DefaultGameWindow An implementation of IGameWindow that provides support for desktop platforms.
DefaultGraphicsBlit A default implementation of IGraphicsBlit.
DefaultHiveNATPunchthrough Default implementation of IHiveNATPunchthrough.
DefaultHiveSessionManagement Default implementation of IHiveSessionManagement.
DefaultInvertPostProcessingRenderPass The default implementation of an IInvertPostProcessingRenderPass.
DefaultKeyboardStringReader The default keyboard string reader.
DefaultLayoutPosition
DefaultLevelManager The default level manager.
DefaultLightContext
DefaultNetworkFrame
DefaultNodeColorParser
DefaultPhysicsEngine The default implementation of a physics engine.
DefaultPlatforming The default platforming.
DefaultProfilerHandle The default profiler handle.
DefaultProfilerRenderPass
DefaultRawLaunchArguments The default implementation of IRawLaunchArguments.
DefaultRenderAutoCache
DefaultRenderBatcher
DefaultRenderPipeline The default implementation of an IRenderPipeline.
DefaultRenderRequest
DefaultRenderTargetBackBufferUtilities The default implementation of an IRenderTargetBackBufferUtilities.
DefaultSensorEngine The default implementation of an ISensorEngine.
DefaultStandardDirectionalLight
DefaultStandardPointLight
DefaultStringSanitizer The default implementation of IStringSanitizer.
DefaultTickRegulator The default implementation for tick regulation on a game server.
DefaultTransform The default implementation of ITransform.
DefaultTransformUtilities The default implementation of ITransformUtilities.
DefaultUpdateContext The default implementation of IUpdateContext.
DirectShowCameraSensor An implementation of ICameraSensor which uses DirectShow to provide access to camera devices on Windows.
DummyContentImporterContext The dummy content importer context.
EffectAssetLoader The effect asset loader.
EffectCompilerHelper
EmbeddedCompiledLoadStrategy The embedded compiled load strategy.
EntityCreateMessage
EntityPropertiesMessage
ErrorProtection
EventEngineHook A game engine hook that raised appropriate input events as they occur.
FileProfiler The default profiler.
FileSelect The file select.
FirstPersonCamera The default implementation for IFirstPersonCamera.
FirstPersonCameraComponent
FirstPersonControllerInputComponent
FirstPersonControllerPhysicsComponent
FirstPersonControllerPhysicsComponent.PhysicsControllerConstraint
FixedContainer The fixed container.
FlowContainer The flow container.
FlyAroundInputComponent
FontViewer
Form
FromGameAttribute Specifies that the injected argument should be found from the game's scope. This searches directly up the tree until a game is found, or returns null if no game was found.

The context of the dependency injection plan must be an object that is instantiated as a dependency of the game or created with a factory that is injected into the game or one of it's dependencies.

FromParentAttribute Specifies that the injected argument should be found from the parent's scope. The parent of this object is the one injecting it, thus this allows you to search or depend on other services laterally in the hierarchy.
FromServerAttribute Specifies that the injected argument should be found from the server's scope. This searches directly up the tree until a server is found, or returns null if no server was found.

The context of the dependency injection plan must be an object that is instantiated as a dependency of the server or created with a factory that is injected into the server or one of it's dependencies.

FromWorldAttribute Specifies that the injected argument should be found from the game world's scope. This searches directly up the tree until a game world is found, or returns null if no game world was found.

The context of the dependency injection plan must be an object that is instantiated as a dependency of the world or created with a factory that is injected into the world or one of it's dependencies.

GCMetricsProfilerVisualiser
GameAssetManagerProvider The game asset manager provider.
GamePadButtonEvent Represents an event relating to a button on a game pad input device.
GraphicsMetricsProfilerVisualiser
HasTransformExtensions Extension methods which assist developers in writing classes that implement IHasTransform.
HelpCommand The help command.
HiveEngineHook Handles refreshing sessions and performing other periodic operations with Hive multiplayer services.
HorizontalContainer
IContainerConstant
ImageSourceFromRGBAArray An image source that uses an RGBA array.
ImageSourceFromTexture An image source that uses an in-memory texture.
KernelExtensions
KernelMetricsProfilerVisualiser
Label
LabelUserInterfaceNodeProcessor
LevelAssetLoader The level asset loader.
LevelAssetSaver The level asset saver.
Link The link.
ListItem The list item.
ListItemUserInterfaceNodeProcessor
ListView The list view.
ListView.ListEntry
ListViewUserInterfaceNodeProcessor
LocalAssetManagerProvider This is the local asset manager for ProtogameAssetManager. Do not use it in your game!.
LocalCompiledLoadStrategy The local compiled load strategy.
LocalSourceLoadStrategy The local source load strategy.
MainMenu The main menu.
Material
MaterialTexture
MemoryProfiler
MemoryProfilerHandle
MenuItem The menu item.
Model This represents a runtime model, with full support for animation and bone manipulation.
ModelAssetLoader The model asset loader.
ModelSerializerGeneric Serializes and deserializes IModel for storage in a binary format.
ModelSerializerVersion1 Serializes and deserializes IModel for storage in a binary format.
ModelSerializerVersion3 Serializes and deserializes IModel for storage in a binary format.
ModelSerializerVersion4 Serializes and deserializes IModel for storage in a binary format.
ModelVertex Represents a model vertex with all available data from the model.

Models may store different data in different areas depending on what shader is intended to be used with the model. For example, some models might specify vertex colors, and others might use textures and bump maps.

MonoGameContentCompiler An abstract class that provides common functions for asset compilers that compile via the MonoGame content pipeline.
MxDispatcher The Mx dispatcher; this handles receiving messages on the UDP client and dispatching them to the correct connected Mx client.
MxReliability The class that provides reliability and fragmentation infrastructure for Mx clients.

This class is used by MxDispatcher to interface with an MxClient in a reliable manner. When data is sent reliably, this class is used to fragment and reconstruct sets of data, ensuring that each fragment is either acknowledged by the receiving machine, or sent again.

NetIDCommand The "netid" command, which assists looking up and finding information about network tracked objects.
NetworkEngineHook
NetworkEvent
NetworkMessageAttribute
NetworkMessageReceivedEvent
NetworkProfilerVisualiser
NetworkShadowWorld
NetworkTagAttribute
NetworkTrafficProfilerVisualiser
NetworkTrafficProfilerVisualiser.NetworkSampler
NetworkTransform
NormalMapEffectSemantic
Null2DRenderUtilities
Null3DRenderUtilities
NullCameraSensor An implementation of ICameraSensor which provides no cameras.
NullDebugRenderer An implementation of the debug rendering which is used in headless servers.
NullErrorReportOutput
NullKeyboardStringReader
NullRenderBatcher
OgmoLevelReader The ogmo level reader.
OperationCostProfilerVisualiser
ParameterInfo
PassInfo
Physical3DCapsuleComponent
Physical3DCubeComponent
PhysicalBatchedStaticCompoundComponent
PhysicalRotationConstraintComponent
PhysicsCollisionBeginEvent An event that signals that two rigid bodies have started colliding in the game.
PhysicsCollisionEndEvent An event that signals that two rigid bodies have stopped colliding in the game.
PhysicsDebugDraw
PhysicsEngineHook
PhysicsEvent The base, abstract implementation of a physics event.
PhysicsMetricsProfilerVisualiser
ProtogameAssetModule The asset management module, which provides functionality for loading, saving, compiling and using game assets. Loading this module is recommended, but you can omit it if you want to use your own asset management system.
ProtogameBaseModule The base Protogame dependency injection module which is used by both ProtogameCoreModule and ProtogameServerModule to bind common services.
ProtogameCachingIoCModule The protogame caching io c module.
ProtogameCollisionModule The collision module for Protogame. This module provides services for advanced collision detection.
ProtogameCoreModule The core Protogame dependency injection module, which loads all of the core classes required for basic game functionality. You must load this module for Protogame to work.
ProtogameCoroutineModule
ProtogameDebugModule This modules provides services and implementations related to debugging and diagnostics in a game. You can load it by calling Protoinject.IKernel.Load{T} during the execution of IGameConfiguration.ConfigureKernel.
ProtogameEditorRuntimeModule
ProtogameEffectParameter
ProtogameEffectParameterCollection
ProtogameErrorReportModule
ProtogameEventsModule The event management module, which provides functionality for translating input data into events and propagating it through an event system. While you can still use the conventional Mouse, Keyboard, GamePad and Joystick APIs from XNA, events allow you to handle scenarios where input should be consumed by an object and not propagated to any others.
ProtogameGAAnalyticsIoCModule
ProtogameHiveModule The Protogame module for interacting with Hive Multiplayer Services.
ProtogameImageProcessingModule
ProtogameNetworkModule
ProtogamePhysicsModule This modules provides services and implementations related to physics in a game. You can load it by calling Protoinject.IKernel.Load{T} during the execution of IGameConfiguration.ConfigureKernel.
ProtogameProfilingModule
ProtogameScriptIoCModule The Protoinject module to load when using scripting assets.
ProtogameSensorModule This module provides access to hardware sensors on the current device, such as reading from cameras.
ProtogameServerModule The Protoinject module to load when using the server services in Protogame.
RawATFLevelLoadStrategy
RawEffectLoadStrategy
RawOgmoEditorLevelLoadStrategy The raw level load strategy.
RawUserInterfaceLoadStrategy
RelativeContainer
ReloadableGameAssetManagerProvider The reloadable game asset manager provider.
Render2DTextComponent
Render2DTextureComponent
Render3DCubeComponent
Render3DModelComponent
Render3DPlaneComponent
RenderAutoCacheEngineHook
RenderPipelineTechniqueName A well-known list of technique names used in the render pipeline. This allows effects to standardize on the names of the techniques they use, and have them work inside predefined render pipeline passes.
ScreenDimensionsEffectSemantic
ScrollableContainer
ShaderBlockInfo
SingleContainer
SpecularEffectSemantic
StandardDirectionalLightComponent
StandardPointLightComponent
TargetPlatformCast The target platform cast.
TechniqueInfo
TextBox The text box.
TextureEffectSemantic
TextureViewer
ThreadedColorInImageDetection An implementation of IColorInImageDetection that uses a background thread for performing analysis.
ThreadedColorInImageDetection.DetectedColor
TransformContainer
TreeItem The tree item.
TreeView
TreeView.TreeEntry
UberEffectAssetLoader
UberEffectAssetSaver
UnifiedShaderAssetLoader
UnifiedShaderLexingException
UnifiedShaderParser
UnifiedShaderParserV1
UnifiedShaderParserV1.UnifiedShaderToken
UnifiedShaderParsingUnexpectedTokenException
UnifiedShaderVersionException
UserInterfaceAssetLoader
UserInterfaceAssetSaver
VertexPositionNormal
VertexPositionNormalBinormalTangentTexture
VertexPositionNormalBinormalTangentTextureBlendable
VertexPositionNormalBlendable
VertexPositionNormalColor
VertexPositionNormalColorBlendable
Wall Represents a wall which blocks raycasts by AI agents.
WanderAI
Window
WindowsFormsErrorReportOutput
WorldViewProjectionEffectSemantic