### YamlMime:ManagedReference items: - uid: TinyLife.GameImpl commentId: T:TinyLife.GameImpl id: GameImpl parent: TinyLife children: - TinyLife.GameImpl.Achievements - TinyLife.GameImpl.AddMapToSave(TinyLife.PerSaveOptions.MapInfo,System.Action) - TinyLife.GameImpl.Camera - TinyLife.GameImpl.CanBeExtremelyFast - TinyLife.GameImpl.CanSwitchGameModes - TinyLife.GameImpl.CompleteAchievement(TinyLife.Goals.AchievementType) - TinyLife.GameImpl.CurrentCursor - TinyLife.GameImpl.CurrentHousehold - TinyLife.GameImpl.CurrentLot - TinyLife.GameImpl.CurrentMap - TinyLife.GameImpl.CurrentMaps - TinyLife.GameImpl.CurrentMaxFloor - TinyLife.GameImpl.CurrentMinFloor - TinyLife.GameImpl.CurrentTool - TinyLife.GameImpl.CursorPosition - TinyLife.GameImpl.Dispose(System.Boolean) - TinyLife.GameImpl.DoDraw(Microsoft.Xna.Framework.GameTime) - TinyLife.GameImpl.DoUpdate(Microsoft.Xna.Framework.GameTime) - TinyLife.GameImpl.FadeKeyboardLighting(Microsoft.Xna.Framework.Color) - TinyLife.GameImpl.FollowPerson(TinyLife.Objects.PersonLike,System.Boolean,System.Action) - TinyLife.GameImpl.FollowingPerson - TinyLife.GameImpl.GraphicsMetrics - TinyLife.GameImpl.Instance - TinyLife.GameImpl.IsCursorOnUi - TinyLife.GameImpl.IsLotVisible(TinyLife.World.Lot) - TinyLife.GameImpl.Listener - TinyLife.GameImpl.LoadContent - TinyLife.GameImpl.MarkLotNonVisible(TinyLife.World.Lot) - TinyLife.GameImpl.MarkLotVisible(TinyLife.World.Lot) - TinyLife.GameImpl.Mode - TinyLife.GameImpl.Money - TinyLife.GameImpl.OnFinalizingGameContent - TinyLife.GameImpl.OnFinishedLoading - TinyLife.GameImpl.OnSwitchGameMode - TinyLife.GameImpl.RemoveMapFromSave(TinyLife.World.Map) - TinyLife.GameImpl.RotateCamera(System.Boolean) - TinyLife.GameImpl.SaveName - TinyLife.GameImpl.Speed - TinyLife.GameImpl.SwitchGameMode(TinyLife.GameImpl.GameMode) - TinyLife.GameImpl.SwitchMap(TinyLife.World.Map,System.Action,System.Action) - TinyLife.GameImpl.TakeScreenshot(Microsoft.Xna.Framework.Point,System.Nullable{MLEM.Maths.RectangleF},System.Nullable{Microsoft.Xna.Framework.Matrix},Microsoft.Xna.Framework.Graphics.RenderTarget2D) - TinyLife.GameImpl.Version - TinyLife.GameImpl.ZoomCamera(System.Int32) langs: - csharp - vb name: GameImpl nameWithType: GameImpl fullName: TinyLife.GameImpl type: Class assemblies: - Tiny Life namespace: TinyLife summary: The main class for Tiny Life, which houses a set of important game-wide properties. example: [] syntax: content: 'public class GameImpl : MlemGame, IDisposable' content.vb: Public Class GameImpl Inherits MlemGame Implements IDisposable inheritance: - System.Object - Microsoft.Xna.Framework.Game - MLEM.Startup.MlemGame implements: - System.IDisposable inheritedMembers: - MLEM.Startup.MlemGame.GraphicsDeviceManager - MLEM.Startup.MlemGame.Update(Microsoft.Xna.Framework.GameTime) - MLEM.Startup.MlemGame.Draw(Microsoft.Xna.Framework.GameTime) - MLEM.Startup.MlemGame.InitializeDefaultUiStyle(Microsoft.Xna.Framework.Graphics.SpriteBatch) - MLEM.Startup.MlemGame.LoadContent``1(System.String) - MLEM.Startup.MlemGame.Input - MLEM.Startup.MlemGame.SpriteBatch - MLEM.Startup.MlemGame.InputHandler - MLEM.Startup.MlemGame.UiSystem - MLEM.Startup.MlemGame.OnLoadContent - MLEM.Startup.MlemGame.PreUpdate - MLEM.Startup.MlemGame.OnUpdate - MLEM.Startup.MlemGame.PreDraw - MLEM.Startup.MlemGame.OnDraw - Microsoft.Xna.Framework.Game.Dispose - Microsoft.Xna.Framework.Game.Exit - Microsoft.Xna.Framework.Game.ResetElapsedTime - Microsoft.Xna.Framework.Game.SuppressDraw - Microsoft.Xna.Framework.Game.RunOneFrame - Microsoft.Xna.Framework.Game.Run - Microsoft.Xna.Framework.Game.Run(Microsoft.Xna.Framework.GameRunBehavior) - Microsoft.Xna.Framework.Game.Tick - Microsoft.Xna.Framework.Game.BeginDraw - Microsoft.Xna.Framework.Game.EndDraw - Microsoft.Xna.Framework.Game.BeginRun - Microsoft.Xna.Framework.Game.EndRun - Microsoft.Xna.Framework.Game.UnloadContent - Microsoft.Xna.Framework.Game.Initialize - Microsoft.Xna.Framework.Game.OnExiting(System.Object,Microsoft.Xna.Framework.ExitingEventArgs) - Microsoft.Xna.Framework.Game.OnActivated(System.Object,System.EventArgs) - Microsoft.Xna.Framework.Game.OnDeactivated(System.Object,System.EventArgs) - Microsoft.Xna.Framework.Game.LaunchParameters - Microsoft.Xna.Framework.Game.Components - Microsoft.Xna.Framework.Game.InactiveSleepTime - Microsoft.Xna.Framework.Game.MaxElapsedTime - Microsoft.Xna.Framework.Game.IsActive - Microsoft.Xna.Framework.Game.IsMouseVisible - Microsoft.Xna.Framework.Game.TargetElapsedTime - Microsoft.Xna.Framework.Game.IsFixedTimeStep - Microsoft.Xna.Framework.Game.Services - Microsoft.Xna.Framework.Game.Content - Microsoft.Xna.Framework.Game.GraphicsDevice - Microsoft.Xna.Framework.Game.Window - Microsoft.Xna.Framework.Game.Activated - Microsoft.Xna.Framework.Game.Deactivated - Microsoft.Xna.Framework.Game.Disposed - Microsoft.Xna.Framework.Game.Exiting - System.Object.Equals(System.Object) - System.Object.Equals(System.Object,System.Object) - System.Object.GetHashCode - System.Object.GetType - System.Object.MemberwiseClone - System.Object.ReferenceEquals(System.Object,System.Object) - System.Object.ToString extensionMethods: - TinyLife.GameImpl.TinyLife.Utilities.Extensions.JsonCopy``1 - uid: TinyLife.GameImpl.Version commentId: F:TinyLife.GameImpl.Version id: Version parent: TinyLife.GameImpl langs: - csharp - vb name: Version nameWithType: GameImpl.Version fullName: TinyLife.GameImpl.Version type: Field assemblies: - Tiny Life namespace: TinyLife summary: The game's version, gathered from the assembly example: [] syntax: content: public static readonly NuGetVersion Version return: type: NuGet.Versioning.NuGetVersion content.vb: Public Shared ReadOnly Version As NuGetVersion - uid: TinyLife.GameImpl.Instance commentId: P:TinyLife.GameImpl.Instance id: Instance parent: TinyLife.GameImpl langs: - csharp - vb name: Instance nameWithType: GameImpl.Instance fullName: TinyLife.GameImpl.Instance type: Property assemblies: - Tiny Life namespace: TinyLife summary: The game's singleton instance example: [] syntax: content: public static GameImpl Instance { get; } parameters: [] return: type: TinyLife.GameImpl content.vb: Public Shared Property Instance As GameImpl overload: TinyLife.GameImpl.Instance* - uid: TinyLife.GameImpl.Achievements commentId: F:TinyLife.GameImpl.Achievements id: Achievements parent: TinyLife.GameImpl langs: - csharp - vb name: Achievements nameWithType: GameImpl.Achievements fullName: TinyLife.GameImpl.Achievements type: Field assemblies: - Tiny Life namespace: TinyLife summary: >- A set of instances being tracked on this map. Achievements are automatically added to this collection if they are registered as instances. To complete an achievement that doesn't have any goals manually, use . example: [] syntax: content: public readonly HashSet Achievements return: type: System.Collections.Generic.HashSet{TinyLife.Goals.Achievement} content.vb: Public ReadOnly Achievements As HashSet(Of Achievement) - uid: TinyLife.GameImpl.GraphicsMetrics commentId: P:TinyLife.GameImpl.GraphicsMetrics id: GraphicsMetrics parent: TinyLife.GameImpl langs: - csharp - vb name: GraphicsMetrics nameWithType: GameImpl.GraphicsMetrics fullName: TinyLife.GameImpl.GraphicsMetrics type: Property assemblies: - Tiny Life namespace: TinyLife summary: The game's graphics metrics, gathered at the end of every call example: [] syntax: content: public GraphicsMetrics GraphicsMetrics { get; } parameters: [] return: type: Microsoft.Xna.Framework.Graphics.GraphicsMetrics content.vb: Public Property GraphicsMetrics As GraphicsMetrics overload: TinyLife.GameImpl.GraphicsMetrics* - uid: TinyLife.GameImpl.Camera commentId: P:TinyLife.GameImpl.Camera id: Camera parent: TinyLife.GameImpl langs: - csharp - vb name: Camera nameWithType: GameImpl.Camera fullName: TinyLife.GameImpl.Camera type: Property assemblies: - Tiny Life namespace: TinyLife summary: The game's in-world camera, created in example: [] syntax: content: public Camera Camera { get; } parameters: [] return: type: MLEM.Cameras.Camera content.vb: Public Property Camera As Camera overload: TinyLife.GameImpl.Camera* - uid: TinyLife.GameImpl.Listener commentId: P:TinyLife.GameImpl.Listener id: Listener parent: TinyLife.GameImpl langs: - csharp - vb name: Listener nameWithType: GameImpl.Listener fullName: TinyLife.GameImpl.Listener type: Property assemblies: - Tiny Life namespace: TinyLife summary: The game's that is automatically moved to the 's position example: [] syntax: content: public AudioListener Listener { get; } parameters: [] return: type: Microsoft.Xna.Framework.Audio.AudioListener content.vb: Public Property Listener As AudioListener overload: TinyLife.GameImpl.Listener* - uid: TinyLife.GameImpl.CurrentTool commentId: P:TinyLife.GameImpl.CurrentTool id: CurrentTool parent: TinyLife.GameImpl langs: - csharp - vb name: CurrentTool nameWithType: GameImpl.CurrentTool fullName: TinyLife.GameImpl.CurrentTool type: Property assemblies: - Tiny Life namespace: TinyLife summary: The that is currently selected. Should always be set to either or any of . example: [] syntax: content: public Tool CurrentTool { get; set; } parameters: [] return: type: TinyLife.Tools.Tool content.vb: Public Property CurrentTool As Tool overload: TinyLife.GameImpl.CurrentTool* - uid: TinyLife.GameImpl.CurrentHousehold commentId: P:TinyLife.GameImpl.CurrentHousehold id: CurrentHousehold parent: TinyLife.GameImpl langs: - csharp - vb name: CurrentHousehold nameWithType: GameImpl.CurrentHousehold fullName: TinyLife.GameImpl.CurrentHousehold type: Property assemblies: - Tiny Life namespace: TinyLife summary: The household that is currently being played, or null if in the main menu, editing a lot or on the map select screen example: [] syntax: content: public Household CurrentHousehold { get; } parameters: [] return: type: TinyLife.World.Household content.vb: Public Property CurrentHousehold As Household overload: TinyLife.GameImpl.CurrentHousehold* - uid: TinyLife.GameImpl.Money commentId: P:TinyLife.GameImpl.Money id: Money parent: TinyLife.GameImpl langs: - csharp - vb name: Money nameWithType: GameImpl.Money fullName: TinyLife.GameImpl.Money type: Property assemblies: - Tiny Life namespace: TinyLife summary: The money that the has, or if there is no active household example: [] syntax: content: public float Money { get; set; } parameters: [] return: type: System.Single content.vb: Public Property Money As Single overload: TinyLife.GameImpl.Money* - uid: TinyLife.GameImpl.CurrentLot commentId: P:TinyLife.GameImpl.CurrentLot id: CurrentLot parent: TinyLife.GameImpl langs: - csharp - vb name: CurrentLot nameWithType: GameImpl.CurrentLot fullName: TinyLife.GameImpl.CurrentLot type: Property assemblies: - Tiny Life namespace: TinyLife summary: The lot that is currently being played on or edited, or null if in the main menu or on the map select screen example: [] syntax: content: public Lot CurrentLot { get; } parameters: [] return: type: TinyLife.World.Lot content.vb: Public Property CurrentLot As Lot overload: TinyLife.GameImpl.CurrentLot* - uid: TinyLife.GameImpl.Speed commentId: P:TinyLife.GameImpl.Speed id: Speed parent: TinyLife.GameImpl langs: - csharp - vb name: Speed nameWithType: GameImpl.Speed fullName: TinyLife.GameImpl.Speed type: Property assemblies: - Tiny Life namespace: TinyLife summary: >- The current . Note that, if the current speed is and the game , is returned. You can cause any ui instances to pause the game by using . example: [] syntax: content: public GameSpeed Speed { get; set; } parameters: [] return: type: TinyLife.GameSpeed content.vb: Public Property Speed As GameSpeed overload: TinyLife.GameImpl.Speed* - uid: TinyLife.GameImpl.FollowingPerson commentId: P:TinyLife.GameImpl.FollowingPerson id: FollowingPerson parent: TinyLife.GameImpl langs: - csharp - vb name: FollowingPerson nameWithType: GameImpl.FollowingPerson fullName: TinyLife.GameImpl.FollowingPerson type: Property assemblies: - Tiny Life namespace: TinyLife summary: The that the camera is currently locked onto example: [] syntax: content: public PersonLike FollowingPerson { get; } parameters: [] return: type: TinyLife.Objects.PersonLike content.vb: Public Property FollowingPerson As PersonLike overload: TinyLife.GameImpl.FollowingPerson* - uid: TinyLife.GameImpl.SaveName commentId: P:TinyLife.GameImpl.SaveName id: SaveName parent: TinyLife.GameImpl langs: - csharp - vb name: SaveName nameWithType: GameImpl.SaveName fullName: TinyLife.GameImpl.SaveName type: Property assemblies: - Tiny Life namespace: TinyLife summary: The name of the save file that is currently being played, or null if in the main menu example: [] syntax: content: public string SaveName { get; } parameters: [] return: type: System.String content.vb: Public Property SaveName As String overload: TinyLife.GameImpl.SaveName* - uid: TinyLife.GameImpl.Mode commentId: P:TinyLife.GameImpl.Mode id: Mode parent: TinyLife.GameImpl langs: - csharp - vb name: Mode nameWithType: GameImpl.Mode fullName: TinyLife.GameImpl.Mode type: Property assemblies: - Tiny Life namespace: TinyLife summary: The that is currently active example: [] syntax: content: public GameImpl.GameMode Mode { get; } parameters: [] return: type: TinyLife.GameImpl.GameMode content.vb: Public Property Mode As GameImpl.GameMode overload: TinyLife.GameImpl.Mode* - uid: TinyLife.GameImpl.CursorPosition commentId: P:TinyLife.GameImpl.CursorPosition id: CursorPosition parent: TinyLife.GameImpl langs: - csharp - vb name: CursorPosition nameWithType: GameImpl.CursorPosition fullName: TinyLife.GameImpl.CursorPosition type: Property assemblies: - Tiny Life namespace: TinyLife summary: >- The position that the game's cursor is currently at. If gamepad controls are being used, an internal cursor position is returned. Otherwise, is returned. example: [] syntax: content: public Vector2 CursorPosition { get; } parameters: [] return: type: Microsoft.Xna.Framework.Vector2 content.vb: Public ReadOnly Property CursorPosition As Vector2 overload: TinyLife.GameImpl.CursorPosition* - uid: TinyLife.GameImpl.CurrentCursor commentId: F:TinyLife.GameImpl.CurrentCursor id: CurrentCursor parent: TinyLife.GameImpl langs: - csharp - vb name: CurrentCursor nameWithType: GameImpl.CurrentCursor fullName: TinyLife.GameImpl.CurrentCursor type: Field assemblies: - Tiny Life namespace: TinyLife summary: >- The that is currently used. This is reset to at the start of every update. example: [] syntax: content: public CursorType CurrentCursor return: type: TinyLife.Uis.CursorType content.vb: Public CurrentCursor As CursorType - uid: TinyLife.GameImpl.CurrentMaps commentId: P:TinyLife.GameImpl.CurrentMaps id: CurrentMaps parent: TinyLife.GameImpl langs: - csharp - vb name: CurrentMaps nameWithType: GameImpl.CurrentMaps fullName: TinyLife.GameImpl.CurrentMaps type: Property assemblies: - Tiny Life namespace: TinyLife summary: >- The maps that are currently loaded, along with their names. If no maps are loaded (ie we're not in game), this collection is null. example: [] syntax: content: public Dictionary CurrentMaps { get; } parameters: [] return: type: System.Collections.Generic.Dictionary{System.String,TinyLife.World.Map} content.vb: Public Property CurrentMaps As Dictionary(Of String, Map) overload: TinyLife.GameImpl.CurrentMaps* - uid: TinyLife.GameImpl.CurrentMap commentId: P:TinyLife.GameImpl.CurrentMap id: CurrentMap parent: TinyLife.GameImpl langs: - csharp - vb name: CurrentMap nameWithType: GameImpl.CurrentMap fullName: TinyLife.GameImpl.CurrentMap type: Property assemblies: - Tiny Life namespace: TinyLife summary: >- The map that the game's is currently on. If no maps are loaded (ie we're not in game), this property returns null. example: [] syntax: content: public Map CurrentMap { get; } parameters: [] return: type: TinyLife.World.Map content.vb: Public Property CurrentMap As Map overload: TinyLife.GameImpl.CurrentMap* - uid: TinyLife.GameImpl.CurrentMinFloor commentId: P:TinyLife.GameImpl.CurrentMinFloor id: CurrentMinFloor parent: TinyLife.GameImpl langs: - csharp - vb name: CurrentMinFloor nameWithType: GameImpl.CurrentMinFloor fullName: TinyLife.GameImpl.CurrentMinFloor type: Property assemblies: - Tiny Life namespace: TinyLife syntax: content: public int CurrentMinFloor { get; } parameters: [] return: type: System.Int32 content.vb: Public ReadOnly Property CurrentMinFloor As Integer overload: TinyLife.GameImpl.CurrentMinFloor* - uid: TinyLife.GameImpl.CurrentMaxFloor commentId: P:TinyLife.GameImpl.CurrentMaxFloor id: CurrentMaxFloor parent: TinyLife.GameImpl langs: - csharp - vb name: CurrentMaxFloor nameWithType: GameImpl.CurrentMaxFloor fullName: TinyLife.GameImpl.CurrentMaxFloor type: Property assemblies: - Tiny Life namespace: TinyLife syntax: content: public int CurrentMaxFloor { get; } parameters: [] return: type: System.Int32 content.vb: Public ReadOnly Property CurrentMaxFloor As Integer overload: TinyLife.GameImpl.CurrentMaxFloor* - uid: TinyLife.GameImpl.OnFinalizingGameContent commentId: E:TinyLife.GameImpl.OnFinalizingGameContent id: OnFinalizingGameContent parent: TinyLife.GameImpl langs: - csharp - vb name: OnFinalizingGameContent nameWithType: GameImpl.OnFinalizingGameContent fullName: TinyLife.GameImpl.OnFinalizingGameContent type: Event assemblies: - Tiny Life namespace: TinyLife summary: >- An event that is raised when this game's content is about to finish loading. Note that "finalize" in this context refers not to object destruction, but to the completion of the loading process. example: [] syntax: content: public event Action OnFinalizingGameContent return: type: System.Action content.vb: Public Event OnFinalizingGameContent As Action - uid: TinyLife.GameImpl.OnFinishedLoading commentId: E:TinyLife.GameImpl.OnFinishedLoading id: OnFinishedLoading parent: TinyLife.GameImpl langs: - csharp - vb name: OnFinishedLoading nameWithType: GameImpl.OnFinishedLoading fullName: TinyLife.GameImpl.OnFinishedLoading type: Event assemblies: - Tiny Life namespace: TinyLife summary: An event that is raised when the game's loading screen fades out. example: [] syntax: content: public event Action OnFinishedLoading return: type: System.Action content.vb: Public Event OnFinishedLoading As Action - uid: TinyLife.GameImpl.OnSwitchGameMode commentId: E:TinyLife.GameImpl.OnSwitchGameMode id: OnSwitchGameMode parent: TinyLife.GameImpl langs: - csharp - vb name: OnSwitchGameMode nameWithType: GameImpl.OnSwitchGameMode fullName: TinyLife.GameImpl.OnSwitchGameMode type: Event assemblies: - Tiny Life namespace: TinyLife summary: An event that is raised in . example: [] syntax: content: public event Action OnSwitchGameMode return: type: System.Action{TinyLife.GameImpl.GameMode,TinyLife.Mods.EventPhase} content.vb: Public Event OnSwitchGameMode As Action(Of GameImpl.GameMode, EventPhase) - uid: TinyLife.GameImpl.LoadContent commentId: M:TinyLife.GameImpl.LoadContent id: LoadContent parent: TinyLife.GameImpl langs: - csharp - vb name: LoadContent() nameWithType: GameImpl.LoadContent() fullName: TinyLife.GameImpl.LoadContent() type: Method assemblies: - Tiny Life namespace: TinyLife summary: Override this to load graphical resources required by the game. example: [] syntax: content: protected override void LoadContent() content.vb: Protected Overrides Sub LoadContent() overridden: MLEM.Startup.MlemGame.LoadContent overload: TinyLife.GameImpl.LoadContent* - uid: TinyLife.GameImpl.DoUpdate(Microsoft.Xna.Framework.GameTime) commentId: M:TinyLife.GameImpl.DoUpdate(Microsoft.Xna.Framework.GameTime) id: DoUpdate(Microsoft.Xna.Framework.GameTime) parent: TinyLife.GameImpl langs: - csharp - vb name: DoUpdate(GameTime) nameWithType: GameImpl.DoUpdate(GameTime) fullName: TinyLife.GameImpl.DoUpdate(Microsoft.Xna.Framework.GameTime) type: Method assemblies: - Tiny Life namespace: TinyLife summary: >- This method is called in . It is the version that should be overridden by implementors to update game content. example: [] syntax: content: protected override void DoUpdate(GameTime gameTime) parameters: - id: gameTime type: Microsoft.Xna.Framework.GameTime description: The game's time content.vb: Protected Overrides Sub DoUpdate(gameTime As GameTime) overridden: MLEM.Startup.MlemGame.DoUpdate(Microsoft.Xna.Framework.GameTime) overload: TinyLife.GameImpl.DoUpdate* - uid: TinyLife.GameImpl.DoDraw(Microsoft.Xna.Framework.GameTime) commentId: M:TinyLife.GameImpl.DoDraw(Microsoft.Xna.Framework.GameTime) id: DoDraw(Microsoft.Xna.Framework.GameTime) parent: TinyLife.GameImpl langs: - csharp - vb name: DoDraw(GameTime) nameWithType: GameImpl.DoDraw(GameTime) fullName: TinyLife.GameImpl.DoDraw(Microsoft.Xna.Framework.GameTime) type: Method assemblies: - Tiny Life namespace: TinyLife summary: >- This method is called in . It is the version that should be overridden by implementors to draw game content. example: [] syntax: content: protected override void DoDraw(GameTime gameTime) parameters: - id: gameTime type: Microsoft.Xna.Framework.GameTime description: The game's time content.vb: Protected Overrides Sub DoDraw(gameTime As GameTime) overridden: MLEM.Startup.MlemGame.DoDraw(Microsoft.Xna.Framework.GameTime) overload: TinyLife.GameImpl.DoDraw* - uid: TinyLife.GameImpl.Dispose(System.Boolean) commentId: M:TinyLife.GameImpl.Dispose(System.Boolean) id: Dispose(System.Boolean) parent: TinyLife.GameImpl langs: - csharp - vb name: Dispose(bool) nameWithType: GameImpl.Dispose(bool) fullName: TinyLife.GameImpl.Dispose(bool) type: Method assemblies: - Tiny Life namespace: TinyLife summary: '' example: [] syntax: content: protected override void Dispose(bool disposing) parameters: - id: disposing type: System.Boolean content.vb: Protected Overrides Sub Dispose(disposing As Boolean) overridden: Microsoft.Xna.Framework.Game.Dispose(System.Boolean) overload: TinyLife.GameImpl.Dispose* nameWithType.vb: GameImpl.Dispose(Boolean) fullName.vb: TinyLife.GameImpl.Dispose(Boolean) name.vb: Dispose(Boolean) - uid: TinyLife.GameImpl.RotateCamera(System.Boolean) commentId: M:TinyLife.GameImpl.RotateCamera(System.Boolean) id: RotateCamera(System.Boolean) parent: TinyLife.GameImpl langs: - csharp - vb name: RotateCamera(bool) nameWithType: GameImpl.RotateCamera(bool) fullName: TinyLife.GameImpl.RotateCamera(bool) type: Method assemblies: - Tiny Life namespace: TinyLife summary: Rotates the camera by 90 degrees in a clockwise or counter-clockwise direction. example: [] syntax: content: public void RotateCamera(bool ccw) parameters: - id: ccw type: System.Boolean description: Whether the rotation should be counter-clockwise. content.vb: Public Sub RotateCamera(ccw As Boolean) overload: TinyLife.GameImpl.RotateCamera* nameWithType.vb: GameImpl.RotateCamera(Boolean) fullName.vb: TinyLife.GameImpl.RotateCamera(Boolean) name.vb: RotateCamera(Boolean) - uid: TinyLife.GameImpl.ZoomCamera(System.Int32) commentId: M:TinyLife.GameImpl.ZoomCamera(System.Int32) id: ZoomCamera(System.Int32) parent: TinyLife.GameImpl langs: - csharp - vb name: ZoomCamera(int) nameWithType: GameImpl.ZoomCamera(int) fullName: TinyLife.GameImpl.ZoomCamera(int) type: Method assemblies: - Tiny Life namespace: TinyLife summary: Zooms the camera by the given delta, either towards the center of the camera's viewport, or toward the if it is not on the UI. example: [] syntax: content: public void ZoomCamera(int delta) parameters: - id: delta type: System.Int32 description: The delta to zoom by. content.vb: Public Sub ZoomCamera(delta As Integer) overload: TinyLife.GameImpl.ZoomCamera* nameWithType.vb: GameImpl.ZoomCamera(Integer) fullName.vb: TinyLife.GameImpl.ZoomCamera(Integer) name.vb: ZoomCamera(Integer) - uid: TinyLife.GameImpl.IsCursorOnUi commentId: M:TinyLife.GameImpl.IsCursorOnUi id: IsCursorOnUi parent: TinyLife.GameImpl langs: - csharp - vb name: IsCursorOnUi() nameWithType: GameImpl.IsCursorOnUi() fullName: TinyLife.GameImpl.IsCursorOnUi() type: Method assemblies: - Tiny Life namespace: TinyLife summary: Returns true if the mouse is currently on top of any ui element in the or the system's auto-navigation cursor is currently being used. example: [] syntax: content: public bool IsCursorOnUi() return: type: System.Boolean description: true if the cursor is currently on the ui. content.vb: Public Function IsCursorOnUi() As Boolean overload: TinyLife.GameImpl.IsCursorOnUi* - uid: TinyLife.GameImpl.SwitchGameMode(TinyLife.GameImpl.GameMode) commentId: M:TinyLife.GameImpl.SwitchGameMode(TinyLife.GameImpl.GameMode) id: SwitchGameMode(TinyLife.GameImpl.GameMode) parent: TinyLife.GameImpl langs: - csharp - vb name: SwitchGameMode(GameMode) nameWithType: GameImpl.SwitchGameMode(GameImpl.GameMode) fullName: TinyLife.GameImpl.SwitchGameMode(TinyLife.GameImpl.GameMode) type: Method assemblies: - Tiny Life namespace: TinyLife summary: >- Switches the game mode to the given mode, and sets up all of the required data. Note that some game modes require certain data to be set prior to calling this method. example: [] syntax: content: public void SwitchGameMode(GameImpl.GameMode mode) parameters: - id: mode type: TinyLife.GameImpl.GameMode description: The game mode to switch to content.vb: Public Sub SwitchGameMode(mode As GameImpl.GameMode) overload: TinyLife.GameImpl.SwitchGameMode* - uid: TinyLife.GameImpl.SwitchMap(TinyLife.World.Map,System.Action,System.Action) commentId: M:TinyLife.GameImpl.SwitchMap(TinyLife.World.Map,System.Action,System.Action) id: SwitchMap(TinyLife.World.Map,System.Action,System.Action) parent: TinyLife.GameImpl langs: - csharp - vb name: SwitchMap(Map, Action, Action) nameWithType: GameImpl.SwitchMap(Map, Action, Action) fullName: TinyLife.GameImpl.SwitchMap(TinyLife.World.Map, System.Action, System.Action) type: Method assemblies: - Tiny Life namespace: TinyLife summary: Switches the game's to the given map, additionally displaying a transition and resetting various UI states. is also invoked. example: [] syntax: content: public void SwitchMap(Map map, Action inbetween = null, Action after = null) parameters: - id: map type: TinyLife.World.Map description: The map to change to. - id: inbetween type: System.Action description: An optional inbetween action, which is passed to . - id: after type: System.Action description: An optional after action, which is passed to . content.vb: Public Sub SwitchMap(map As Map, inbetween As Action = Nothing, after As Action = Nothing) overload: TinyLife.GameImpl.SwitchMap* - uid: TinyLife.GameImpl.CanBeExtremelyFast commentId: M:TinyLife.GameImpl.CanBeExtremelyFast id: CanBeExtremelyFast parent: TinyLife.GameImpl langs: - csharp - vb name: CanBeExtremelyFast() nameWithType: GameImpl.CanBeExtremelyFast() fullName: TinyLife.GameImpl.CanBeExtremelyFast() type: Method assemblies: - Tiny Life namespace: TinyLife summary: >- Returns whether the game allows changing the speed to at the current time. If this returns true, and is set to , the speed is automatically engaged. example: [] syntax: content: public bool CanBeExtremelyFast() return: type: System.Boolean description: Whether the game can become extremely fast content.vb: Public Function CanBeExtremelyFast() As Boolean overload: TinyLife.GameImpl.CanBeExtremelyFast* - uid: TinyLife.GameImpl.CanSwitchGameModes commentId: M:TinyLife.GameImpl.CanSwitchGameModes id: CanSwitchGameModes parent: TinyLife.GameImpl langs: - csharp - vb name: CanSwitchGameModes() nameWithType: GameImpl.CanSwitchGameModes() fullName: TinyLife.GameImpl.CanSwitchGameModes() type: Method assemblies: - Tiny Life namespace: TinyLife summary: >- Returns whether the game mode of the game can currently be switched. This method checks the if it is active, as well as the and the 's requirements. example: [] syntax: content: public bool CanSwitchGameModes() return: type: System.Boolean description: Whether the game can currently switch game modes. content.vb: Public Function CanSwitchGameModes() As Boolean overload: TinyLife.GameImpl.CanSwitchGameModes* - uid: TinyLife.GameImpl.FadeKeyboardLighting(Microsoft.Xna.Framework.Color) commentId: M:TinyLife.GameImpl.FadeKeyboardLighting(Microsoft.Xna.Framework.Color) id: FadeKeyboardLighting(Microsoft.Xna.Framework.Color) parent: TinyLife.GameImpl langs: - csharp - vb name: FadeKeyboardLighting(Color) nameWithType: GameImpl.FadeKeyboardLighting(Color) fullName: TinyLife.GameImpl.FadeKeyboardLighting(Microsoft.Xna.Framework.Color) type: Method assemblies: - Tiny Life namespace: TinyLife summary: >- Fades the keyboard lighting at a constant speed to make it result in the passed color. This method only has an effect if the game is running on desktop, and the user has a lighting-capable keyboard. example: [] syntax: content: public void FadeKeyboardLighting(Color newColor) parameters: - id: newColor type: Microsoft.Xna.Framework.Color description: The color to fade to; transparency is ignored content.vb: Public Sub FadeKeyboardLighting(newColor As Color) overload: TinyLife.GameImpl.FadeKeyboardLighting* - uid: TinyLife.GameImpl.TakeScreenshot(Microsoft.Xna.Framework.Point,System.Nullable{MLEM.Maths.RectangleF},System.Nullable{Microsoft.Xna.Framework.Matrix},Microsoft.Xna.Framework.Graphics.RenderTarget2D) commentId: M:TinyLife.GameImpl.TakeScreenshot(Microsoft.Xna.Framework.Point,System.Nullable{MLEM.Maths.RectangleF},System.Nullable{Microsoft.Xna.Framework.Matrix},Microsoft.Xna.Framework.Graphics.RenderTarget2D) id: TakeScreenshot(Microsoft.Xna.Framework.Point,System.Nullable{MLEM.Maths.RectangleF},System.Nullable{Microsoft.Xna.Framework.Matrix},Microsoft.Xna.Framework.Graphics.RenderTarget2D) parent: TinyLife.GameImpl langs: - csharp - vb name: TakeScreenshot(Point, RectangleF?, Matrix?, RenderTarget2D) nameWithType: GameImpl.TakeScreenshot(Point, RectangleF?, Matrix?, RenderTarget2D) fullName: TinyLife.GameImpl.TakeScreenshot(Microsoft.Xna.Framework.Point, MLEM.Maths.RectangleF?, Microsoft.Xna.Framework.Matrix?, Microsoft.Xna.Framework.Graphics.RenderTarget2D) type: Method assemblies: - Tiny Life namespace: TinyLife summary: Takes a screenshot and stores it in the default location, using a file name that contains the current date and time example: [] syntax: content: public void TakeScreenshot(Point size, RectangleF? visibleArea = null, Matrix? visibleMatrix = null, RenderTarget2D lightmap = null) parameters: - id: size type: Microsoft.Xna.Framework.Point description: The size, in pixels, of the resulting screenshots - id: visibleArea type: System.Nullable{MLEM.Maths.RectangleF} description: The area that should be marked as visible, in world space. This determines culling values. - id: visibleMatrix type: System.Nullable{Microsoft.Xna.Framework.Matrix} description: A matrix that has a translation and scale that determines the visible area of the screenshot - id: lightmap type: Microsoft.Xna.Framework.Graphics.RenderTarget2D description: The light map to draw light onto, or null to use the default light map content.vb: Public Sub TakeScreenshot(size As Point, visibleArea As RectangleF? = Nothing, visibleMatrix As Matrix? = Nothing, lightmap As RenderTarget2D = Nothing) overload: TinyLife.GameImpl.TakeScreenshot* - uid: TinyLife.GameImpl.MarkLotVisible(TinyLife.World.Lot) commentId: M:TinyLife.GameImpl.MarkLotVisible(TinyLife.World.Lot) id: MarkLotVisible(TinyLife.World.Lot) parent: TinyLife.GameImpl langs: - csharp - vb name: MarkLotVisible(Lot) nameWithType: GameImpl.MarkLotVisible(Lot) fullName: TinyLife.GameImpl.MarkLotVisible(TinyLife.World.Lot) type: Method assemblies: - Tiny Life namespace: TinyLife summary: >- Marks the given lot as visible for the player. The method should be used in favor of this method in most cases. By default, visibility lasts for 30 seconds of real time. example: [] syntax: content: public void MarkLotVisible(Lot lot) parameters: - id: lot type: TinyLife.World.Lot description: The lot to mark as visible content.vb: Public Sub MarkLotVisible(lot As Lot) overload: TinyLife.GameImpl.MarkLotVisible* - uid: TinyLife.GameImpl.MarkLotNonVisible(TinyLife.World.Lot) commentId: M:TinyLife.GameImpl.MarkLotNonVisible(TinyLife.World.Lot) id: MarkLotNonVisible(TinyLife.World.Lot) parent: TinyLife.GameImpl langs: - csharp - vb name: MarkLotNonVisible(Lot) nameWithType: GameImpl.MarkLotNonVisible(Lot) fullName: TinyLife.GameImpl.MarkLotNonVisible(TinyLife.World.Lot) type: Method assemblies: - Tiny Life namespace: TinyLife summary: Marks a lot non-visible if it's currently visible to the player. example: [] syntax: content: public void MarkLotNonVisible(Lot lot) parameters: - id: lot type: TinyLife.World.Lot description: The lot to remove visibility for content.vb: Public Sub MarkLotNonVisible(lot As Lot) overload: TinyLife.GameImpl.MarkLotNonVisible* - uid: TinyLife.GameImpl.IsLotVisible(TinyLife.World.Lot) commentId: M:TinyLife.GameImpl.IsLotVisible(TinyLife.World.Lot) id: IsLotVisible(TinyLife.World.Lot) parent: TinyLife.GameImpl langs: - csharp - vb name: IsLotVisible(Lot) nameWithType: GameImpl.IsLotVisible(Lot) fullName: TinyLife.GameImpl.IsLotVisible(TinyLife.World.Lot) type: Method assemblies: - Tiny Life namespace: TinyLife summary: >- Returns whether the given lot is considered visible to the player. Note that passing the 's will always cause this method to return true. example: [] syntax: content: public bool IsLotVisible(Lot lot) parameters: - id: lot type: TinyLife.World.Lot description: The lot to query return: type: System.Boolean description: Whether the lot is visible content.vb: Public Function IsLotVisible(lot As Lot) As Boolean overload: TinyLife.GameImpl.IsLotVisible* - uid: TinyLife.GameImpl.FollowPerson(TinyLife.Objects.PersonLike,System.Boolean,System.Action) commentId: M:TinyLife.GameImpl.FollowPerson(TinyLife.Objects.PersonLike,System.Boolean,System.Action) id: FollowPerson(TinyLife.Objects.PersonLike,System.Boolean,System.Action) parent: TinyLife.GameImpl langs: - csharp - vb name: FollowPerson(PersonLike, bool, Action) nameWithType: GameImpl.FollowPerson(PersonLike, bool, Action) fullName: TinyLife.GameImpl.FollowPerson(TinyLife.Objects.PersonLike, bool, System.Action) type: Method assemblies: - Tiny Life namespace: TinyLife summary: Causes the camera to follow the given person, optionally switching to the map the person is on using . example: [] syntax: content: public bool FollowPerson(PersonLike person, bool switchToMap = true, Action additionalAction = null) parameters: - id: person type: TinyLife.Objects.PersonLike description: The person to follow. - id: switchToMap type: System.Boolean description: Whether to switch to the map the person is on. - id: additionalAction type: System.Action description: An optional additional action that should be invoked when the camera is moved, which is passed to when switching maps, or invoked immediately when not switching maps. return: type: System.Boolean description: Whether following the person was successful, which is false if switchToMap is false and the person's doesn't match the , or if the ui system while trying to switch the active map. content.vb: Public Function FollowPerson(person As PersonLike, switchToMap As Boolean = True, additionalAction As Action = Nothing) As Boolean overload: TinyLife.GameImpl.FollowPerson* nameWithType.vb: GameImpl.FollowPerson(PersonLike, Boolean, Action) fullName.vb: TinyLife.GameImpl.FollowPerson(TinyLife.Objects.PersonLike, Boolean, System.Action) name.vb: FollowPerson(PersonLike, Boolean, Action) - uid: TinyLife.GameImpl.AddMapToSave(TinyLife.PerSaveOptions.MapInfo,System.Action) commentId: M:TinyLife.GameImpl.AddMapToSave(TinyLife.PerSaveOptions.MapInfo,System.Action) id: AddMapToSave(TinyLife.PerSaveOptions.MapInfo,System.Action) parent: TinyLife.GameImpl langs: - csharp - vb name: AddMapToSave(MapInfo, Action) nameWithType: GameImpl.AddMapToSave(PerSaveOptions.MapInfo, Action) fullName: TinyLife.GameImpl.AddMapToSave(TinyLife.PerSaveOptions.MapInfo, System.Action) type: Method assemblies: - Tiny Life namespace: TinyLife summary: >- Adds a map with the given to the currently active save game, additionally invoking all required events. This method causes a loading screen to appear, so its actions are not invoked immediately. example: [] syntax: content: public void AddMapToSave(PerSaveOptions.MapInfo info, Action after = null) parameters: - id: info type: TinyLife.PerSaveOptions.MapInfo description: The info of the map to load and add. - id: after type: System.Action description: An action that is invoked after the map has been added successfully, and after the loading screen has been removed. content.vb: Public Sub AddMapToSave(info As PerSaveOptions.MapInfo, after As Action = Nothing) overload: TinyLife.GameImpl.AddMapToSave* - uid: TinyLife.GameImpl.RemoveMapFromSave(TinyLife.World.Map) commentId: M:TinyLife.GameImpl.RemoveMapFromSave(TinyLife.World.Map) id: RemoveMapFromSave(TinyLife.World.Map) parent: TinyLife.GameImpl langs: - csharp - vb name: RemoveMapFromSave(Map) nameWithType: GameImpl.RemoveMapFromSave(Map) fullName: TinyLife.GameImpl.RemoveMapFromSave(TinyLife.World.Map) type: Method assemblies: - Tiny Life namespace: TinyLife summary: Removes the given from the currently active save game, additionally causing its method to be invoked. example: [] syntax: content: public void RemoveMapFromSave(Map map) parameters: - id: map type: TinyLife.World.Map description: The map to remove. content.vb: Public Sub RemoveMapFromSave(map As Map) overload: TinyLife.GameImpl.RemoveMapFromSave* - uid: TinyLife.GameImpl.CompleteAchievement(TinyLife.Goals.AchievementType) commentId: M:TinyLife.GameImpl.CompleteAchievement(TinyLife.Goals.AchievementType) id: CompleteAchievement(TinyLife.Goals.AchievementType) parent: TinyLife.GameImpl langs: - csharp - vb name: CompleteAchievement(AchievementType) nameWithType: GameImpl.CompleteAchievement(AchievementType) fullName: TinyLife.GameImpl.CompleteAchievement(TinyLife.Goals.AchievementType) type: Method assemblies: - Tiny Life namespace: TinyLife summary: Completes the achievement in this map's collection with the given . example: [] syntax: content: public bool CompleteAchievement(AchievementType type) parameters: - id: type type: TinyLife.Goals.AchievementType description: The type of achievement to complete. return: type: System.Boolean description: true if the achievement could be completed successfully, false if it was already completed. content.vb: Public Function CompleteAchievement(type As AchievementType) As Boolean overload: TinyLife.GameImpl.CompleteAchievement* references: - uid: TinyLife commentId: N:TinyLife href: TinyLife.html name: TinyLife nameWithType: TinyLife fullName: TinyLife - uid: System.Object commentId: T:System.Object parent: System isExternal: true href: https://learn.microsoft.com/dotnet/api/system.object name: object nameWithType: object fullName: object nameWithType.vb: Object fullName.vb: Object name.vb: Object - uid: Microsoft.Xna.Framework.Game commentId: T:Microsoft.Xna.Framework.Game parent: Microsoft.Xna.Framework isExternal: true name: Game nameWithType: Game fullName: Microsoft.Xna.Framework.Game - uid: MLEM.Startup.MlemGame commentId: T:MLEM.Startup.MlemGame parent: MLEM.Startup isExternal: true name: MlemGame nameWithType: MlemGame fullName: MLEM.Startup.MlemGame - uid: System.IDisposable commentId: T:System.IDisposable parent: System isExternal: true href: https://learn.microsoft.com/dotnet/api/system.idisposable name: IDisposable nameWithType: IDisposable fullName: System.IDisposable - uid: MLEM.Startup.MlemGame.GraphicsDeviceManager commentId: F:MLEM.Startup.MlemGame.GraphicsDeviceManager parent: MLEM.Startup.MlemGame isExternal: true name: GraphicsDeviceManager nameWithType: MlemGame.GraphicsDeviceManager fullName: MLEM.Startup.MlemGame.GraphicsDeviceManager - uid: MLEM.Startup.MlemGame.Update(Microsoft.Xna.Framework.GameTime) commentId: M:MLEM.Startup.MlemGame.Update(Microsoft.Xna.Framework.GameTime) parent: MLEM.Startup.MlemGame isExternal: true name: Update(GameTime) nameWithType: MlemGame.Update(GameTime) fullName: MLEM.Startup.MlemGame.Update(Microsoft.Xna.Framework.GameTime) spec.csharp: - uid: MLEM.Startup.MlemGame.Update(Microsoft.Xna.Framework.GameTime) name: Update isExternal: true - name: ( - uid: Microsoft.Xna.Framework.GameTime name: GameTime isExternal: true - name: ) spec.vb: - uid: MLEM.Startup.MlemGame.Update(Microsoft.Xna.Framework.GameTime) name: Update isExternal: true - name: ( - uid: Microsoft.Xna.Framework.GameTime name: GameTime isExternal: true - name: ) - uid: MLEM.Startup.MlemGame.Draw(Microsoft.Xna.Framework.GameTime) commentId: M:MLEM.Startup.MlemGame.Draw(Microsoft.Xna.Framework.GameTime) parent: MLEM.Startup.MlemGame isExternal: true name: Draw(GameTime) nameWithType: MlemGame.Draw(GameTime) fullName: MLEM.Startup.MlemGame.Draw(Microsoft.Xna.Framework.GameTime) spec.csharp: - uid: MLEM.Startup.MlemGame.Draw(Microsoft.Xna.Framework.GameTime) name: Draw isExternal: true - name: ( - uid: Microsoft.Xna.Framework.GameTime name: GameTime isExternal: true - name: ) spec.vb: - uid: MLEM.Startup.MlemGame.Draw(Microsoft.Xna.Framework.GameTime) name: Draw isExternal: true - name: ( - uid: Microsoft.Xna.Framework.GameTime name: GameTime isExternal: true - name: ) - uid: MLEM.Startup.MlemGame.InitializeDefaultUiStyle(Microsoft.Xna.Framework.Graphics.SpriteBatch) commentId: M:MLEM.Startup.MlemGame.InitializeDefaultUiStyle(Microsoft.Xna.Framework.Graphics.SpriteBatch) parent: MLEM.Startup.MlemGame isExternal: true name: InitializeDefaultUiStyle(SpriteBatch) nameWithType: MlemGame.InitializeDefaultUiStyle(SpriteBatch) fullName: MLEM.Startup.MlemGame.InitializeDefaultUiStyle(Microsoft.Xna.Framework.Graphics.SpriteBatch) spec.csharp: - uid: MLEM.Startup.MlemGame.InitializeDefaultUiStyle(Microsoft.Xna.Framework.Graphics.SpriteBatch) name: InitializeDefaultUiStyle isExternal: true - name: ( - uid: Microsoft.Xna.Framework.Graphics.SpriteBatch name: SpriteBatch isExternal: true - name: ) spec.vb: - uid: MLEM.Startup.MlemGame.InitializeDefaultUiStyle(Microsoft.Xna.Framework.Graphics.SpriteBatch) name: InitializeDefaultUiStyle isExternal: true - name: ( - uid: Microsoft.Xna.Framework.Graphics.SpriteBatch name: SpriteBatch isExternal: true - name: ) - uid: MLEM.Startup.MlemGame.LoadContent``1(System.String) commentId: M:MLEM.Startup.MlemGame.LoadContent``1(System.String) parent: MLEM.Startup.MlemGame isExternal: true href: https://learn.microsoft.com/dotnet/api/system.string name: LoadContent(string) nameWithType: MlemGame.LoadContent(string) fullName: MLEM.Startup.MlemGame.LoadContent(string) nameWithType.vb: MlemGame.LoadContent(Of T)(String) fullName.vb: MLEM.Startup.MlemGame.LoadContent(Of T)(String) name.vb: LoadContent(Of T)(String) spec.csharp: - uid: MLEM.Startup.MlemGame.LoadContent``1(System.String) name: LoadContent isExternal: true - name: < - name: T - name: '>' - name: ( - uid: System.String name: string isExternal: true href: https://learn.microsoft.com/dotnet/api/system.string - name: ) spec.vb: - uid: MLEM.Startup.MlemGame.LoadContent``1(System.String) name: LoadContent isExternal: true - name: ( - name: Of - name: " " - name: T - name: ) - name: ( - uid: System.String name: String isExternal: true href: https://learn.microsoft.com/dotnet/api/system.string - name: ) - uid: MLEM.Startup.MlemGame.Input commentId: P:MLEM.Startup.MlemGame.Input parent: MLEM.Startup.MlemGame isExternal: true name: Input nameWithType: MlemGame.Input fullName: MLEM.Startup.MlemGame.Input - uid: MLEM.Startup.MlemGame.SpriteBatch commentId: P:MLEM.Startup.MlemGame.SpriteBatch parent: MLEM.Startup.MlemGame isExternal: true name: SpriteBatch nameWithType: MlemGame.SpriteBatch fullName: MLEM.Startup.MlemGame.SpriteBatch - uid: MLEM.Startup.MlemGame.InputHandler commentId: P:MLEM.Startup.MlemGame.InputHandler parent: MLEM.Startup.MlemGame isExternal: true name: InputHandler nameWithType: MlemGame.InputHandler fullName: MLEM.Startup.MlemGame.InputHandler - uid: MLEM.Startup.MlemGame.UiSystem commentId: P:MLEM.Startup.MlemGame.UiSystem parent: MLEM.Startup.MlemGame isExternal: true name: UiSystem nameWithType: MlemGame.UiSystem fullName: MLEM.Startup.MlemGame.UiSystem - uid: MLEM.Startup.MlemGame.OnLoadContent commentId: E:MLEM.Startup.MlemGame.OnLoadContent parent: MLEM.Startup.MlemGame isExternal: true name: OnLoadContent nameWithType: MlemGame.OnLoadContent fullName: MLEM.Startup.MlemGame.OnLoadContent - uid: MLEM.Startup.MlemGame.PreUpdate commentId: E:MLEM.Startup.MlemGame.PreUpdate parent: MLEM.Startup.MlemGame isExternal: true name: PreUpdate nameWithType: MlemGame.PreUpdate fullName: MLEM.Startup.MlemGame.PreUpdate - uid: MLEM.Startup.MlemGame.OnUpdate commentId: E:MLEM.Startup.MlemGame.OnUpdate parent: MLEM.Startup.MlemGame isExternal: true name: OnUpdate nameWithType: MlemGame.OnUpdate fullName: MLEM.Startup.MlemGame.OnUpdate - uid: MLEM.Startup.MlemGame.PreDraw commentId: E:MLEM.Startup.MlemGame.PreDraw parent: MLEM.Startup.MlemGame isExternal: true name: PreDraw nameWithType: MlemGame.PreDraw fullName: MLEM.Startup.MlemGame.PreDraw - uid: MLEM.Startup.MlemGame.OnDraw commentId: E:MLEM.Startup.MlemGame.OnDraw parent: MLEM.Startup.MlemGame isExternal: true name: OnDraw nameWithType: MlemGame.OnDraw fullName: MLEM.Startup.MlemGame.OnDraw - uid: Microsoft.Xna.Framework.Game.Dispose commentId: M:Microsoft.Xna.Framework.Game.Dispose parent: Microsoft.Xna.Framework.Game isExternal: true name: Dispose() nameWithType: Game.Dispose() fullName: Microsoft.Xna.Framework.Game.Dispose() spec.csharp: - uid: Microsoft.Xna.Framework.Game.Dispose name: Dispose isExternal: true - name: ( - name: ) spec.vb: - uid: Microsoft.Xna.Framework.Game.Dispose name: Dispose isExternal: true - name: ( - name: ) - uid: Microsoft.Xna.Framework.Game.Exit commentId: M:Microsoft.Xna.Framework.Game.Exit parent: Microsoft.Xna.Framework.Game isExternal: true name: Exit() nameWithType: Game.Exit() fullName: Microsoft.Xna.Framework.Game.Exit() spec.csharp: - uid: Microsoft.Xna.Framework.Game.Exit name: Exit isExternal: true - name: ( - name: ) spec.vb: - uid: Microsoft.Xna.Framework.Game.Exit name: Exit isExternal: true - name: ( - name: ) - uid: Microsoft.Xna.Framework.Game.ResetElapsedTime commentId: M:Microsoft.Xna.Framework.Game.ResetElapsedTime parent: Microsoft.Xna.Framework.Game isExternal: true name: ResetElapsedTime() nameWithType: Game.ResetElapsedTime() fullName: Microsoft.Xna.Framework.Game.ResetElapsedTime() spec.csharp: - uid: Microsoft.Xna.Framework.Game.ResetElapsedTime name: ResetElapsedTime isExternal: true - name: ( - name: ) spec.vb: - uid: Microsoft.Xna.Framework.Game.ResetElapsedTime name: ResetElapsedTime isExternal: true - name: ( - name: ) - uid: Microsoft.Xna.Framework.Game.SuppressDraw commentId: M:Microsoft.Xna.Framework.Game.SuppressDraw parent: Microsoft.Xna.Framework.Game isExternal: true name: SuppressDraw() nameWithType: Game.SuppressDraw() fullName: Microsoft.Xna.Framework.Game.SuppressDraw() spec.csharp: - uid: Microsoft.Xna.Framework.Game.SuppressDraw name: SuppressDraw isExternal: true - name: ( - name: ) spec.vb: - uid: Microsoft.Xna.Framework.Game.SuppressDraw name: SuppressDraw isExternal: true - name: ( - name: ) - uid: Microsoft.Xna.Framework.Game.RunOneFrame commentId: M:Microsoft.Xna.Framework.Game.RunOneFrame parent: Microsoft.Xna.Framework.Game isExternal: true name: RunOneFrame() nameWithType: Game.RunOneFrame() fullName: Microsoft.Xna.Framework.Game.RunOneFrame() spec.csharp: - uid: Microsoft.Xna.Framework.Game.RunOneFrame name: RunOneFrame isExternal: true - name: ( - name: ) spec.vb: - uid: Microsoft.Xna.Framework.Game.RunOneFrame name: RunOneFrame isExternal: true - name: ( - name: ) - uid: Microsoft.Xna.Framework.Game.Run commentId: M:Microsoft.Xna.Framework.Game.Run parent: Microsoft.Xna.Framework.Game isExternal: true name: Run() nameWithType: Game.Run() fullName: Microsoft.Xna.Framework.Game.Run() spec.csharp: - uid: Microsoft.Xna.Framework.Game.Run name: Run isExternal: true - name: ( - name: ) spec.vb: - uid: Microsoft.Xna.Framework.Game.Run name: Run isExternal: true - name: ( - name: ) - uid: Microsoft.Xna.Framework.Game.Run(Microsoft.Xna.Framework.GameRunBehavior) commentId: M:Microsoft.Xna.Framework.Game.Run(Microsoft.Xna.Framework.GameRunBehavior) parent: Microsoft.Xna.Framework.Game isExternal: true name: Run(GameRunBehavior) nameWithType: Game.Run(GameRunBehavior) fullName: Microsoft.Xna.Framework.Game.Run(Microsoft.Xna.Framework.GameRunBehavior) spec.csharp: - uid: Microsoft.Xna.Framework.Game.Run(Microsoft.Xna.Framework.GameRunBehavior) name: Run isExternal: true - name: ( - uid: Microsoft.Xna.Framework.GameRunBehavior name: GameRunBehavior isExternal: true - name: ) spec.vb: - uid: Microsoft.Xna.Framework.Game.Run(Microsoft.Xna.Framework.GameRunBehavior) name: Run isExternal: true - name: ( - uid: Microsoft.Xna.Framework.GameRunBehavior name: GameRunBehavior isExternal: true - name: ) - uid: Microsoft.Xna.Framework.Game.Tick commentId: M:Microsoft.Xna.Framework.Game.Tick parent: Microsoft.Xna.Framework.Game isExternal: true name: Tick() nameWithType: Game.Tick() fullName: Microsoft.Xna.Framework.Game.Tick() spec.csharp: - uid: Microsoft.Xna.Framework.Game.Tick name: Tick isExternal: true - name: ( - name: ) spec.vb: - uid: Microsoft.Xna.Framework.Game.Tick name: Tick isExternal: true - name: ( - name: ) - uid: Microsoft.Xna.Framework.Game.BeginDraw commentId: M:Microsoft.Xna.Framework.Game.BeginDraw parent: Microsoft.Xna.Framework.Game isExternal: true name: BeginDraw() nameWithType: Game.BeginDraw() fullName: Microsoft.Xna.Framework.Game.BeginDraw() spec.csharp: - uid: Microsoft.Xna.Framework.Game.BeginDraw name: BeginDraw isExternal: true - name: ( - name: ) spec.vb: - uid: Microsoft.Xna.Framework.Game.BeginDraw name: BeginDraw isExternal: true - name: ( - name: ) - uid: Microsoft.Xna.Framework.Game.EndDraw commentId: M:Microsoft.Xna.Framework.Game.EndDraw parent: Microsoft.Xna.Framework.Game isExternal: true name: EndDraw() nameWithType: Game.EndDraw() fullName: Microsoft.Xna.Framework.Game.EndDraw() spec.csharp: - uid: Microsoft.Xna.Framework.Game.EndDraw name: EndDraw isExternal: true - name: ( - name: ) spec.vb: - uid: Microsoft.Xna.Framework.Game.EndDraw name: EndDraw isExternal: true - name: ( - name: ) - uid: Microsoft.Xna.Framework.Game.BeginRun commentId: M:Microsoft.Xna.Framework.Game.BeginRun parent: Microsoft.Xna.Framework.Game isExternal: true name: BeginRun() nameWithType: Game.BeginRun() fullName: Microsoft.Xna.Framework.Game.BeginRun() spec.csharp: - uid: Microsoft.Xna.Framework.Game.BeginRun name: BeginRun isExternal: true - name: ( - 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