<?xml version="1.0"?>
<doc>
    <assembly>
        <name>Microsoft.Xna.Framework.Toolkit</name>
    </assembly>
    <members>
        <member name="T:Microsoft.Xna.Framework.Input.ButtonState">
            <summary>
            Identifies the state of a controller button. 
            </summary>
        </member>
        <member name="F:Microsoft.Xna.Framework.Input.ButtonState.Released">
            <summary>
            The button is pressed.
            </summary>
        </member>
        <member name="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed">
            <summary>
            The button is released.
            </summary>
        </member>
        <member name="T:Microsoft.Xna.Framework.Input.Keyboard">
            <summary>
            Allows retrieval of keystrokes from a keyboard input device. 
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Input.Keyboard.GetState">
            <summary>
            Returns the current keyboard state.
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Input.Keyboard.CheckModifiers">
            <summary>
            We must handle modifier separately because sometimes they won't raise keyup event.
            </summary>
        </member>
        <member name="P:Microsoft.Xna.Framework.Input.Keyboard.RootControl">
            <summary>
            Gets or sets the control used for keyboard processing.
            </summary>
        </member>
        <member name="T:Microsoft.Xna.Framework.Input.KeyboardState">
            <summary>
            Represents a state of keystrokes recorded by a keyboard input device. 
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Input.KeyboardState.#ctor(Microsoft.Xna.Framework.Input.KeyboardState)">
            <summary>
            Initializes a new instance of the KeyboardState class. 
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Input.KeyboardState.#ctor(System.Windows.Input.Key[])">
            <summary>
            Initializes a new instance of the KeyboardState class. 
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Input.KeyboardState.IsKeyDown(System.Windows.Input.Key)">
            <summary>
            Returns whether a specified key is currently being pressed.
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Input.KeyboardState.IsKeyUp(System.Windows.Input.Key)">
            <summary>
            Returns whether a specified key is currently not pressed.
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Input.KeyboardState.GetPressedKeys">
            <summary>
            Gets an array of values that correspond to the keyboard keys that are currently being pressed.
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Input.KeyboardState.op_Equality(Microsoft.Xna.Framework.Input.KeyboardState,Microsoft.Xna.Framework.Input.KeyboardState)">
            <summary>
            Compares two objects to determine whether they are the same.
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Input.KeyboardState.op_Inequality(Microsoft.Xna.Framework.Input.KeyboardState,Microsoft.Xna.Framework.Input.KeyboardState)">
            <summary>
            Compares two objects to determine whether they are different.
            </summary>
        </member>
        <member name="P:Microsoft.Xna.Framework.Input.KeyboardState.Item(System.Windows.Input.Key)">
            <summary>
            Returns the state of a particular key.
            </summary>
        </member>
        <member name="T:Microsoft.Xna.Framework.Input.KeyState">
            <summary>
            Identifies the state of a keyboard key. 
            </summary>
        </member>
        <member name="F:Microsoft.Xna.Framework.Input.KeyState.Down">
            <summary>
            Key is pressed.
            </summary>
        </member>
        <member name="F:Microsoft.Xna.Framework.Input.KeyState.Up">
            <summary>
            Key is released.
            </summary>
        </member>
        <member name="T:Microsoft.Xna.Framework.Input.Mouse">
            <summary>
            Allows retrieval of position and button clicks from a mouse input device. 
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Input.Mouse.GetState">
            <summary>
            Gets the current state of the mouse, including mouse position and buttons pressed.
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Input.Mouse.SetPosition(System.Int32,System.Int32)">
            <summary>
            Sets the position of the mouse cursor relative to the upper-left corner of the control.
            </summary>
        </member>
        <member name="P:Microsoft.Xna.Framework.Input.Mouse.RootControl">
            <summary>
            Gets or sets the control used for mouse processing. Mouse coordinates returned by GetState are relative to the upper-left corner of this control.
            </summary>
        </member>
        <member name="T:Microsoft.Xna.Framework.Input.MouseState">
            <summary>
            Represents the state of a mouse input device, including mouse cursor position and buttons pressed. 
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Input.MouseState.#ctor(System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.Input.ButtonState)">
            <summary>
            Initializes a new instance of the MouseState class.
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Input.MouseState.GetHashCode">
            <summary>
            Gets the hash code for this instance.
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Input.MouseState.op_Equality(Microsoft.Xna.Framework.Input.MouseState,Microsoft.Xna.Framework.Input.MouseState)">
            <summary>
            Determines whether two MouseState instances are equal.
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Input.MouseState.op_Inequality(Microsoft.Xna.Framework.Input.MouseState,Microsoft.Xna.Framework.Input.MouseState)">
            <summary>
            Determines whether two MouseState instances are not equal.
            </summary>
        </member>
        <member name="P:Microsoft.Xna.Framework.Input.MouseState.X">
            <summary>
            Specifies the horizontal position of the mouse cursor.
            </summary>
        </member>
        <member name="P:Microsoft.Xna.Framework.Input.MouseState.Y">
            <summary>
            Specifies the vertical position of the mouse cursor.
            </summary>
        </member>
        <member name="P:Microsoft.Xna.Framework.Input.MouseState.LeftButton">
            <summary>
            Returns the state of the left mouse button.
            </summary>
        </member>
        <member name="P:Microsoft.Xna.Framework.Input.MouseState.RightButton">
            <summary>
            Returns the state of the right mouse button.
            </summary>
        </member>
        <member name="P:Microsoft.Xna.Framework.Input.MouseState.MiddleButton">
            <summary>
            Returns the state of the middle mouse button.
            </summary>
        </member>
        <member name="P:Microsoft.Xna.Framework.Input.MouseState.XButton1">
            <summary>
            Returns the state of XBUTTON1.
            </summary>
        </member>
        <member name="P:Microsoft.Xna.Framework.Input.MouseState.XButton2">
            <summary>
            Returns the state of XBUTTON2.
            </summary>
        </member>
        <member name="P:Microsoft.Xna.Framework.Input.MouseState.ScrollWheelValue">
            <summary>
            Gets the cumulative mouse scroll wheel value since the game was started.
            </summary>
        </member>
        <member name="T:Microsoft.Xna.Framework.Graphics.SilverlightEffectInternalParameter">
            <summary>
            Internal parameter class for SilverlightEffect
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Graphics.SilverlightEffectInternalParameter.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.String)">
            <summary>Creates a new effect parameter</summary>
        </member>
        <member name="P:Microsoft.Xna.Framework.Graphics.SilverlightEffectInternalParameter.Name">
            <summary>
            Get or set the name of the parameter
            </summary>
        </member>
        <member name="T:Microsoft.Xna.Framework.Graphics.SilverlightEffect">
            <summary>
            Provides support for .fx files.
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Graphics.SilverlightEffect.#ctor(Microsoft.Xna.Framework.Graphics.EffectTechnique[])">
            <summary>
            Creates a new SilverlightEffect with default parameter settings.
            </summary>
        </member>
        <member name="P:Microsoft.Xna.Framework.Graphics.SilverlightEffect.Parameters">
            <summary>
            Get the parameters list.
            </summary>
        </member>
        <member name="T:Microsoft.Xna.Framework.Graphics.SilverlightEffectParameter">
            <summary>
            Parameter class for SilverlightEffect
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Graphics.SilverlightEffectParameter.#ctor(System.String)">
            <summary>Creates a new effect parameter</summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Graphics.SilverlightEffectParameter.SetValue(System.Single)">
            <summary>
            Affect a single value to the parameter
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Graphics.SilverlightEffectParameter.SetValue(Microsoft.Xna.Framework.Vector2)">
            <summary>
            Affect a Vector2 value to the parameter
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Graphics.SilverlightEffectParameter.SetValue(Microsoft.Xna.Framework.Vector3)">
            <summary>
            Affect a Vector3 value to the parameter
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Graphics.SilverlightEffectParameter.SetValue(Microsoft.Xna.Framework.Vector4)">
            <summary>
            Affect a Vector4 value to the parameter
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Graphics.SilverlightEffectParameter.SetValue(Microsoft.Xna.Framework.Matrix)">
            <summary>
            Affect a Matrix value to the parameter
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Graphics.SilverlightEffectParameter.SetValue(Microsoft.Xna.Framework.Matrix[])">
            <summary>
            Affect an array of Matrix value to the parameter
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Graphics.SilverlightEffectParameter.SetValue(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Affect a 4 floats to the parameter
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Graphics.SilverlightEffectParameter.SetValue(System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
            <summary>
            Affect 4 booleans value to the parameter
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Graphics.SilverlightEffectParameter.SetValue(Microsoft.Xna.Framework.Color,System.Single)">
            <summary>
            Affect a color (with alpha value) to the parameter
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Graphics.SilverlightEffectParameter.SetValue(Microsoft.Xna.Framework.Color)">
            <summary>
            Affect a color value to the parameter
            </summary>
        </member>
        <member name="P:Microsoft.Xna.Framework.Graphics.SilverlightEffectParameter.Name">
            <summary>
            Get or set the name of the parameter
            </summary>
        </member>
        <member name="T:Microsoft.Xna.Framework.Graphics.SilverlightEffectParametersCollection">
            <summary>
            Define the collection of parameters for SilverlightEffect class.
            </summary>
        </member>
        <member name="P:Microsoft.Xna.Framework.Graphics.SilverlightEffectParametersCollection.Item(System.Int32)">
            <summary>Gets a specific SilverlightEffectParameter object by using an index value.</summary>
            <param name="index">Index of the SilverlightEffectParameter to get.</param>
        </member>
        <member name="P:Microsoft.Xna.Framework.Graphics.SilverlightEffectParametersCollection.Item(System.String)">
            <summary>Gets a specific SilverlightEffectParameter by name.</summary>
            <param name="name">The name of the SilverlightEffectParameter to retrieve.</param>
        </member>
        <member name="P:Microsoft.Xna.Framework.Graphics.SilverlightEffectParametersCollection.Count">
            <summary>Gets the number of EffectParameter objects in this EffectParameterCollection.</summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Graphics.SilverlightEffectPass.#ctor(System.String,Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream,System.IO.Stream,System.IO.Stream,System.IO.Stream)">
            <summary>
            Creates a new effect pass.
            Marked as internal to prevent users from creating it.
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Graphics.SilverlightEffectPass.Apply">
            <summary>Begins this pass</summary>
        </member>
        <member name="P:Microsoft.Xna.Framework.Graphics.SilverlightEffectPass.Name">
            <summary>
            Get or set the name of the pass
            </summary>
        </member>
        <member name="T:Microsoft.Xna.Framework.Content.SilverlightEffectReader">
            <summary>
            Read SilverlightEffect.
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Content.SilverlightEffectReader.Read(Microsoft.Xna.Framework.Content.ContentReader,Microsoft.Xna.Framework.Graphics.SilverlightEffect)">
            <summary>
            Read and create a SilverlightEffect
            </summary>
        </member>
        <member name="T:Microsoft.Xna.Framework.Graphics.SilverlightEffectState">
            <summary>
            We need a class to handle the difference between .fx files (which use independent states settings) 
            and XNA (which uses group of states)
            </summary>
        </member>
        <member name="M:Microsoft.Xna.Framework.Graphics.SilverlightEffectState.ProcessState(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
            <summary>
            Check if we must emit a new state
            </summary>
        </member>
    </members>
</doc>
