<?xml version="1.0"?>
<doc>
    <assembly>
        <name>FlatRedBall</name>
    </assembly>
    <members>
        <member name="T:FlatRedBall.Math.Splines.SplinePoint">
            <summary>
            A point in a Spline storing position, velocity, acceleration, and time information.
            </summary>
        </member>
        <member name="F:FlatRedBall.Math.Splines.SplinePoint.Position">
            <summary>
            The position of the SplinePoint in absolute world coordinates.
            </summary>
        </member>
        <member name="F:FlatRedBall.Math.Splines.SplinePoint.Velocity">
            <summary>
            The velocity of an object as it passes through this SplinePoint when moving along a Spline.
            </summary>
        </member>
        <member name="F:FlatRedBall.Math.Splines.SplinePoint.Acceleration">
            <summary>
            The acceleration set when passing through this SplinePoint.  This property is usually
            automatically set by the containing Spline.
            </summary>
        </member>
        <member name="F:FlatRedBall.Math.Splines.SplinePoint.Time">
            <summary>
            The time relative to the start of the Spline when an object moving through the Spline
            will pass through this point.
            </summary>
        </member>
        <member name="T:FlatRedBall.Math.Geometry.ShapeManager">
            <summary>
            Responsible for creating, destroying, and managing shapes (Circle, AxisAlignedRectangle,
            Polygon, Line).
            </summary>
        </member>
        <member name="F:FlatRedBall.Math.Geometry.ShapeManager.NumberOfVerticesForCircles">
            <summary>
            The number of vertices used when drawing a Circle.
            </summary>
        </member>
        <member name="F:FlatRedBall.Math.Geometry.ShapeManager.NumberOfVerticesForCapsule2Ds">
            <summary>
            The number of vertices used when drawing Capsule2Ds.
            </summary>
        </member>
        <member name="F:FlatRedBall.Math.Geometry.ShapeManager.NumberOfVerticesForCubes">
            <summary>
            The number of vertices used when drawing an AxisAlignedCube.
            </summary>
        </member>
        <member name="F:FlatRedBall.Math.Geometry.ShapeManager.NumberOfVerticesForSpheres">
            <summary>
            The number of vertices used when drawing a Sphere.
            </summary>
        </member>
        <member name="F:FlatRedBall.Math.Geometry.ShapeManager.mAutomaticallyUpdated">
            <summary>
            List of all managed objects.  This list contains all types of shapes
            (Circles, Polygons, etc).  This list is only used for the TimedActivity;
            not for drawing.  Therefore, shapes can exist both in this list as well as
            in the type-specific lists (mCircles, mPolygons, etc).
            </summary>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.AddAxisAlignedRectangle">
            <summary>
            Creates and returns a new visible, managed AxisAlignedRectangle.
            </summary>
            <remarks>
            The new AxisAlignedRectangle will be visible, white, and have a ScaleX and ScaleY of 1.
            </remarks>
            <returns>The new AxisAlignedRectangle.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.AddAxisAlignedRectangle(FlatRedBall.Math.Geometry.AxisAlignedRectangle)">
            <summary>
            Adds an already-created AxisAlignedRectangle to the ShapeManager.
            The newly-added AxisAlignedRectangle will be made visible by this method.
            </summary>
            <param name="axisAlignedRectangle">The AxisAlignedRectangle to add.</param>
            <returns>The same AxisAlignedRectangle as was passed to the method.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.AddAxisAlignedRectangleList(FlatRedBall.Math.PositionedObjectList{FlatRedBall.Math.Geometry.AxisAlignedRectangle})">
            <summary>
            Adds all AxisAlignedRectangles contained in the argument axisAlignedRectangleList to the ShapeManager.
            </summary>
            <param name="axisAlignedRectangleList">The list containing the AxisAlignedRectangles.</param>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.AddCapsule2D">
            <summary>
            Adds and returns a new visible, managed Capsule2D.
            </summary>
            <remarks>
            The new Capsule2D will be visible, white, and have an EndpointRadius of 1.
            </remarks>
            <returns>The new Capsule2D.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.AddCapsule2D(FlatRedBall.Math.Geometry.Capsule2D)">
            <summary>
            Adds an already-created Capsule2D to the ShapeManager.
            The newly-added Capsule2D will be made visible by this method.
            </summary>
            <param name="capsule2D">The Capsule2D to add.</param>
            <returns>The instance that was just added.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.AddCircle">
            <summary>
            Adds and returns a new visible, managed Circle.
            </summary>
            <remarks>
            The new Circle will be visible, white, and have a Radius of 1.
            </remarks>
            <returns>The new Circle.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.AddCircle(FlatRedBall.Math.Geometry.Circle)">
            <summary>
            Adds an already-created Circle to the ShapeManager.
            The newly-added Circle will be made visible by this method.
            </summary>
            <param name="circle">The Circle to add.</param>
            <returns>The instance that was just added.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.AddCircleList(FlatRedBall.Math.PositionedObjectList{FlatRedBall.Math.Geometry.Circle})">
            <summary>
            Adds all Circles contained in the argument circleList to the ShapeManager.
            </summary>
            <param name="circleList">The list containing the Circles.</param>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.AddSphere">
            <summary>
            Adds and returns a new visible, managed Sphere.
            </summary>
            <remarks>
            The new Sphere will be visible, white, and have a Radius of 1.
            </remarks>
            <returns>The new Sphere.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.AddSphere(FlatRedBall.Math.Geometry.Sphere)">
            <summary>
            Adds an already-created Sphere to the ShapeManager.
            The newly-added Sphere will be made visible by this method.
            </summary>
            <param name="sphere">The Sphere to add.</param>
            <returns>The instance that was just added.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.AddAxisAlignedCube">
            <summary>
            Adds a new visible, managed AxisAlignedCube.
            </summary>
            <returns>The new AxisAlignedCube</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.AddAxisAlignedCube(FlatRedBall.Math.Geometry.AxisAlignedCube)">
            <summary>
            Adds an already-created AxisAlignedCube to the ShapeManager.
            The newly-added AxisAlignedCube will be made visible by this method.
            </summary>
            <param name="axisAlignedCube">The AxisAlignedCube to add.</param>
            <returns>The instance that was just added.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.AddPolygon">
            <summary>
            Adds a new 0-point Polygon to the ShapeManager.
            The newly-added Polygon must have its Points property
            set to be visible and functional.
            </summary>
            <returns>The new Polygon.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.AddPolygon(FlatRedBall.Math.Geometry.Polygon)">
            <summary>
            Adds an already-created Polygon to the ShapeManager.
            The newly-added Polygon will be made visible by this method 
            if it has any points.
            </summary>
            <param name="polygon">The Polygon to add.</param>
            <returns>The instance that was just added.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.AddPolygonList``1(System.Collections.Generic.IList{``0})">
            <summary>
            Adds all Polygons contained in the argument polygonList to the ShapeManager.
            </summary>
            <param name="polygonList">The list containing the Polygons.</param>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.AddLine">
            <summary>
            Adds and returns a new visible, managed Line.
            </summary>
            <remarks>
            The new Line will be visible, white, horizontal,
            and have a length of 2 units.
            </remarks>
            <returns>The new Line.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.AddLine(FlatRedBall.Math.Geometry.Line)">
            <summary>
            Adds an already-created Line to the ShapeManager.
            The newly-added Line will be made visible by this method.
            </summary>
            <param name="line">The Line to add.</param>
            <returns>The instance that was just added.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.Remove(FlatRedBall.Math.Geometry.AxisAlignedRectangle)">
            <summary>
            Removes the argument AxisAlignedRectangle from the ShapeManager and any 2-way PositionedObjectLists it belongs to.
            </summary>
            <param name="axisAlignedRectangleToRemove">The AxisAlignedRectangle to remove.  Cannot be null.</param>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.Remove(FlatRedBall.Math.Geometry.AxisAlignedCube)">
            <summary>
            Removes the argument AxisAlignedCube from the ShapeManager and any 2-way PositionedObjectLists it belongs to.
            </summary>
            <param name="axisAlignedCubeToRemove">The AxisAlignedCube to remove.  Cannot be null.</param>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.Remove(FlatRedBall.Math.Geometry.Capsule2D)">
            <summary>
            Removes the argument Capsule2D from the ShapeManager and any 2-way
            PositionedObjectLists it belongs to.
            </summary>
            <param name="capsule2DToRemove">The Capsule2D to remove.  Should not be null.</param>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.Remove(FlatRedBall.Math.Geometry.Circle)">
            <summary>
            Removes the argument Circle from the ShapeManager and any 2-way PositionedObjectLists it belongs to.
            </summary>
            <param name="circleToRemove">The Circle to remove.  Should not be null.</param>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.Remove(FlatRedBall.Math.Geometry.Sphere)">
            <summary>
            Removes the argument Sphere from the ShapeManager and any 2-way PositionedObjectLists it belongs to.
            </summary>
            <param name="sphereToRemove">The Sphere to remove.  Should not be null.</param>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.Remove(FlatRedBall.Math.Geometry.Polygon)">
            <summary>
            Removes the argument Polygon from the ShapeManager and any 2-way PositionedObjectLists it belongs to.
            </summary>
            <param name="polygonToRemove">The Polygon to remove.  Should not be null.</param>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.Remove(FlatRedBall.Math.Geometry.Line)">
            <summary>
            Removes the argument Line from the ShapeManager and any 2-way PositionedObjectLists it belongs to.
            </summary>
            <param name="lineToRemove">The Line to remove.  Should not be null.</param>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.RemoveOneWay(FlatRedBall.Math.Geometry.Polygon)">
            <summary>
            Removes the argument Polygon from the ShapeManager.
            </summary>
            <param name="polygonToRemove">The Polygon to remove.  Should not be null.</param>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.RemoveOneWay(FlatRedBall.Math.Geometry.AxisAlignedRectangle)">
            <summary>
            Removes the argument AxisAlignedRectangle from the ShapeManager.
            </summary>
            <param name="axisAlignedRectangleToRemove">The AxisAlignedRectangle to remove.  Cannot be null.</param>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.Remove``1(System.Collections.Generic.IList{``0})">
            <summary>
            Removes all Polygons held in the argument listToRemove from the Shapemanager and any 2-way PositionedObjectLists they belong to.
            </summary>
            <typeparam name="T">The type of object which must be a Polygon.</typeparam>
            <param name="listToRemove">The list of objects to remove.</param>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeManager.ToString">
            <summary>
            Returns information about the ShapeManager.
            </summary>
            <returns>A string containing information about the ShapeManager.</returns>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.ShapeManager.UseZTestingWhenDrawing">
            <summary>
            Controls whether the ZBuffer is tested against when drawing shapes.
            Set to false to have Shapes drawn on top.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.ShapeManager.VisibleCircles">
            <summary>
            A read-only list of visible Circles contained in the ShapeManager.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.ShapeManager.VisibleRectangles">
            <summary>
            A read-only list of visible AxisAlignedRectangles contained in the ShapeManager.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.ShapeManager.VisiblePolygons">
            <summary>
            A read-only list of visible Polygons contained in the ShapeManager.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.ShapeManager.VisibleLines">
            <summary>
            A read-only list of visible Lines contained in the ShapeManager.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.ShapeManager.VisibleSpheres">
            <summary>
            A read-only list of visible Spheres contained in the ShapeManager.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.ShapeManager.VisibleAxisAlignedCubes">
            <summary>
            A read-only list of visible AxisAlignedCubes contained in the ShapeManager.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.ShapeManager.VisibleCapsule2Ds">
            <summary>
            A read-only list of visible Capsules contained in the ShapeManager.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.ShapeManager.AutomaticallyUpdatedShapes">
            <summary>
            A read-only list of shapes updated by the ShapeManager.
            </summary>
        </member>
        <member name="T:FlatRedBall.Math.AttachableList`1">
            <summary>
            A list of IAttachables which is by default two-way.
            </summary>
            <typeparam name="T">Type of the list which is of IAttachable.</typeparam>
        </member>
        <member name="T:FlatRedBall.Math.IAttachableRemovable">
            <summary>
            Interface defining that an object has a RemoveObject method.  This standardizes the way that objects remove themselves from
            two-way lists.
            </summary>
            <remarks>
            This should not be implemented outside of the FlatRedBall Engine, but is public so that PositionedOjbect-inheriting
            objects can access the lists of objects that they belong to.
            </remarks>
        </member>
        <member name="T:FlatRedBall.Utilities.INameable">
            <summary>
            Defines that an object has a name.
            </summary>
            <remarks>
            Objects which are referenced by other objects in serializable classes
            should be INameable so that the in-memory reference can be coverted to
            a string and then re-created when the object is deserialized.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Utilities.INameable.Name">
            <summary>
            The name of the object.
            </summary>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.#ctor">
            <summary>
            Creates a new AttachableList.
            </summary>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.#ctor(System.Int32)">
            <summary>
            Creates a new AttachableList with the argument capacity.
            </summary>
            <param name="capacity">The initial capacity of the new AttachableList.</param>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.GetTopParents``2(FlatRedBall.Math.AttachableList{``1})">
            <summary>
            Returns the top parents in the argument AttachableList
            </summary>
            <typeparam name="OutType">The type of object in the returned list.</typeparam>
            <typeparam name="InType">Tye type of object in the argument list</typeparam>
            <param name="poa">The list to search through.</param>
            <returns>List of T's that are the top parents of the objects in the argument AttachableList.</returns>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.Add(`0)">
            <summary>
            Adds the argument to the AttachableList and creates a two-way relationship.
            </summary>
            <param name="attachable">The IAttachable to add.</param>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.AddRange(FlatRedBall.Math.AttachableList{`0})">
            <summary>
            Adds all IAttachables contained in the argument AttachableList to this AttachableList and creates two
            way relationships.
            </summary>
            <param name="listToAdd"></param>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.AddOneWay(`0)">
            <summary>
            Adds the argument attachable to this without creating a two-way relationship.
            </summary>
            <param name="attachable">The IAttachable to add to this.</param>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.AddRangeOneWay(FlatRedBall.Math.AttachableList{`0})">
            <summary>
            Adds all IAttachables contained in the argument AttachableList to this
            without creating two-way relationships.
            </summary>
            <param name="listToAdd">The list of IAttachables to add.</param>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.AddUnique(`0)">
            <summary>
            Adds a new IAttachable if it is not already in the list.
            </summary>
            <param name="attachable">The IAttachable to add.</param>
            <returns>Index where the IAttachable was added.  -1 is returned if the list already contains the argument attachable</returns>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.AddUniqueOneWay(`0)">
            <summary>
            Adds the argument IAttachable to this and creates a two-way relationship if
            this does not already contain the IAttachable.
            </summary>
            <param name="attachable">The IAttachable to add.</param>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.Clear">
            <summary>
            Removes all IAttachables contained in this and eliminates all
            two-way relationships.
            </summary>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.Contains(`0)">
            <summary>
            Returns whether this contains the argument IAttachable.
            </summary>
            <remarks>
            If the argument is part of this instance and the two share a 
            two-way relationship then this method is able to use this two-way
            relationship to speed up the method call.
            </remarks>
            <param name="attachable">The argument IAttachable to search for.</param>
            <returns>Whether the argument attachable is contained in this list.</returns>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.FindByName(System.String)">
            <summary>
            Returns the IAttachable with name matching the argument.
            </summary>
            <remarks>This method performs a case-sensitive search.</remarks>
            <param name="nameToSearchFor">The name to match when searching.</param>
            <returns>The IAttachable with matching name or null if none are found.</returns>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.FindWithNameContaining(System.String)">
            <summary>
            Returns the first IAttachable with a name containing the argument string.
            </summary>
            <remarks>This method returns any IAttachable that has a name that contains the argument.
            For example, an object with the name "MySprite" would return if the argument was "Sprite".</remarks>
            <param name="stringToSearchFor">The string to check IAttachables for.</param>
            <returns>The IAttachable with a name containing the argument string or null if none are found.</returns>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.Insert(System.Int32,`0)">
            <summary>
            Inserts the argument IAttachable at the argument index and creates a 
            two-way relationship.
            </summary>
            <param name="index">The index to insert at.</param>
            <param name="attachable">The IAttachable to insert.</param>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.InsertOneWay(System.Int32,`0)">
            <summary>
            Inserts the argument IAttachable at the argument index but does not create
            a two-way relationship.
            </summary>
            <param name="index">The index to insert at.</param>
            <param name="attachable">The IAttachable to insert.</param>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.MakeOneWay">
            <summary>
            Breaks all two-way relationships between this and all contained
            IAttachables.
            </summary>
            <remarks>
            This will still contain the same number of IAttachables before and
            after the call.
            </remarks>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.MakeTwoWay">
            <summary>
            Makes the relationship between all contained IAttachables and this a two way relationship.
            </summary>
            <remarks>
            If an IAttachable is added (through the Add method), the relationship is already a
            two-way relationship.  IAttachables which already have two-way relationships will not be affected
            by this call.  IAttachables that have been added through the AddOneWay call or added
            through a call that returns a one-way array will be modified so that they hold a reference to
            this instance in their ListsBelongingTo field.  One-way relationships are often created in
            FRB methods which return AttachableLists.
            </remarks>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.MoveBlock(System.Int32,System.Int32,System.Int32)">
            <summary>
            Moves the position of a block of IAttachables beginning at the argument
            sourceIndex of numberToMove count to the argument destinationIndex.
            </summary>
            <param name="sourceIndex">The index of the first IAttachable in the block.</param>
            <param name="numberToMove">The number of elements in the block.</param>
            <param name="destinationIndex">The index to insert the block at.</param>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.Remove(`0)">
            <summary>
            Removes the argument IAttachable from this and clears the two-way relationship.
            </summary>
            <param name="attachable">The IAttachable to remove from this.</param>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.Remove(FlatRedBall.Math.AttachableList{`0})">
            <summary>
            Removes all IAttachables contained in the argument attachableList from this and clears the two-way relationships between
            this and all IAttachables removed.
            </summary>
            <param name="attachableList">The list of IAttachables to remove.</param>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.RemoveAt(System.Int32)">
            <summary>
            Removes the IAttachable at the argument index and clears two-way relationships.
            </summary>
            <param name="index">The index of the object to remove.</param>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.ToString">
            <summary>
            Returns a string with the name and the number of elements that this contains.
            </summary>
            <returns>The string with this instance's name and element count.</returns>
        </member>
        <member name="M:FlatRedBall.Math.AttachableList`1.RemoveAtOneWay(System.Int32)">
            <summary>
            Removes the IAttachable at the argument index from the list, but the IAttachable will continue to reference
            this List in its ListsBelongingTo.
            </summary>
            <param name="index"></param>
        </member>
        <member name="P:FlatRedBall.Math.AttachableList`1.Count">
            <summary>
            The number of elements contained in the list.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.AttachableList`1.Name">
            <summary>
            Gets and sets the name of this instance.
            </summary>
        </member>
        <member name="T:FlatRedBall.ManagedSpriteGroups.GridRelativeTexture">
            <summary>
            A Texture2D and relative integer position.
            </summary>
            <remarks>
            This struct is generally used to detect patterns on FlatRedBall.ManagedSpriteGroups.SpriteGrids.
            </remarks>
        </member>
        <member name="F:FlatRedBall.ManagedSpriteGroups.GridRelativeTexture.X">
            <summary>
            The relative X position.
            </summary>
        </member>
        <member name="F:FlatRedBall.ManagedSpriteGroups.GridRelativeTexture.Y">
            <summary>
            The relative Y position.
            </summary>
        </member>
        <member name="F:FlatRedBall.ManagedSpriteGroups.GridRelativeTexture.Texture2D">
            <summary>
            The Texture2D reference.
            </summary>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.GridRelativeTexture.#ctor(System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.Texture2D)">
            <summary>
            Creates a new GridRelativeTexture.
            </summary>
            <param name="x">The relative X position to assign.</param>
            <param name="y">The relative Y position to assign.</param>
            <param name="texture2D">The Texture2D reference to assign.</param>
        </member>
        <member name="T:FlatRedBall.IO.Gif.ImageDataList">
            <summary>
            A list of ImageDatas with timing information on each element.
            </summary>
            <remarks>
            This class is used when loading GIF files to an AnimationChain.
            </remarks>
        </member>
        <member name="T:FlatRedBall.IO.Csv.ParseErrorAction">
            <summary>
            Specifies the action to take when a parsing error has occured.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.ParseErrorAction.RaiseEvent">
            <summary>
            Raises the <see cref="M:CsvReader.ParseError"/> event.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.ParseErrorAction.AdvanceToNextLine">
            <summary>
            Tries to advance to next line.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.ParseErrorAction.ThrowException">
            <summary>
            Throws an exception.
            </summary>
        </member>
        <member name="T:FlatRedBall.IO.Csv.MissingFieldAction">
            <summary>
            Specifies the action to take when a field is missing.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.MissingFieldAction.ParseError">
            <summary>
            Treat as a parsing error.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.MissingFieldAction.ReplaceByEmpty">
            <summary>
            Replaces by an empty value.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.MissingFieldAction.ReplaceByNull">
            <summary>
            Replaces by a null value (<see langword="null"/>).
            </summary>
        </member>
        <member name="T:FlatRedBall.Instructions.Instruction">
            <summary>
            Class that supports the execution of custom logic at a future time.
            </summary>
            <remarks>
            Instructions are either stored and executed through the InstructionManager or
            managed IInstructable instances.
            </remarks>
        </member>
        <member name="F:FlatRedBall.Instructions.Instruction.mTimeToExecute">
            <summary>
            The system time to execute the instruction at.
            </summary>
        </member>
        <member name="F:FlatRedBall.Instructions.Instruction.mCycleTime">
            <summary>
            The amount of time to add to the instruction for cycled execution.  Default of 0
            instructs the executing logic to not cycle the Instruction.
            </summary>
        </member>
        <member name="M:FlatRedBall.Instructions.Instruction.Clone">
            <summary>
            Creates and redturns a member-wise clone.
            </summary>
            <returns>The clone of the calling instance.</returns>
        </member>
        <member name="M:FlatRedBall.Instructions.Instruction.Execute">
            <summary>
            Executes the Instruction.
            </summary>
        </member>
        <member name="M:FlatRedBall.Instructions.Instruction.ExecuteOn(System.Object)">
            <summary>
            Executes an instruction on the target passed as an argument
            </summary>
        </member>
        <member name="P:FlatRedBall.Instructions.Instruction.TimeToExecute">
            <summary>
            The system time to execute the instruction at.
            </summary>
            <remarks>
            The TimeManager.CurrentTime property is used for comparisons.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Instructions.Instruction.CycleTime">
            <summary>
            The amount of time to add to the instruction for cycled execution.  Default of 0 
            instructs the executing logic to not cycle the Instruction.
            </summary>
        </member>
        <member name="P:FlatRedBall.Instructions.Instruction.Target">
            <summary>
            Gets reference to the object that is the target of the Instruction.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.TimeLine">
            <summary>
            Summary description for TimeLine.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.Window">
            <summary>
            This is the base class for most Gui elements.
            </summary>
            <remarks>
            The WindowClass contains common properties, events, and methods
            used by other Gui elements.  Much like most FRB objects, Windows and
            window sub-classes should be created through the GuiManager.
            
            <para>
            Windows can be created and drawn two different ways.  One is the
            default Gui.  The default is drawn using the guiTex.png graphic.
            The appearance of the default Gui is similar to a regular Windows
            Gui.  Most default-drawn Gui elements must be added through a Window
            instance rather than the GuiManager.  It is common practice to create
            a Window through the GuiManager, then to add the children Gui elements
            through the newly-created Window.
            </para>
            
            <para>To chnage the appearance of the Gui, most Gui elements can
            be constructed using SpriteFrames.  SpriteFrame-created GuiElements
            can be created either through the GuiManager or a Window instance.</para>
            <seealso cref="M:FlatRedBall.Gui.GuiManager.AddWindow"/>
            <seealso cref="T:FlatRedBall.ManagedSpriteGroups.SpriteFrame"/>
            </remarks>
        </member>
        <member name="T:FlatRedBall.Math.Geometry.IScalable">
            <summary>
            Represents an object that can be scaled on the X and Y axes and can have
            scale velocity on these two axes.
            </summary>
        </member>
        <member name="T:FlatRedBall.Math.Geometry.IReadOnlyScalable">
            <summary>
            Represents an object which has read-only scale values on two axes.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.IReadOnlyScalable.ScaleX">
            <summary>
            Gets the X Scale of the object.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.IReadOnlyScalable.ScaleY">
            <summary>
            Gets the Y Scale of the object.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.IScalable.ScaleX">
            <summary>
            Gets and sets the X Scale of the object.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.IScalable.ScaleY">
            <summary>
            Gets and sets the Y Scale of the object
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.IScalable.ScaleXVelocity">
            <summary>
            Gets and sets the rate at which the X Scale of the object changes in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.IScalable.ScaleYVelocity">
            <summary>
            Gets and sets the rate at which the Y Scale of the object changes in units per second.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Animation.IAnimationChainAnimatable">
            <summary>
            Represents an object that can use AnimationChains for texture-flipping animation.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Animation.IAnimationChainAnimatable.Animate">
            <summary>
            Whether animation is currently turned on.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Animation.IAnimationChainAnimatable.AnimationChains">
            <summary>
            Gets all animations stored in this.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Animation.IAnimationChainAnimatable.AnimationSpeed">
            <summary>
            Gets and sets how fast AnimationChains will animate.  Default is 1.  A value
            of 2 will result in AnimationChains animating twice as fast.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Animation.IAnimationChainAnimatable.CurrentChainIndex">
            <summary>
            Gets and sets the index of the current AnimationChain.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Animation.IAnimationChainAnimatable.CurrentChain">
            <summary>
            Gets the current AnimationChain.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Animation.IAnimationChainAnimatable.CurrentChainName">
            <summary>
            Gets the name of the current AnimationChain or sets the current AnimationChain by name.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Animation.IAnimationChainAnimatable.CurrentFrameIndex">
            <summary>
            Gets and sets the current AnimationFrame index.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Animation.IAnimationChainAnimatable.JustChangedFrame">
            <summary>
            Gets whether the current AnimationFrame just changed this frame due to animation.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Animation.IAnimationChainAnimatable.JustCycled">
            <summary>
            Gets whether the current AnimationChain just cycled (looped) this frame due to animation.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Animation.IAnimationChainAnimatable.UseAnimationRelativePosition">
            <summary>
            Whether the current AnimationFrame's relative position values (RelativeX and RelativeY) are applied
            when animating.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Window.MoveBarHeight">
            <summary>
            The height in world units of the move bar.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Window.KeepWindowsInScreen">
            <summary>
            Whether Windows should be repositioned to keep their move bar
            accessible to the mouse.  Default true.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Window.mScaleX">
            <summary>
            The X size of the Window.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Window.mScaleY">
            <summary>
            The Y size of the Window.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Window.mScaleXVelocity">
            <summary>
            The rate of change of mScaleX in units per second.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Window.mScaleYVelocity">
            <summary>
            The rate of change of mScaleY in units per second
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Window.mWorldUnitX">
            <summary>
            The x position of the Window in world units.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Window.mWorldUnitY">
            <summary>
            The y position of the Window in world units.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Window.mWorldUnitRelativeX">
            <summary>
            The x position of the Window in world units relative to its Parent.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Window.mWorldUnitRelativeY">
            <summary>
            The y position of the Window in world units relative to its Parent.  Although UI normally considers
            down to be positive Y, this value is just like Sprites - positive Y is up.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Window.mMoveBar">
            <summary>
            Whether the Window has a move bar which the user can
            click and drag over to reposition the Window.  This is usually
            only true for regular Windows - objects inheriting from the
            Window class almost always have this set to false.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Window.mCursor">
            <summary>
            The cursor that this Window uses for UI interaction.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Window.mName">
            <summary>
            The Window's name.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Window.mChildren">
            <summary>
            Windows that belong to and are positioned relative to this Window.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Window.mFloatingWindows">
            <summary>
            Windows that belong to this Window but are not positioned relative to it and do not have to 
            be physically contained in this Window for the user to interact with them.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Window.mColor">
            <summary>
            Used to adjust the alpha of the Windows.  Typically, faded Windows
            are disabled.  Only the first 8 bytes are changed.  The RGB components
            are not touched.  This field is not exposed to the user - it's used internally.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Window.StaticVertices">
            <summary>
            Vertices used in the Draw methods.
            </summary>
            <remarks>
            Derived UI elements do not need to use this unless they are manually drawing new types of objects.
            Derived UI elements which simply use other base elements will not need to touch this field.
            </remarks>
        </member>
        <member name="F:FlatRedBall.Gui.Window.mTextureLeft">
            <summary>
            The left coordinate of the texture to use when drawing a non-null BaseTexture
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Window.mTextureRight">
            <summary>
            The right coordinate of the texture to use when drawing a non-null BaseTexture
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Window.mTextureTop">
            <summary>
            The top coordinate of the texture to use when drawing a non-null BaseTexture
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Window.mTextureBottom">
            <summary>
            The bottom coordinate of the texture to use when drawing a non-null BaseTexture
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.Window.OnClick">
            <summary>
            Raises the Click event.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.Window.OnDragging">
            <summary>
            Raises the Dragging event.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.Window.OnLosingFocus">
            <summary>
            Raises the LosingFocus event.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.Window.OnPush">
            <summary>
            Raises the Push event.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.Window.OnResize">
            <summary>
            Raises the Resizing event.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.Window.#ctor(FlatRedBall.Gui.Cursor)">
            <summary>
            Creates a new Window using the default graphics.
            </summary>
            <remarks>
            To have the Window drawn by the engine, it must be added
            to the GuiManager through the AddWindow button.  It is more
            common to create Windows using the no-argument GuiManager's
            AddWindow method.
            
            <para>The following code creates a window, places it at the
            center of the screen, scales it, and adds the move bar.
            This method of creating a Window is more common than calling
            the constructor.</para>
            <code>
            Window newWindow = GuiManager.AddWindow();
            newWindow.SetPositionTL(SpriteManager.Camera.XEdge, SpriteManager.Camera.YEdge);
            newWindow.ScaleX = 10;
            newWindow.ScaleY = 10;
            newWindow.HasMoveBar = true;
            </code>
            </remarks>
            <param name="cursor">Reference to the cursor to use.</param>
        </member>
        <member name="M:FlatRedBall.Gui.Window.#ctor(FlatRedBall.Gui.GuiSkin,FlatRedBall.Gui.Cursor)">
            <summary>
            Creates a new Window using the argument GuiSkin to set its appearance.  This will
            create a SpriteFrame as the visible representation for the Window.
            </summary>
            <param name="guiSkin">The GuiSkin to use to set the Window's visibile representation properties.</param>
            <param name="cursor">The cursor that will interact with the Window.</param>
        </member>
        <member name="M:FlatRedBall.Gui.Window.AddWindow(FlatRedBall.Gui.Window)">
            <summary>
            Adds the arguemnt Window to this Window's children List.
            </summary>
            <param name="windowToAdd">The Window to add.</param>
        </member>
        <member name="M:FlatRedBall.Gui.Window.AddFloatingWindow(FlatRedBall.Gui.Window)">
            <summary>
            Adds the arguent Window to this Window's floating Windows List.
            </summary>
            <param name="windowToAdd">The Window to add.</param>
        </member>
        <member name="M:FlatRedBall.Gui.Window.ClearEvents">
            <summary>
            Clears all of the Window's events.
            </summary>
            <remarks>
            This is usually only called by the engine when a window is being destroyed.
            </remarks>
        </member>
        <member name="M:FlatRedBall.Gui.Window.CloseWindow">
            <summary>
            Sets the Visible to false and calls the Closing event.  This does not remove
            the window from the GuiManager unless the Window was created by the ObjectDisplayManager
            or any IObjectDisplayer provided as part of FlatRedBall.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.Window.GetVisibleChildrenCount">
            <summary>
            Returns the number of visible children and floating Windows.  This method
            does not recursively check children's children.
            </summary>
            <returns>The number of visible children and floating Windows.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.Window.GetWindowOver(System.Single,System.Single)">
            <summary>
            Returns which window the argument coordinates are currently over.  Windows
            tested are this, children, and floating Windows.
            </summary>
            <param name="cameraRelativeX">The Camera-relative X position at 100 units away.  This matches the UI coordinate system.</param>
            <param name="cameraRelativeY">The Camera-relative Y position at 100 units away.  This matches the UI coordinate system.</param>
            <returns>The window that the point is over if any, else null.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.Window.FindByName(System.String)">
            <summary>
            Searches through children and floating windows for a Window with 
            its Name matching the argument name.  Returns null if none are found.
            </summary>
            <param name="name">The name to search for.</param>
            <returns>The Window with the matching Name or null if none are found.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.Window.FindWithNameContaining(System.String)">
            <summary>
            Returns the child or floating Window with the matching name, or null if none are found.
            </summary>
            <param name="name">The name to earch for.</param>
            <returns>The window with the matching name.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.Window.IsPointOnWindow(System.Single,System.Single)">
            <summary>
            Returns whether the argument coordinate is on this instance.  Units 
            are at 100 units away from the camera (similar to how the cursor 
            is positioned);
            </summary>
            <param name="cameraRelativeX">The X coordinate relative to the center of the screen at 100 units away.</param>
            <param name="cameraRelativeY">The Y coordinate relative to the center of the screen at 100 units away.</param>
            <returns>Whether the point is on the Window.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.Window.KeepInScreen">
            <summary>
            Repositions the Window if the Window has a move bar so that it can be accessed by the Cursor.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.Window.RemoveWindow(FlatRedBall.Gui.Window)">
            <summary>
            Removes the argument Window from the internal WindowArray belonging to this.  Also removes the SpriteFrame from the
            SpriteManager if the window is not drawn by the GuiManager.
            </summary>
            <param name="windowToRemove">Reference to the Window to remove.</param>
        </member>
        <member name="M:FlatRedBall.Gui.Window.SetAnimationChain(FlatRedBall.Graphics.Animation.AnimationChain)">
            <summary>
            Currently not implemented.
            </summary>
            <param name="chainToSet"></param>
        </member>
        <member name="M:FlatRedBall.Gui.Window.SetPositionTL(System.Single,System.Single)">
            <summary>
            Sets the screen relative or Parent-relative position.
            </summary>
            <remarks>
            Calling this method is the same as setting the X and Y properties.
            </remarks>
            <param name="x">The X value.  Positive X is to the right.</param>
            <param name="y">The Y value.  Positive Y is down.</param>
        </member>
        <member name="M:FlatRedBall.Gui.Window.SetScaleTL(System.Single,System.Single)">
            <summary>
            Resizes the Window and keeps the top left position static.  This method keeps the top left of all
            children Windows in the same relative position to the top left of
            this Window after the resize.
            </summary>
            <param name="newScaleX">The new ScaleX value.</param>
            <param name="newScaleY">The new ScaleY value.</param>
        </member>
        <member name="M:FlatRedBall.Gui.Window.SetScaleTL(System.Single,System.Single,System.Boolean)">
            <summary>
            Resizes the Window and can keep the top left position static.  This method
            keeps the top left of all children Windows in the same relative position to
            the top left of this Window after the resize.
            </summary>
            <param name="newScaleX">The new ScaleX value.</param>
            <param name="newScaleY">The new ScaleY value.</param>
            <param name="keepTopLeftStatic">Whether the top left of this Window should be in the same position after the scale values are changed.</param>
        </member>
        <member name="M:FlatRedBall.Gui.Window.SetSkin(FlatRedBall.Gui.GuiSkin)">
            <summary>
            Sets the GuiSkin for the window.  This refreshes the appearance of the Window as well.
            </summary>
            <param name="guiSkin">The GuiSkin to set.</param>
        </member>
        <member name="M:FlatRedBall.Gui.Window.SetTextureCoordinates(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Sets the texture coordinates for the Window.  Only valid if the Window's BaseTexture is non-null.
            </summary>
            <param name="top">The top texture coordinate.</param>
            <param name="bottom">The bottom texture coordinate.</param>
            <param name="left">The left texture coordinate.</param>
            <param name="right">The right texture coordinate.</param>
        </member>
        <member name="M:FlatRedBall.Gui.Window.ToString">
            <summary>
            Returns a string containing basic information about the Window.
            </summary>
            <returns>The string with the Window's information.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.Window.UpdateDependencies">
            <summary>
            Updates the Window's position according to its Parent's position. 
            Also performs updates on all children.
            </summary>
            <remarks>
            The GuiManager automatically calls this on all Windows so it's unlikely that
            this needs to be called outside of the engine.  This method does not update the
            Window's Parents like the UpdateDependencies method does for PositionedObjects because
            the GuiManager only keeps reference to the top parents of Windows.  Therefore, the GuiManager
            only loops through the top parents and it's their responsibility to update their children's positions.
            </remarks>
        </member>
        <member name="M:FlatRedBall.Gui.Window.SetFromWindowSkin(FlatRedBall.Gui.WindowSkin)">
            <summary>
            Sets the SpriteFrame's properties according to the argument WindowSkin.
            </summary>
            <remarks>
            This allows Window-inheriting UI elements to pass any WindowSkin and control
            their visibility.  For example, a Button may pass a different WindowSkin than a
            TextBox to this method.
            </remarks>
            <param name="windowSkin">The WindowSKin to use for setting the SpriteFrame's properties.</param>
        </member>
        <member name="M:FlatRedBall.Gui.Window.Destroy(System.Boolean)">
            <summary>
            Removes self from all Parent Windows, destroys all Children windows, and 
            clears events if keepEvents is false.
            </summary>
            <remarks>
            This method is called by GuiManager's RemoveWindow method.  The GuiManager's RemoveWindow
            method removes the window from the GuiManager if it is referenced there.  This method removes
            the window from any parents that it belongs to.  The two methods together will clear all engine
            references to the Window.
            </remarks>
            <param name="keepEvents">Whether to keep all events.</param>
        </member>
        <member name="M:FlatRedBall.Gui.Window.TestCollision(FlatRedBall.Gui.Cursor)">
            <summary>
            Calls events for clicking, pushing, dragging, and any other window events.
            </summary>
            <remarks>
            This method is called either by this instance's parent Window or the GuiManager.
            </remarks>
            <param name="cursor">The Cursor to use for collision.</param>
        </member>
        <member name="M:FlatRedBall.Gui.Window.TestCollisionBase(FlatRedBall.Gui.Cursor)">
            <summary>
            Provides acces to base TestCollision functionality for objects which derive from the
            Window class.
            </summary>
            <remarks>
            Sometimes a Window is separated by one or more layers of inheritance from the
            base Window class.  In these cases the Window may want to call the base TestCollision
            method without going through the immediate class it inherits from.
            
            For example, the Button class inherits from the Window class.  The ToggleButtonClass inherits
            from the Button class.  Since the Button class needs to perform different functionality than the
            Button class when the user interacts with it with the Cursor it needs to be able to "step over" the
            Button's TestCollision call.
            </remarks>
            <param name="cursor">The Cursor to use for interaction with this element.</param>
        </member>
        <member name="P:FlatRedBall.Gui.Window.ScaleX">
            <summary>
            The X Scale of the Window.
            </summary>
            <remarks>
            Changing the ScaleX raises the Resizing event.
            <seealso cref="M:FlatRedBall.Gui.Window.SetScaleTL(System.Single,System.Single)"/>
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.Window.ScaleY">
            <summary>
            Yhe Y Scale of the Window.
            </summary>
            <remarks>
            Changing the ScaleY raises the Resizing event.
            <seealso cref="M:FlatRedBall.Gui.Window.SetScaleTL(System.Single,System.Single)"/>
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.Window.ScaleXVelocity">
            <summary>
            The rate of change of the ScaleX property in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.ScaleYVelocity">
            <summary>
            The rate of change of the ScaleY property in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.Animate">
            <summary>
            Whether the Window uses its AnimationChain.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.AnimationChains">
            <summary>
            NOT IMPLEMENTED
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.AnimationSpeed">
            <summary>
            NOT IMPLEMENTED
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.CurrentChainIndex">
            <summary>
            NOT IMPLEMENTED
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.CurrentChainName">
            <summary>
            NOT IMPLEMENTED:  Will be included at a future time.  Using this will throw an exception.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.CurrentChain">
            <summary>
            NOT IMPLEMENTED
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.CurrentFrameIndex">
            <summary>
            NOT IMPLEMENTED
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.JustChangedFrame">
            <summary>
            NOT IMPLEMENTED
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.JustCycled">
            <summary>
            NOT IMPLEMENTED
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.UseAnimationRelativePosition">
            <summary>
            NOT IMPLEMENTED
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.WorldUnitX">
            <summary>
            The screen-relative X position with 0 being the center of the screen.
            </summary>
            <remarks>
            If this has a Parent then this property is essentially read-only.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.Window.WorldUnitY">
            <summary>
            The screen-relative Y position with 0 being the center of the screen.  This proerty
            uses up as positive Y.
            </summary>
            <remarks>
            If this has a Parent then this property is essentially read-only.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.Window.WorldUnitRelativeX">
            <summary>
            The X position of the Window relative to its Parent.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.WorldUnitRelativeY">
            <summary>
            The Y position of the Window relative to its Parent.  Positive Y is up.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.X">
            <summary>
            The X position of the Window.  If the Window does not have a parent this
            is the distance between the center of the Window and the left edge of the
            screen.  If the Window does have a parent this is the distance between the
            center of the Window and the left edge of its Parent.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.Y">
            <summary>
            The Y position of the Window.  If the Window does not have a parent this
            is the distance between the center of the Window and the top edge of the
            screen.  If the Window does have a parent this is the distance between the
            center of the Window and the top edge of its Parent.  Positive is down.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.AbsoluteWorldUnitZ">
            <summary>
            The Z plane that Windows are drawn when drawn by the GuiManager.  This 
            depends on the position of the Camera.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.ScreenRelativeX">
            <summary>
            Gets the distance between the left of the screen and the Window's center.  This value
            represents this distance regardless of whether the Window has a parent.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.ScreenRelativeY">
            <summary>
            Gets the distance between the top of the screen and the Window's center.  This value
            represents this distance regardless of whether the Window has a parent.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.Enabled">
            <summary>
            Gets and sets whether the UI element can be interacted with by the Cursor.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.FloatingChildren">
            <summary>
            The list of Floating Windows which belong to this Window.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.GuiManagerDrawn">
            <summary>
            Whether the Window uses the default GUI drawn by the GuiManager.  If false then the Window
            uses GuiSkins and SpriteFrames.
            </summary>
            <remarks>
            GuiDrawn UI will always appear on top of other FlatRedBall graphics.  If not GUiDrawn
            (if using SpriteFrames) then the SpriteFrames will be sorted appropriately with other
            FlatRedBall graphical objects.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.Window.HasCloseButton">
            <summary>
            Whether the Window has a close button.
            </summary>
            <remarks>
            This is usually only set to true for Windows which do not have a Parent and 
            whidh have HasMoveBar set to true.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.Window.HasMoveBar">
            <summary>
            Whether thie Window has a bar which can be grabbed to move the Window.
            </summary>
            <remarks>
            This is generally not set to true unless the Window does not have a Parent.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.Window.IsWindowOrChildrenReceivingInput">
            <summary>
            Gets whether the Window, any of its children, or any of its floating Windows
            are receiving input from the Keyboard.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.Parent">
            <summary>
            The parent of the Window.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.Visible">
            <summary>
            Whether the Window is visible.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.Name">
            <summary>
            The name of the Window.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.Children">
            <summary>
            The Windows which are attached to this instance.
            </summary>
            <remarks>
            All children Windows must be contained within the physical bounds
            of their Parent, otherwise the user will not be able to interact with them.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.Window.MinimumScaleX">
            <summary>
            The minimum ScaleX of the Window.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.MinimumScaleY">
            <summary>
            The minimum ScaleY of the Window.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.MaximumScaleX">
            <summary>
            The maximum ScaleX of the Window.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.MaximumScaleY">
            <summary>
            The maximum ScaleY of the Window.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.Resizable">
            <summary>
            Whether the Window can be resized by grabbing its bottom-right corner with the Cursor.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.DrawBorders">
            <summary>
            Whether the borders are drawn on the window.
            </summary>
            <remarks>
            This controls the sides, bottom, top and move bar drawing.
            This can be set to false when setting a Window's texture
            so that only the texture is shown.  
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.Window.BaseTexture">
            <summary>
            The texture to use when drawing the Window.  Default of null will
            result in the Window using the default texture.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Window.Alpha">
            <summary>
            The opacity of the Window.  Default is fully opaque (255).
            </summary>
        </member>
        <member name="E:FlatRedBall.Gui.Window.Click">
            <summary>
            Raised when the user has pushed and released the primary (left) mouse button
            on the Window.
            </summary>
        </member>
        <member name="E:FlatRedBall.Gui.Window.SecondaryClick">
            <summary>
            Raised when the user has pushed and released the secondary (right) mouse button
            on the Window.
            </summary>
        </member>
        <member name="E:FlatRedBall.Gui.Window.Push">
            <summary>
            Raised when the user has pushed the primary (left) mouse button on the Window.
            </summary>
        </member>
        <member name="E:FlatRedBall.Gui.Window.Closing">
            <summary>
            Raised when the Window has been closed.
            </summary>
        </member>
        <member name="E:FlatRedBall.Gui.Window.CursorOver">
            <summary>
            Raised when the cursor is over the window whether it has moved or not.
            </summary>
        </member>
        <member name="E:FlatRedBall.Gui.Window.DoubleClick">
            <summary>
            Raised when the user has double-clicked on the Window with the primary (left) mouse button.
            </summary>
        </member>
        <member name="E:FlatRedBall.Gui.Window.LosingFocus">
            <summary>
            Raised after the user has clicked on this Window giving it focus, then on a different
            Window causing this Window to lose focus.
            </summary>
        </member>
        <member name="E:FlatRedBall.Gui.Window.Dragging">
            <summary>
            Raised when the Cursor has grabbed and is moving a Window.  Most UI elements
            are not by default grabbable.
            </summary>
            <remarks>
            The ScrollBar has its position bar grabbable.
            </remarks>
        </member>
        <member name="E:FlatRedBall.Gui.Window.Resizing">
            <summary>
            Continually raised while the user is resizing the Window, or when ScaleX or ScaleY are
            changed.  This is not raised once, but once each frame during resizing with the Cursor.
            </summary>
        </member>
        <member name="E:FlatRedBall.Gui.Window.RollingOn">
            <summary>
            Raised when the cursor first moves over the Window.
            </summary>
        </member>
        <member name="E:FlatRedBall.Gui.Window.RollingOff">
            <summary>
            Raised when the cursor leaves the Window.
            </summary>
        </member>
        <member name="E:FlatRedBall.Gui.Window.VisibleChange">
            <summary>
            Raised when the Window's Visible property changes.
            </summary>
        </member>
        <member name="E:FlatRedBall.Gui.Window.RollingOver">
            <summary>
            Raised when the cursor is over the window and has moved since last frame.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.TimeLine.ClickEvent(FlatRedBall.Gui.Window)">
            <summary>
            Method raised when the user clicks on the Window.  This moves
            the position bar to the appropriate location.
            </summary>
            <param name="callingWindow">The window raising this event.</param>
        </member>
        <member name="M:FlatRedBall.Gui.TimeLine.#ctor(FlatRedBall.Gui.Cursor)">
            <summary>
            Creates a new TimeLine;
            </summary>
            <param name="cursor">The Cursor that will interact with the TimeLine.</param>
        </member>
        <member name="M:FlatRedBall.Gui.TimeLine.#ctor(FlatRedBall.Gui.GuiSkin,FlatRedBall.Gui.Cursor)">
            <summary>
            Creates a new TimeLine using the argument GuiSkin to control the visible representation.
            </summary>
            <param name="guiSkin">The GuiSkin to use.</param>
            <param name="cursor">The Cursor that will interact with the TimeLine.</param>
        </member>
        <member name="M:FlatRedBall.Gui.TimeLine.AutoCalculateVerticalLineSpacing">
            <summary>
            Automatically sets the VerticalBarIncrement and SmallVerticalBarIncrement
            based off of the ValueWidth property.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.TimeLine.CallOnGUIChange">
            <summary>
            Raises the events which raise when the GUI changes.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.TimeLine.ClearEvents">
            <summary>
            Clears all events.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.TimeLine.FixBar">
            <summary>
            Keeps the position bar within the visible range of the TimeLine.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.TimeLine.GetPosOnBar(System.Double)">
            <summary>
            Converts an absolute value to visible position on the bar
            </summary>
            <param name="valueToGet">The absolute value to convert to position.</param>
            <returns>The position on the bar.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.TimeLine.PositionToValueAbsolute(System.Single)">
            <summary>
            Returns the precision-adjusted value of the time line given an absolute position.
            </summary>
            <param name="pos">The absolute X position.</param>
            <returns>The precision-adjusted value.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.TimeLine.PositionToValueRelative(System.Single)">
            <summary>
            Converts the argument relative-to-TimeLine argument to a value that it represents.
            </summary>
            <remarks>
            This mehod is used to convert the position bar's relative X to an actual value.
            </remarks>
            <param name="worldUnitRelativeX">The relative-to-Timeline position.</param>
            <returns>The value that corresponds to the argument position.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.TimeLine.ValueToPositionRelative(System.Double)">
            <summary>
            Converts the value to the corresponding relative X position on the timeline.
            </summary>
            <param name="value">The value to convert to a relative position.</param>
            <returns>The corresponding relative position.</returns>
        </member>
        <member name="P:FlatRedBall.Gui.TimeLine.BeforeChangeValue">
            <summary>
            The TimeLine's value before the last change was initiated.  Can be used for undos.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.TimeLine.CurrentValue">
            <summary>
            The precision-adjusted current value on the TimeLine.
            </summary>
            <remarks>
            This value will always fall between the MinimumValue and MaximumValue properties.
            Setting this value will also change the position of the bar and potentially change the
            Start property so that the bar is in view.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.TimeLine.MinimumValue">
            <summary>
            The minimum value on the TimeLine.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.TimeLine.MaximumValue">
            <summary>
            The maximum value on the TimeLine
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.TimeLine.Precision">
            <summary>
            The number of decimal points that the TimeLine rounds its CurrentValue to.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.TimeLine.ScaleY">
            <summary>
            The Y scale of the TimeLine.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.TimeLine.ScaleX">
            <summary>
            The X scale of the TimeLine.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.TimeLine.Start">
            <summary>
            The first visible value in the TimeLine.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.TimeLine.TimeUnitDisplayed">
            <summary>
            The TimeUnit that the PropertyGrid displays.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.TimeLine.ValueWidth">
            <summary>
            The displayed range.  The last visible value equals Start + ValueWidth.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.TimeLine.VerticalBarIncrement">
            <summary>
            The distance between the larger markings on the TimeLine.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.TimeLine.SmallVerticalBarIncrement">
            <summary>
            The distance between the smaller markings on the TimeLine.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.TimeLine.ShowValues">
            <summary>
            Whether values (as text) are drawn above the TimeLine.
            </summary>
        </member>
        <member name="E:FlatRedBall.Gui.TimeLine.GuiChange">
            <summary>
            Raised when the user changes the CurrentValue with the Cursor - by dragging
            the position bar or clicking to reposition the position bar.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.TimeLine.TimeUnit">
            <summary>
            The time units that the TimeLine can show.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.TimeLine.TimeUnit.Millisecond">
            <summary>
            The time unit of 1/1000 fo a second.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.TimeLine.TimeUnit.Second">
            <summary>
            The time unit of one second.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.InfoBar">
            <summary>
            UI element which stretches across the bottom of the screen.  This element
            automatically resizes horiontally to fill the entire bottom of the screen.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.FocusUpdateDelegate">
            <summary>
            Event raised by the Keyboard every frame on the InputManager's ReceivingInput reference.
            </summary>
            <param name="inputReceiver">The current IInputReceiver.</param>
        </member>
        <member name="T:FlatRedBall.Gui.IInputReceiver">
            <summary>
            Interface for objects which can receive input from the InputManager.
            </summary>
            <remarks>
            
            This interface should only be used for Gui elements specifically because the GuiManager will change the InputManager.ReceivingInput
            reference depending on the activity of the cursor and other Gui elements.  The InputManager will only keep track of one IInputReceiver
            at a time, and each IInputReceiver needs to assign itself as the target for input through the static InputManager.ReceivingInput field.
            
            <para>Since this is only used for Gui elements, this interface is rarely used in games.</para>
            </remarks>
        </member>
        <member name="M:FlatRedBall.Gui.IInputReceiver.OnFocusUpdate">
            <summary>
            Called by the InputManager automatically every frame.
            </summary>
            <remarks>
            The implementation of this method should raise the FocusUpdate event.
            </remarks>
        </member>
        <member name="M:FlatRedBall.Gui.IInputReceiver.OnGainFocus">
            <summary>
            Called by the engine automatically when an IInputReceiver gains focus.
            </summary>
            <remarks>
            The implementation of this method should raise the GainFocus event.
            </remarks>
        </member>
        <member name="M:FlatRedBall.Gui.IInputReceiver.LoseFocus">
            <summary>
            Called by the engine automatically when an IInputReceiver loses focus.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.IInputReceiver.ReceiveInput">
            <summary>
            The method called every frame by the InputManager in the Update method
            if this is the IInputReceiver referenced by the InputManager.  This does
            not have to be called automatically.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.IInputReceiver.TakingInput">
            <summary>
            A method which determines whether the instance can currently receive focus as an input receiver.
            </summary>
            <returns>Whether the instance is taking input.</returns>
        </member>
        <member name="P:FlatRedBall.Gui.IInputReceiver.NextInTabSequence">
            <summary>
            The next IInputReceiver in the tab sequence.  In other words, if this element is currently
            receiving input (is the InputManager's ReceivingInput), pressing tab will set the NextInTabSequence
            to be the InputManager's ReceivingInput.
            </summary>
        </member>
        <member name="E:FlatRedBall.Gui.IInputReceiver.GainFocus">
            <summary>
            Raised when the instance gains input focus (becomes the InputManager's ReceivingInput).
            </summary>
        </member>
        <member name="E:FlatRedBall.Gui.IInputReceiver.FocusUpdate">
            <summary>
            Event raised every frame if there is a non-null InputManager.ReceivingInput.  This allows
            the IInputReceiver to perform custom every-frame logic when it has focus, such as a ListBox
            listening for the Delete key to delete highlighted elements.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.CameraViewWindow">
            <summary>
            A Window that can show what a Camera is viewing.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.PostProcessing.EffectQuality">
            <summary>
            Quality of an effect - used for effect with varying quality levels
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.PostProcessing.EffectQuality.High">
            <summary>
            High quality - uses 9 samples in horizontal and vertical directions
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.PostProcessing.EffectQuality.Medium">
            <summary>
            Medium quality - uses 7 samples in horizontal and vertical directions
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.PostProcessing.EffectQuality.Low">
            <summary>
            Low quality - uses 5 samples in horizontal and vertical directions
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectBase">
            <summary>
            Base class for post-processing effects
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectBase.mEnabled">
            <summary>
            Whether or not this effect is enabled
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectBase.mEffect">
            <summary>
            The effect for this post processing effect
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectBase.mRenderTargetFormat">
            <summary>
            The surface format for the render target for this effect
            (default is SurfaceFormat.Color)
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectBase.mTexture">
            <summary>
            The texture that was rendered by the render target
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectBase.mScreenRectangle">
            <summary>
            The screen rectangle
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectBase.#ctor">
            <summary>
            Creates a basic post-processing effect
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectBase.#ctor(System.String,System.String)">
            <summary>
            Loads the specified effect as a default post-processing effect
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectBase.#ctor(System.String)">
            <summary>
            Loads the specified effect as a default post-processing effect
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectBase.#ctor(Microsoft.Xna.Framework.Graphics.Effect)">
            <summary>
            Uses the specified effect as a default post-processing effect
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectBase.ToString">
            <summary>
            Reports this effect's name as a string
            </summary>
            <returns>The effect's name as a string</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectBase.Update">
            <summary>
            Update the post processing effect
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectBase.InitializeEffect">
            <summary>
            Loads the effect and initializes values in the shader
            Base method sets the screen rectangle to full-screen
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectBase.SetEffectParameters(FlatRedBall.Camera)">
            <summary>
            Sets the effect's parameters before drawing
            (override and implement this in your own effects)
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectBase.Draw(FlatRedBall.Camera,Microsoft.Xna.Framework.Graphics.Texture2D@,Microsoft.Xna.Framework.Rectangle@,Microsoft.Xna.Framework.Graphics.Color)">
            <summary>
            Draws the effect using the drawn screen texture
            Base method draws screen texture with current effect to current screen rectangle
            </summary>
            <param name="camera">The camera to use when drawing.</param>
            <param name="screenTexture">The screen texture.</param>
            <param name="baseRectangle">The rectangle to draw to.</param>
            <param name="clearColor">The background color.</param>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectBase.DrawIfEnabled(FlatRedBall.Camera,Microsoft.Xna.Framework.Graphics.Texture2D@,Microsoft.Xna.Framework.Rectangle@,Microsoft.Xna.Framework.Graphics.Color)">
            <summary>
            Draws this effect if it is enabled (helper method)
            </summary>
            <param name="camera">The camera to use when drawing</param>
            <param name="clearColor">The color to use as transparent</param>
            <param name="screenTexture">The screen texture</param>
            <param name="baseRectangle">The rectangle to draw to</param>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectBase.Enabled">
            <summary>
            Enables or disables this effect
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectBase.Effect">
            <summary>
            Gets the shader used to render this effect
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectBase.Texture">
            <summary>
            Gets the texture that was rendered
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.Frame">
            <summary>
            This template defines a frame. Currently, the frame can contain objects of the type Mesh and a FrameTransformMatrix.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.Template">
            <summary>
            Used as the base class that binds all template types together.
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "P:FlatRedBall.Content.Model.XLoader.Templates.Template.UUID" -->
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Frame.#ctor">
            <summary>
            This template defines a frame. Currently, the frame can contain objects of the type Mesh and a FrameTransformMatrix.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Frame.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Frame.Name">
            <summary>
            The Name for this Frame.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.Boolean2d">
            <summary>
            This template defines a set of two Boolean values used in the MeshFaceWraps template to 
            define the texture topology of an individual face.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Boolean2d.#ctor">
            <summary>
            This template defines a set of two Boolean values used in the MeshFaceWraps template to 
            define the texture topology of an individual face.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Boolean2d.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Boolean2d.U">
            <summary>
            A boolean value for the 2 dimensional U value
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Boolean2d.V">
            <summary>
            A boolean value for the 2 dimensional V value
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Model.Animation.SkinInfo">
            <summary>
            A structure that contains information for a bindpose skin offset.
            Represents the inverse bind pose for a bone.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.SkinInfo.#ctor(System.String,Microsoft.Xna.Framework.Matrix,System.Int32,System.Int32)">
            <summary>
            Creates a new SkinInfo.
            </summary>
            <param name="name">The name of the bone attached to the transform.</param>
            <param name="inverseBindPoseTransform">The inverse bind pose transform for the bone.</param>
            <param name="paletteIndex">The index in the MatrixPalette for the bone.</param>
            <param name="boneIndex">The index of the bone.</param>
        </member>
        <member name="F:FlatRedBall.Graphics.Model.Animation.SkinInfo.BoneName">
            <summary>
            The name of the bone attached to the transform.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Model.Animation.SkinInfo.InverseBindPoseTransform">
            <summary>
            The transform for the bone.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Model.Animation.SkinInfo.PaletteIndex">
            <summary>
            The index in the MatrixPalette for the bone.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Model.Animation.SkinInfo.BoneIndex">
            <summary>
            The index of the bone.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Model.Animation.SkinInfoCollection">
            <summary>
            A collection of SkinInfo objects.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.SkinInfoCollection.FromModel(Microsoft.Xna.Framework.Graphics.Model)">
            <summary>
            Finds the skinning info for the model and calculates the inverse
            reference poses required for animation.
            </summary>
            <param name="model">The model that contains the skinning info.</param>
            <returns>A collection of SkinInfo objects.</returns>
        </member>
        <member name="T:FlatRedBall.Graphics.Animation.AnimationChain">
            <summary>
            Represents a collection of AnimationFrames which can be used to perform
            texture flipping animation on IAnimationChainAnimatables such as Sprites.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Animation.AnimationChain.#ctor">
            <summary>
            Creates an empty AnimationChain.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Animation.AnimationChain.#ctor(System.Int32)">
            <summary>
            Creates a new AnimationChain with the argument capacity.
            </summary>
            <param name="capacity">Sets the initial capacity.  Used to reduce memory allocation.</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Animation.AnimationChain.FindByName(System.String)">
            <summary>
            Searches for and returns the AnimationFrame with its Name matching
            the nameToSearchFor argument, or null if none are found.
            </summary>
            <param name="nameToSearchFor">The name of the AnimationFrame to search for.</param>
            <returns>The AnimationFrame with matching name, or null if none exists.</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Animation.AnimationChain.FrameToFrame(System.Int32,System.Int32)">
            <summary>
            Returns the shortest absolute number of frames between the two argument frame numbers.  This
            method moves forward and backward and considers looping.
            </summary>
            <param name="frame1">The index of the first frame.</param>
            <param name="frame2">The index of the second frame.</param>
            <returns>The positive or negative number of frames between the two arguments.</returns>
        </member>
        <member name="P:FlatRedBall.Graphics.Animation.AnimationChain.FrameTime">
            <summary>
            Sets the frameTime of each AnimationFrame in the AnimationChain to the passed value.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Animation.AnimationChain.LastFrame">
            <summary>
            Gets the last AnimationFrame of the AnimationChain or null if 
            there are no AnimationFrames.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Animation.AnimationChain.Name">
            <summary>
            The name of the AnimationChain.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Animation.AnimationChain.TotalLength">
            <summary>
            Returns the sum of the FrameLengths of all contained AnimationFrames.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.SpriteGrid.SpriteGridSaveBase`1">
            <summary>
            Base class for SpriteGridSave and SpriteGridSaveContent.
            </summary>
            <typeparam name="T">The type of the blueprint.</typeparam>
        </member>
        <member name="F:FlatRedBall.Content.SpriteGrid.SpriteGridSaveBase`1.Axis">
            <summary>
            Specifies the grid to use.
            </summary>
            <remarks>
            If the grid is 'y', use an XY grid.  Otherwise an XZ.
            </remarks>
        </member>
        <member name="F:FlatRedBall.Content.SpriteGrid.SpriteGridSaveBase`1.Name">
            <summary>
            The name of the SpriteGridSave.
            </summary>
        </member>
        <member name="F:FlatRedBall.Content.SpriteGrid.SpriteGridSaveBase`1.mFileName">
            <summary>
            This is used by the content pipeline to know which directory to look in
            for Textures.  Otherwise this variable is unused.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.SpriteEditorScene">
            <summary>
            This is the class that is serialized and deserialized to/from the XML file representing a scene.
            </summary>
            
        </member>
        <member name="F:FlatRedBall.Content.SpriteEditorSceneBase`5.DynamicSpriteList">
            <summary>
            DynamicSpriteList for compatability with FlatRedBall Managed DirectX.
            </summary>
            <remarks>
            The DynamicSpriteList and SpriteList will be combined into one list later
            in the content pipeline.
            </remarks>
        </member>
        <member name="T:FlatRedBall.Content.Scene.CameraSave">
            <summary>
            An XML serializable "Save" class which can be included in other Save classes to store Camera information.
            </summary>
        </member>
        <member name="F:FlatRedBall.Content.Scene.CameraSave.X">
            <summary>
            The absolute X position.
            </summary>
        </member>
        <member name="F:FlatRedBall.Content.Scene.CameraSave.Y">
            <summary>
            The absolute Y position.
            </summary>
        </member>
        <member name="F:FlatRedBall.Content.Scene.CameraSave.Z">
            <summary>
            The absolute Z position.
            </summary>
        </member>
        <member name="F:FlatRedBall.Content.Scene.CameraSave.Orthogonal">
            <summary>
            Whether the Camera is using an orthogonal projection matrix.  If this is false, the Camera is using a perspective projection matrix.
            </summary>
        </member>
        <member name="F:FlatRedBall.Content.Scene.CameraSave.OrthogonalHeight">
            <summary>
            The orthogonal height of the camera's view.  
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Scene.CameraSave.#ctor">
            <summary>
            Creates a new CameraSave.  This is used by the XmlSerializer when deserializing an XML.
            Usually CameraSaves are created using the FromCamera static method.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Scene.CameraSave.FromCamera(FlatRedBall.Camera)">
            <summary>
            Creates a new CameraSave instance using members from the passed Camera argument.
            </summary>
            <param name="camera">The Camera to copy properties from.</param>
        </member>
        <member name="M:FlatRedBall.Content.Scene.CameraSave.SetCamera(FlatRedBall.Camera)">
            <summary>
            Sets the argument Camera's properties to the properties stored in this CameraSave.
            </summary>
            <remarks>
            Usually "Save" classes include a To[RuntimeType] method.  The CameraSave does not follow
            this pattern because it's most common that a CameraSave is loaded when a Camera is already
            created by the engine.  In this case, it's not very convenient to have to destroy the existing
            Camera and replace it by a new instance.  Instead, the SetCamera method will simply set the properties
            on an existing Camera
            </remarks>
            <param name="camera">The Camera to set the properties on.</param>
        </member>
        <member name="T:FlatRedBall.Content.Particle.EmitterSaveBase`1">
            <summary>
            Base class for EmitterSave and EmitterSaveContent.
            </summary>
            <typeparam name="T">The type for the ParticleBlueprint.  This should be or inherit SpriteSaveBase.</typeparam>
        </member>
        <member name="T:FlatRedBall.Content.ModelAnimation.AnimationReader">
            <summary>
            Class responsible for reading in processed animation info written in the Content Pipeline.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.ModelAnimation.AnimationReader.Read(Microsoft.Xna.Framework.Content.ContentReader,FlatRedBall.Graphics.Model.Animation.AnimationInfoCollection)">
            <summary>
            Reads in an XNB stream and converts it to a ModelInfo object
            </summary>
            <param name="input">The stream from which the data will be read</param>
            <param name="existingInstance">Not used</param>
            <returns>The unserialized ModelAnimationCollection object</returns>
        </member>
        <member name="T:FlatRedBall.Attributes.InstanceListMember">
            <summary>
            Used internally by the engine to determine the order of 
            reading and writing for instances.
            </summary>
        </member>
        <member name="T:FlatRedBall.Utilities.StringFunctions">
            <summary>
            A class containing common string maniuplation methods.
            </summary>
        </member>
        <member name="M:FlatRedBall.Utilities.StringFunctions.CharacterCountWithoutWhitespace(System.String)">
            <summary>
            Returns the number of non-whitespace characters in the argument stringInQuestion.
            </summary>
            <remarks>
            This method is used internally by the TextManager to determine the number of vertices needed to
            draw a Text object.
            </remarks>
            <param name="stringInQuestion">The string to have its non-witespace counted.</param>
            <returns>The number of non-whitespace characters counted.</returns>
        </member>
        <member name="M:FlatRedBall.Utilities.StringFunctions.FloatToString(System.Single,System.Int32)">
            <summary>
            Returns a string of the float with the argument decimalsAfterPoint digits of resolution after the point.
            </summary>
            <param name="floatToConvert">The float to convert.</param>
            <param name="decimalsAfterPoint">The number of decimals after the point.  For example, 3.14159 becomes "3.14" if the
            decimalsAfterPoint is 2.  This method will not append extra decimals to reach the argument decimalsAfterPoint.</param>
            <returns>The string representation of the argument float.</returns>
        </member>
        <member name="M:FlatRedBall.Utilities.StringFunctions.GetCharAfter(System.String,System.String)">
            <summary>
            Returns the character that can be found after a particular sequence of characters.
            </summary>
            <remarks>
            This will return the first character following a particular sequence of characters.  For example, 
            GetCharAfter("bcd", "abcdef") would return 'e'.
            </remarks>
            <param name="stringToSearchFor">The string to search for.</param>
            <param name="whereToSearch">The string to search in.</param>
            <returns>Returns the character found or the null character '\0' if the string is not found.</returns>
        </member>
        <member name="M:FlatRedBall.Utilities.StringFunctions.GetFloatAfter(System.String,System.String)">
            <summary>
            Returns the float that can be found after a particular sequence of characters.
            </summary>
            <remarks>
            This will return the float following a particular sequence of characters.  For example, 
            GetCharAfter("height = 6; width = 3; depth = 7;", "width = ") would return 3.0f. 
            </remarks>
            <param name="stringToSearchFor">The string to search for.</param>
            <param name="whereToSearch">The string to search in.</param>
            <returns>Returns the float value found or float.NaN if the string is not found.</returns>
        </member>
        <member name="M:FlatRedBall.Utilities.StringFunctions.GetIntAfter(System.String,System.String)">
            <summary>
            Returns the first integer found after the argument stringToSearchFor in whereToSearch.
            </summary>
            <remarks>
            This method is used to help simplify parsing of text files and data strings.
            If stringToSearchFor is "Y:" and whereToSearch is "X: 30, Y:32", then the value
            of 32 will be returned.
            </remarks>
            <param name="stringToSearchFor">The string pattern to search for.</param>
            <param name="whereToSearch">The string that will be searched.</param>
            <returns>The integer value found after the argument stringToSearchFor.</returns>
        </member>
        <member name="M:FlatRedBall.Utilities.StringFunctions.GetIntAfter(System.String,System.String,System.Int32)">
            <summary>
            Returns the first integer found after the argument stringToSearchFor.  The search begins
            at the argument startIndex.
            </summary>
            <param name="stringToSearchFor">The string pattern to search for.</param>
            <param name="whereToSearch">The string that will be searched.</param>
            <param name="startIndex">The index to begin searching at.  This method
            will ignore any instances of stringToSearchFor which begin at an index smaller
            than the argument startIndex.</param>
            <returns></returns>
        </member>
        <member name="M:FlatRedBall.Utilities.StringFunctions.GetLineCount(System.String)">
            <summary>
            Returns the number of lines in a given string.  Newlines '\n' increase the 
            line count.
            </summary>
            <param name="stringInQuestion">The string that will have its lines counted.</param>
            <returns>The number of lines in the argument.  "Hello" will return a value of 1, "Hello\nthere" will return a value of 2.</returns>
        </member>
        <member name="M:FlatRedBall.Utilities.StringFunctions.GetNumberAtEnd(System.String)">
            <summary>
            Returns the number found at the end of the argument stringToGetNumberFrom or throws an
            ArgumentException if no number is found.
            </summary>
            <remarks>
            A stringToGetNumberFrom of "sprite41" will result in the value of 41 returned.  A 
            stringToGetNumberFrom of "sprite" will result in an ArgumentException being thrown.
            </remarks>
            <exception cref="T:System.ArgumentException">Throws ArgumentException if no number is found at the end of the argument string.</exception>
            <param name="stringToGetNumberFrom">The number found at the end.</param>
            <returns>The integer value found at the end of the stringToGetNumberFrom.</returns>
        </member>
        <member name="M:FlatRedBall.Utilities.StringFunctions.IncrementNumberAtEnd(System.String)">
            <summary>
            Increments the number at the end of a string or adds a number if none exists.
            </summary>
            <remarks>
            This method begins looking at the end of a string for numbers and moves towards the beginning of the string
            until it encounters a character which is not a numerical digit or the beginning of the string.  "Sprite123" would return
            "Sprite124", and "MyString" would return "MyString1".
            </remarks>
            <param name="originalString">The string to "increment".</param>
            <returns>Returns a string with the number at the end incremented, or with a number added on the end if none existed before.</returns>
        </member>
        <member name="M:FlatRedBall.Utilities.StringFunctions.InsertSpacesInCamelCaseString(System.String)">
            <summary>
            Inserts spaces before every capital letter in a camel-case
            string.  Ignores the first letter.
            </summary>
            <remarks>
            For example "HelloThereIAmCamelCase" becomes
            "Hello There I Am Camel Case".
            </remarks>
            <param name="originalString">The string in which to insert spaces.</param>
            <returns>The string with spaces inserted.</returns>
        </member>
        <member name="M:FlatRedBall.Utilities.StringFunctions.MakeNameUnique``1(``0,System.Collections.Generic.IList{``0})">
            <summary>
            Renames the argument INameable to prevent duplicate names.  This method is extremely inefficent for large lists.
            </summary>
            <typeparam name="T">The type of INameable contained int he list.</typeparam>
            <param name="nameable">The INameable to rename if necessary.</param>
            <param name="list">The list containing the INameables to compare against.</param>
        </member>
        <member name="M:FlatRedBall.Utilities.StringFunctions.RemoveNumberAtEnd(System.String)">
            <summary>
            Removes the number found at the end of the argument originalString and returns the resulting
            string, or returns the original string if no number is found.
            </summary>
            <param name="originalString">The string that will have the number at its end removed.</param>
            <returns>The string after the number has been removed.</returns>
        </member>
        <member name="M:FlatRedBall.Utilities.StringFunctions.RemoveWhitespace(System.String)">
            <summary>
            Removes all whitespace found in the argument stringToRemoveWhitespaceFrom.
            </summary>
            <param name="stringToRemoveWhitespaceFrom">The string that will have its whitespace removed.</param>
            <returns>The string resulting from removing whitespace from the argument string.</returns>
        </member>
        <member name="T:FlatRedBall.Math.Geometry.Line">
            <summary>
            Represents a segment with defined endpoints which can be used to
            graphically display lines or to perform segment collision.
            </summary>
        </member>
        <member name="T:FlatRedBall.PositionedObject">
            <summary>
            Represents an object with position, rotation, ability to 
            store instructions, and attachment abilities.
            </summary>
            <remarks>
            The PositionedObject is a common object in FlatRedBall.  It is the root class
            for a number of FlatRedBall classes including Sprites, Texts, SpriteFrames, PositionedModels,
            and all Shapes.
            <para>
            The PositionedObject class is also used as the base class when creating custom Entitiy objects.
            </para>
            <para>
            PositionedObjects can be automatically managed by being added to the SpriteManager.
            </para>
            </remarks>
        </member>
        <member name="T:FlatRedBall.Math.IAttachable">
            <summary>
            Interface for an object which can be attached to a parent.
            </summary>
            <remarks>
            IAttachables do not necessarily have to be positioned objects - they
            can also be objects which have un-positioned attachments.  For example,
            an event in a scripted sequence might have a parent event which it executes
            after.
            </remarks>
        </member>
        <member name="M:FlatRedBall.Math.IAttachable.ClearRelationships">
            <summary>
            Clears all attachments to parents and removes all attached Children.
            </summary>
        </member>
        <member name="M:FlatRedBall.Math.IAttachable.Detach">
            <summary>
            Detaches the instance from its parent and removes it from its parent's Children List.
            </summary>
        </member>
        <member name="M:FlatRedBall.Math.IAttachable.ForceUpdateDependencies">
            <summary>
            Forces an update of the instance and calls ForceUpdateDependencies on its parent.
            </summary>
            <remarks>
            This method will recursively crawl up the Parent property until it reaches the TopParent.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Math.IAttachable.ListsBelongingTo">
            <summary>
            Gets all lists that the instance belongs to.
            </summary>
            <remarks>
            This property provides the two-way relationship between IAttachables and
            and common FlatRedBall Lists.
            </remarks>
        </member>
        <member name="T:FlatRedBall.Math.IPositionable">
            <summary>
            Provides an interface for 3D position, velocity, and acceleration.
            </summary>
            <remarks>
            For an interface which provides only and no velocity and acceleration, see
            FlatRedBall.Math.IStaticPositionable.
            <seealso cref="T:FlatRedBall.Math.IStaticPositionable"/>
            </remarks>
        </member>
        <member name="T:FlatRedBall.Math.IStaticPositionable">
            <summary>
            Provides an interface for 3D position.
            </summary>
            <remarks>
            Does not include Velocity and Acceleration like IPositionable.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Math.IStaticPositionable.X">
            <summary>
            The absolute X position.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.IStaticPositionable.Y">
            <summary>
            The absolute Y position.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.IStaticPositionable.Z">
            <summary>
            The absolute Z position.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.IPositionable.XVelocity">
            <summary>
            Gets and sets the absolute X Velocity.  Meausred in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.IPositionable.YVelocity">
            <summary>
            Gets and sets the absolute Y Velocity.  Meausred in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.IPositionable.ZVelocity">
            <summary>
            Gets and sets the absolute Z Velocity.  Meausred in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.IPositionable.XAcceleration">
            <summary>
            Gets and sets the absolute X Acceleration.  Meausred in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.IPositionable.YAcceleration">
            <summary>
            Gets and sets the absolute Y Acceleration.  Meausred in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.IPositionable.ZAcceleration">
            <summary>
            Gets and sets the absolute Z Acceleration.  Meausred in units per second.
            </summary>
        </member>
        <member name="T:FlatRedBall.Math.IRotatable">
            <summary>
            Provides an interface for objects which can be rotated in 3D space.  Includes
            absolute rotation values and rotational velocity values.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.IRotatable.RotationMatrix">
            <summary>
            Gets and sets the absolute rotation matrix.
            </summary>
            <remarks>
            Implementers should mirror changes to the RotationMatrix in the
            individual rotation values.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Math.IRotatable.RotationX">
            <summary>
            Gets and sets the rotation on the X Axis.
            </summary>
            <remarks>
            Implementors should mirror changes to invididual rotation values in the
            RotationMatrix property.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Math.IRotatable.RotationY">
            <summary>
            Gets and sets the rotation on the Y Axis.
            </summary>
            <remarks>
            Implementors should mirror changes to invididual rotation values in the
            RotationMatrix property.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Math.IRotatable.RotationZ">
            <summary>
            Gets and sets the rotation on the Z Axis.
            </summary>
            <remarks>
            Implementors should mirror changes to invididual rotation values in the
            RotationMatrix property.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Math.IRotatable.RotationXVelocity">
            <summary>
            Gets and sets the rotational velocity on the X Axis.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.IRotatable.RotationYVelocity">
            <summary>
            Gets and sets the rotational velocity on the Y Axis.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.IRotatable.RotationZVelocity">
            <summary>
            Gets and sets the rotational velocity on the Z Axis.
            </summary>
        </member>
        <member name="T:FlatRedBall.Instructions.IInstructable">
            <summary>
            Provides an interface for objects which can store Instructions.
            </summary>
        </member>
        <member name="P:FlatRedBall.Instructions.IInstructable.Instructions">
            <summary>
            The list of Instructions that this instance owns.  These instructions usually
            will execute on this instance; however, this is not a requirement.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.Position">
            <summary>
            The absolute world position of the instance.
            </summary>
            <remarks>
            This mirrors the X, Y, and Z properties.  This value essentially becomes
            read-only if this object has a Parent.
            </remarks>
        </member>
        <member name="F:FlatRedBall.PositionedObject.RelativePosition">
            <summary>
            The position of the object relative to its Parent in its Parent's coordinate space.
            </summary>
            <remarks>
            These values become the dominant controller of absolute Position if this
            instance has a Parent.  These values have no impact if the instance does not
            have a Parent.
            </remarks>
        </member>
        <member name="F:FlatRedBall.PositionedObject.Velocity">
            <summary>
            The absolute world velocity of the instance measured in units per second.
            </summary>
            <remarks>
            This mirrors the XVelocity, YVelocity, and ZVelocity properties.  This value is essentially
            invalid if this instance has a Parent.
            </remarks>
        </member>
        <member name="F:FlatRedBall.PositionedObject.RelativeVelocity">
            <summary>
            The velocity of the object relative to its Parent in its Parent's cooridnate space.
            </summary>
            <remarks>
            This value modifies the RelativePosition field even if the object does not have a Parent.
            </remarks>
        </member>
        <member name="F:FlatRedBall.PositionedObject.Acceleration">
            <summary>
            The absolute world acceleration of the instance measured in units per second per second.
            </summary>
            <remarks>
            This mirrors the XAcceleration, YAcceleration, and ZAcceleration properties.  This value is
            essentially invalid if the instance has a Parent; however, it can still build up the Velocity
            value.  
            <para>
            If an object with a parent has a non-zero Acceleration for a significant amount of time, then is
            detached, the Velocity will likely be non-zero and may be very large causing the object to move
            rapidly.
            </para>
            </remarks>
        </member>
        <member name="F:FlatRedBall.PositionedObject.RelativeAcceleration">
            <summary>
            The acceleration of the object relative to its Parent in its Parent's coordinate space.
            </summary>
            <remarks>
            This value modifies the RelativeVelocity field even if the object does not have a Parent.
            </remarks>
        </member>
        <member name="F:FlatRedBall.PositionedObject.RealVelocity">
            <summary>
            The actual velocity of the object from the last frame to this frame.  This value is only valid
            if the KeepTrackOfReal property has been true for over one frame.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.RealAcceleration">
            <summary>
            The actualy acceleration of the object from the last frame to this frame.  This value is only valid
            if the KeepTrackOfReal property has been set to true for over two frames.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.LastPosition">
            <summary>
            The last Position of the object - used to calculate the RealVelocity field.  This is
            valid only if the KeepTrackOfReal property is true.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.LastVelocity">
            <summary>
            The last Velocity of the object - this is used to calculate the RealAcceleration field.  This is
            valid only if the KeepTrackOfReal property is true.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.mDrag">
            <summary>
            The drag of the instance.
            </summary>
            <remarks>
            <seealso cref="P:FlatRedBall.PositionedObject.Drag"/>
            </remarks>
        </member>
        <member name="F:FlatRedBall.PositionedObject.mName">
            <summary>
            The name of the instance.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.mRotationX">
            <summary>
            The X component of the object's absolute rotation.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.mRotationY">
            <summary>
            The Y component of the object's absolute rotation.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.mRotationZ">
            <summary>
            The Z component of the object's absolute rotation.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.mRotationXVelocity">
            <summary>
            The X component of the object's absolute rotational velocity.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.mRotationYVelocity">
            <summary>
            The Y component of the object's absolute rotational velocity.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.mRotationZVelocity">
            <summary>
            The Z component of the object's absolute rotational velocity.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.mRelativeRotationX">
            <summary>
            The X component of the object's relative rotation.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.mRelativeRotationY">
            <summary>
            The Y component of the object's relative rotation.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.mRelativeRotationZ">
            <summary>
            The Z component of the object's relative rotation.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.mRelativeRotationXVelocity">
            <summary>
            The X component of the object's relative rotational velocity.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.mRelativeRotationYVelocity">
            <summary>
            The Y component of the object's relative rotational velocity.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.mRelativeRotationZVelocity">
            <summary>
            The Z component of the object's relative rotational velocity.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.mRotationMatrix">
            <summary>
            The matrix representing the absolute orientation of the instance.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.mRelativeRotationMatrix">
            <summary>
            The matrix representing the relative orientation of the object in parent space.  This
            has no impact if the Parent is null.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.mListsBelongingTo">
            <summary>
            The lists that this instance belongs to.  This is how two-way relationships are implemented.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.mParent">
            <summary>
            The PositionedObject that this is attached to.  If it is null then this does not
            follow any relative properties.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.mChildren">
            <summary>
            The objects that are attached to this instance.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.mLastDependencyUpdate">
            <summary>
            The value that was last used when calling UpdateDependencies.
            </summary>
        </member>
        <member name="F:FlatRedBall.PositionedObject.mInstructions">
            <summary>
            The instructions that belong to this instance.
            </summary>
        </member>
        <member name="M:FlatRedBall.PositionedObject.#ctor">
            <summary>
            Creates a new PositionedObject instance.
            </summary>
        </member>
        <member name="M:FlatRedBall.PositionedObject.AreSubHierarchiesIdentical(FlatRedBall.PositionedObject,FlatRedBall.PositionedObject)">
            <summary>
            Determines whether the tree structure created by attachments of two PositionedObjects are identical.
            </summary>
            <remarks>
            This method does not investigate the PositionedObjects any more than looking at their children.  It traverses
            through the trees multiple times, and can be a very slow method if the PositionedObjects have large subtrees.  
            The subtrees are small enough in most cases
            where there won't be a performance issue.
            </remarks>
            <param name="s1">The first PositionedObject.</param>
            <param name="s2">The second PositionedObject.</param>
            <returns>Whether the tree structure created by attachments is the same.</returns>
        </member>
        <member name="M:FlatRedBall.PositionedObject.AttachTo(FlatRedBall.PositionedObject,System.Boolean)">
            <summary>
            Attaches this PositionedObject to the argument newParent.
            </summary>
            <remarks>
            <para>A useful way to understand the affect of changeRelative is to consider that it is the opposite of whether 
            absolute values change.  That is, if the relative values do not change upon attachment, the absolute values
            will change.</para>
            <para>
            For an example, consider a situation where a child has an absolute x value of 5 and a relative value of 0 and
            a parent has an absolute x value of 0.  If the child is attached to the parent
            and relative is not changed (relative x remains at 0), then the child's x will be 
            parent.x + child.relX, or 0 + 0 = 0.  We see that the relative value didn't 
            change, so the absolute did.
            </para>
            <para>
            If, on the other hand, the relative was changed, the absolute position would be the same.
            Since the parent's absolute position was 0 and the absolute position of the 
            child should remain at 5, then the relX value would change to 5 (assuming 
            the parent isn't rotated).
            </para>
            </remarks>
            <param name="newParent">The PositionedObject to attach to.</param>
            <param name="changeRelative">Whether relative values should change so that absolute values stay the same.</param>
        </member>
        <member name="M:FlatRedBall.PositionedObject.ClearRelationships">
            <summary>
            Detaches this PositionedObject from its parent and detaches all of the PositionedObject's 
            Children.
            </summary>
        </member>
        <member name="M:FlatRedBall.PositionedObject.CopyFieldsTo(FlatRedBall.PositionedObject)">
            <summary>
            Copies most internal fields of this instance to the argument PositionedObjects.
            </summary>
            <remarks>
            The following fields are not copied:
            <para>* Name</para>
            <para>* ListsBelongingTo</para>
            <para>* Parent</para>
            <para>* Children</para>
            <para>* Instructions</para>
            </remarks>
            <param name="positionedObject"></param>
        </member>
        <member name="M:FlatRedBall.PositionedObject.CopyAbsoluteToRelative">
            <summary>
            Copies the absolute position and rotation values to the relative values.
            </summary>
        </member>
        <member name="M:FlatRedBall.PositionedObject.Clone``1">
            <summary>
            Creates a clone of this instance typed as a T.
            </summary>
            <typeparam name="T">The type of the new object.</typeparam>
            <returns>The newly created instance.</returns>
        </member>
        <member name="M:FlatRedBall.PositionedObject.CreateNewChildrenList">
            <summary>
            Creates a new Children PositionedObjectList.
            </summary>
            <remarks>
            This method is only necessary if a PositionedObject
            is manually cloned by calling MemberwiseClone.  This
            should not be called to detach children as the two-way
            relationship between PositionedObject and PositionedObjectList
            will keep the old Children PositionedObjectList in scope resulting
            in a memory leak.
            </remarks>
        </member>
        <member name="M:FlatRedBall.PositionedObject.CreateNewInstructionsList">
            <summary>
            Creates a new InstructionList.
            </summary>
            <remarks>
            This method is only necessary if a PositionedObject
            is manually cloned by calling MemberwiseClone.  This
            should not be called to clear the Instructions property
            as it will create a new instance and get rid fo the old one
            resulting in unnecessary garbage collection.
            </remarks>
        </member>
        <member name="M:FlatRedBall.PositionedObject.Detach">
            <summary>
            Detaches the PositionedObject from its parent PositionedObject.
            </summary>
            <remarks>
            This method cleans up the two way relationship between parent and child.
            </remarks>
        </member>
        <member name="M:FlatRedBall.PositionedObject.ExecuteInstructions(System.Double)">
            <summary>
            Executes instructions according to the argument currentTime and cycles and reorders
            Instructions as necessary.
            </summary>
            <param name="currentTime">The current time to compare teh instruction's TimeToExecute against.</param>
        </member>
        <member name="M:FlatRedBall.PositionedObject.ForceUpdateDependencies">
            <summary>
            Forces an update of the PositionedObject's absolute position and rotation values 
            according to its attachment and relative values.
            </summary>
            <remarks>
            The absolute positions and rotations of Sprites are updated in the 
            Sprite.UpdateDependencies method which is
            called in the SpriteManager.UpdateDependencies.  The SpriteManager.UpdateDependencies is called
            once per frame by default in the Sprite's regular activity.  This method only needs to be called 
            if changes are made after
            the UpdateDependencies method has been called for that particular frame or if updated 
            positions are needed
            immediately after relative values or attachments have been changed.
            
            <para>This method will recur up the hierarchical PositionedObject struture stopping 
            when it hits the top parent.</para>
            </remarks>
        </member>
        <member name="M:FlatRedBall.PositionedObject.GetAllDescendantsOneWay(FlatRedBall.Math.AttachableList{FlatRedBall.PositionedObject})">
            <summary>
            Fills the argument list with the instance's parent, grandparent, etc. recursively.
            </summary>
            <param name="positionedObjects">The list to fill.</param>
        </member>
        <member name="M:FlatRedBall.PositionedObject.Initialize">
            <summary>
            Resets all properties to their default values and clears the ListsBelongingTo property.
            </summary>
        </member>
        <member name="M:FlatRedBall.PositionedObject.Initialize(System.Boolean)">
            <summary>
            Resets all properties to their default values.
            </summary>
            <param name="clearListsBelongingTo">Whether the instance should clear its ListsBelongingTo property.</param>
        </member>
        <member name="M:FlatRedBall.PositionedObject.IsParentOf(FlatRedBall.Math.IAttachable)">
            <summary>
            Determines whether this is a parent (or grandparent of any level) of the argument
            PositionedObject
            </summary>
            <param name="attachable">The PositionedObject to test whether it is lower 
            in the same hiearchical structure.</param>
            <returns>Whether the attachable argument is a child of this instance.</returns>
        </member>
        <member name="M:FlatRedBall.PositionedObject.RemoveSelfFromListsBelongingTo">
            <summary>
            Removes this instance from all Lists that it shares two-way
            relationships with.
            </summary>
            <remarks>
            FlatRedBall managers use this method in Remove methods.
            </remarks>
        </member>
        <member name="M:FlatRedBall.PositionedObject.ResetRealValues">
            <summary>
            Sets the internal storage of the last frame's position and velocity
            so that the next frame's real velocity and acceleration values will be
            Vector3.Zero.
            </summary>
        </member>
        <member name="M:FlatRedBall.PositionedObject.SetRealValuesFrom(FlatRedBall.PositionedObject)">
            <summary>
            Copies all values related to "Real" values from the argument
            PositionedObject to this instance.
            </summary>
            <param name="positionedObject">The PositionedObject to copy Real values from.</param>
        </member>
        <member name="M:FlatRedBall.PositionedObject.SetRelativeFromAbsolute">
            <summary>
            Uses the object's absolute position and orientation along with its
            Parent's orientation and position to update its relative position and orientation.
            </summary>
        </member>
        <member name="M:FlatRedBall.PositionedObject.TimedActivity(System.Single,System.Double,System.Single)">
            <summary>
            Performs the every-frame position and rotation changing activity.
            </summary>
            <remarks>
            This method does not need to be explicitly called
            for managed objects such as Sprites and collision shapes.
            This method is exposed for custom PositionedObjects which
            are not added to a Manager.
            </remarks>
            <param name="secondDifference">The amount of time since last frame.</param>
            <param name="secondDifferenceSquaredDividedByTwo">Pre-calculated ((secondDifference*secondDifference) ^2) / 2.</param>
            <param name="secondsPassedLastFrame">The last frame secondDifference.</param>
        </member>
        <member name="M:FlatRedBall.PositionedObject.TimedActivityRelative(System.Single,System.Double)">
            <summary>
            Performs the every-frame relative position and relative rotation changing activity.
            </summary>
            <remarks>
            This method does not need to be explicitly called
            for managed objects such as Sprites and collision shapes.
            This method is exposed for custom PositionedObjects which
            are not added to a Manager.
            </remarks>
            <param name="secondDifference">The amount of time since last frame.</param>
            <param name="secondDifferenceSquaredDividedByTwo">Pre-calculated ((secondDifference*secondDifference) ^2) / 2.</param>
        </member>
        <member name="M:FlatRedBall.PositionedObject.ToString">
            <summary>
            Returns a string containing common information about the PositionedObject.
            </summary>
            <returns>The string containing the information about this object.</returns>
        </member>
        <member name="M:FlatRedBall.PositionedObject.UpdateDependencies(System.Double)">
            <summary>
            Updates the absolute position and rotation using relative values and the Parent PositionedObject.
            </summary>
            <remarks>
            This method recurs up the hierarchical chain calling UpdateDependencies so that the entire family of 
            PositionedObjects is positioned appropriately.
            </remarks>
        </member>
        <member name="M:FlatRedBall.PositionedObject.Pause(FlatRedBall.Instructions.InstructionList)">
            <summary>
            Stops all automatic behavior and stores the necessary instructions to 
            resume activity in the argument InstructionList.
            </summary>
            <param name="instructions">The List to store instructions which are executed to
            resume activity.</param>
        </member>
        <member name="M:FlatRedBall.PositionedObject.UpdateRotationValuesAccordingToMatrix">
            <summary>
            Sets the absolute rotation values according to the object's RotationMatrix.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.Children">
            <summary>
            The list of PositionedObjects that are attached to this instance.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.ListsBelongingTo">
            <summary>
            The List of IAttachableRemovables (containers) that this shares a two-way relationship with.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.Name">
            <summary>
            The instance's name.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.Parent">
            <summary>
            The PositionedObject that this instance is attached to.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.ParentRotationChangesPosition">
            <summary>
            Whether the parent's rotation should change the object's position.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.ParentRotationChangesRotation">
            <summary>
            Gets and sets whether the parent's rotation should change the object's rotation.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RelativeX">
            <summary>
            Gets and sets the X position relative to the instance's parent.
            </summary>
            <remarks>
            If the instance does not have a parent this property has no effect.
            </remarks>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RelativeY">
            <summary>
            Gets and sets the Y position relative to the instance's parent.
            </summary>
            <remarks>
            If the instance does not have a parent this property has no effect.
            </remarks>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RelativeZ">
            <summary>
            Gets and sets the Z position relative to the instance's parent.
            </summary>
            <remarks>
            If the instance does not have a parent this property has no effect.
            </remarks>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RelativeXVelocity">
            <summary>
            Gets and sets the rate of change of the RelativeX property in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RelativeYVelocity">
            <summary>
            Gets and sets the rate of change of the RelativeY property in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RelativeZVelocity">
            <summary>
            Gets and sets the rate of change of the RelativeZ property in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RelativeXAcceleration">
            <summary>
            Gets and sets the rate of change of the RelativeXVelocity property in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RelativeYAcceleration">
            <summary>
            Gets and sets the rate of change of the RelativeYVelocity property in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RelativeZAcceleration">
            <summary>
            Gets and sets the rate of change of the RelativeZVelocity property in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RelativeRotationX">
            <summary>
            Gets and sets the rotation on the X axis relative to the instance's parent.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RelativeRotationY">
            <summary>
            Gets and sets the rotation on the Y axis relative to the instance's parent.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RelativeRotationZ">
            <summary>
            Gets and sets the rotation on the Z axis relative to the instance's parent.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RelativeRotationMatrix">
            <summary>
            The rotation representing the orientation relative to the instance's Parent.
            </summary>
            <remarks>
            If the instance does not have a Parent then this property has no effect.
            </remarks>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RelativeRotationXVelocity">
            <summary>
            Gets and sets the rate of change of the RelativeRotationX property in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RelativeRotationYVelocity">
            <summary>
            Gets and sets the rate of change of the RelativeRotationY property in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RelativeRotationZVelocity">
            <summary>
            Gets and sets the rate of change of the RelativeRotationZ property in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.LastDependencyUpdate">
            <summary>
            The last time Update was called.
            </summary>
            <remarks>
            This value is set through the TimeManager's CurrentTime property.
            </remarks>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RotationX">
            <summary>
            The x rotation of a PositionedObject
            </summary>
            <remarks>
            This rotates the PositionedObject about the X axis.  Rotation is represented in 
            radians.  Angles will always be greater than or equal to 0 and less than
            two times PI.  Values outside of these bounds will be regulated by the
            set property.
            
            RotationX can be used to flip an image of a PositionedObject, but a PositionedObject should not 
            be flipped during animation (if it is a Sprite).  AnimationFrames can be flipped without 
            setting a Sprite's Rotation values.
            </remarks>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RotationY">
            <summary>
            The y rotation of a PositionedObject
            </summary>
            <remarks>
            This rotates the PositionedObject about the Y axis.  Rotation is represented in 
            radians.  Angles will always be greater than or equal to 0 and less than
            two times PI.  Values outside of these bounds will be regulated by the
            set property.
            
            RotationY can be used to flip an image and set it upside down, but a PositionedObject
            should not be flipped during animation (if it is a Sprite).  AnimationFrames can be flipped without
            setting a Sprite's Rotation values.
            </remarks>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RotationZ">
            <summary>
            The z rotation of a PositionedObject
            </summary>
            <remarks>
            This rotates the PositionedObject about the Z axis.  Rotation is represented in 
            radians.  Angles will always be greater than or equal to 0 and less than
            two times PI.  Values outside of these bounds will be regulated by the
            set property.
            
            RotationZ can be used to "spin" a PositionedObject, with a positive variable spinning
            clockwise.  
            </remarks>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RotationMatrix">
            <summary>
            The matrix applied to the object resulting in its final orientation.
            </summary>
            <remarks>
            The RotationMatrix and RotationX, RotationY, RotationZ reflect eachother.  Changing one will change the other.
            <seealso cref="P:FlatRedBall.PositionedObject.RotationX"/>
            <seealso cref="P:FlatRedBall.PositionedObject.RotationY"/>
            <seealso cref="P:FlatRedBall.PositionedObject.RotationZ"/>
            </remarks>
        </member>
        <member name="P:FlatRedBall.PositionedObject.TransformationMatrix">
            <summary>
            Gets or sets the overall transformation of this object
            </summary>
            <remarks>
            Changing the transformation matrix will change rotation, position and scaling
            </remarks>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RelativeTransformationMatrix">
            <summary>
            Gets or sets the overall transformation of this object, relative to its parent
            </summary>
            <remarks>
            Changing the transformation matrix will change rotation, position and scaling
            </remarks>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RotationXVelocity">
            <summary>
            The absolute X rotation speed measured in radians per second
            </summary>
            <remarks>
            The RotationXVelocity variable is how fast a PositionedObject is rotating on the X axis. It is
            measured in radians per second.
            </remarks>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RotationYVelocity">
            <summary>
            The absolute Y rotation speed measured in radians per second
            </summary>
            <remarks>
            The RotationYVelocity variable is how fast a PositionedObject is rotating on the Y axis. It is
            measured in radians per second.
            </remarks>
        </member>
        <member name="P:FlatRedBall.PositionedObject.RotationZVelocity">
            <summary>
            The absolute Z rotation speed measured in radians per second
            </summary>
            <remarks>
            The RotationZVelocity variable is how fast a PositionedObject is rotating on the Z axis. It is
            measured in radians per second.
            </remarks>
            
        </member>
        <member name="P:FlatRedBall.PositionedObject.TopParent">
            <summary>
            Returns the top node in the attachment hierarchical relationship
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.X">
            <summary>
            The absolute X position.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.Y">
            <summary>
            The absolute Y position.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.Z">
            <summary>
            The absolute Z position.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.XVelocity">
            <summary>
            Gets and sets the absolute X Velocity.  Meausred in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.YVelocity">
            <summary>
            Gets and sets the absolute Y Velocity.  Meausred in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.ZVelocity">
            <summary>
            Gets and sets the absolute Z Velocity.  Meausred in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.XAcceleration">
            <summary>
            Gets and sets the absolute X Acceleration.  Meausred in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.YAcceleration">
            <summary>
            Gets and sets the absolute Y Acceleration.  Meausred in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.ZAcceleration">
            <summary>
            Gets and sets the absolute Z Acceleration.  Meausred in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.KeepTrackOfReal">
            <summary>
            Whether the PositionedObject's RealVelocity and RealAcceleration are
            updated every frame.
            </summary>
        </member>
        <member name="P:FlatRedBall.PositionedObject.Drag">
            <summary>
            Linear approximation of drag.  This reduces the Velocity of the
            instance according to its absolute Velocity.  
            </summary>
            <remarks>
            The following formula is applied to apply Drag:
            <para>
            Velocity -= Velocity * Drag * TimeManager.SecondDifference;
            
            </para>
            </remarks>
        </member>
        <member name="P:FlatRedBall.PositionedObject.Instructions">
            <summary>
            The list of Instructions that this instance owns.  These instructions usually
            will execute on this instance; however, this is not a requirement.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.IVisible">
            <summary>
            Interface for an object which has visibility control.
            </summary>
        </member>
        <member name="F:FlatRedBall.Math.Geometry.Line.RelativePoint1">
            <summary>
            The first point used to define the line.  This point is relative to the Line's position and rotation.
            <remarks>
            If a line moves or rotates it will visibly change on screen and its collisions will be modified, but the 
            RelativePoint fields will not be modified.
            </remarks>
            </summary>
        </member>
        <member name="F:FlatRedBall.Math.Geometry.Line.RelativePoint2">
            <summary>
            The second point used to define the line.  This point is relative to the Line's position and rotation.
            </summary>
            <remarks>
            If a line moves or rotates it will visibly change on screen and its collisions will be modifed, but the
            RelativePoint fields will not be modified.
            </remarks>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Line.#ctor">
            <summary>
            Instantiates a new Line.
            </summary>
            <remarks>
            Lines created through this method will not be visible or managed.  To add management, add
            the line to the ShapeManager through the ShapeManager's AddLine method.
            </remarks>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Line.AsSegment">
            <summary>
            Returns a Segment which represents the line.
            </summary>
            <returns>The Segment representing the line.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Line.CollideAgainst(FlatRedBall.Math.Geometry.Circle)">
            <summary>
            Returns whether this instance collides with the argument Circle.
            </summary>
            <param name="circle">The Circle to test collision against.</param>
            <returns>Whether a collision has occurred.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Line.CollideAgainst(FlatRedBall.Math.Geometry.AxisAlignedRectangle)">
            <summary>
            Returns whether this instance collides with the argument AxisAlignedRectangle.
            </summary>
            <param name="rectangle">The AxisAlignedRectangle to test collision against.</param>
            <returns>Whether a collision has occurred.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Line.CollideAgainst(FlatRedBall.Math.Geometry.Line)">
            <summary>
            Returns whether this instance collides with the argument Line.
            </summary>
            <param name="line">The Line to test collision against.</param>
            <returns>Whether a collision has occurred.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Line.CollideAgainst(FlatRedBall.Math.Geometry.Polygon)">
            <summary>
            Returns whether this instance collides with the argument Polygon.
            </summary>
            <param name="polygon">The Polygon to test collision against.</param>
            <returns>Whether a collision has occurred.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Line.CollideAgainstMove(FlatRedBall.Math.Geometry.Circle,System.Single,System.Single)">
            <summary>
            Returns whether this instance collides with the argument Circle.  The two
            shapes are also repositioned so they do not collide after the method is called.
            </summary>
            <param name="circle">The Circle to test collision against.</param>
            <param name="thisMass">The mass of this instance.</param>
            <param name="otherMass">The mass of the other instance.</param>
            <returns>Whether a collision has occurred.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Line.ScaleBy(System.Single)">
            <summary>
            Scales the line by a specified amount
            </summary>
            <param name="scale">The scaling factor</param>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Line.SetFromAbsoluteEndpoints(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Sets the Line's Position to the average of the two given endpoints and
            it's RelativePoints to be the distance from the new Position to each of the given Vectors.
            </summary>
            <param name="endpoint1">The first endpoint for which to find the midpoint</param>
            <param name="endpoint2">The second endpoint for which to find the midpoint</param>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.Line.Visible">
            <summary>
            Gets or sets the visibility of this line segment
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.Line.Color">
            <summary>
            Gets or sets the color of this line segment, when drawn
            </summary>
        </member>
        <member name="T:FlatRedBall.ManagedSpriteGroups.PoseChain">
            <summary>
            Represents a collection of Poses which can be interpolated between to create
            fluid SpriteRig animation.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.SpriteRig.PoseChainSave.#ctor">
            <summary>
            Constructs a new PoseChain.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.SpriteRig.PoseChainSave.AddPose(FlatRedBall.ManagedSpriteGroups.Pose)">
            <summary>
            Appends the argument Pose to the PoseChain then sorts the contained Poses by time.
            </summary>
            <param name="poseToAdd">The pose to add</param>
            <returns>The index of the newly-added pose.</returns>
        </member>
        <member name="M:FlatRedBall.Content.SpriteRig.PoseChainSave.GetPose(System.Int32)">
            <summary>
            [OBSOLETE] Gets the pose at the argument index.
            </summary>
            <param name="i">The index of the pose to get.</param>
            <returns>The pose at the argument index.</returns>
        </member>
        <member name="M:FlatRedBall.Content.SpriteRig.PoseChainSave.IndexOf(FlatRedBall.ManagedSpriteGroups.Pose)">
            <summary>
            Returns the number of Poses in the current PoseChain.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.SpriteRig.PoseChainSave.InsertPose(System.Int32,FlatRedBall.ManagedSpriteGroups.Pose)">
            <summary>
            Inserts a pose at the argument Index.
            </summary>
            <remarks>
            Unlike the Add method, this method does not sort the
            PoseChain after the addition.  However, if Add is called
            at a later time the PoseChain will be sorted.
            </remarks>
            <param name="index">The index where the pose should be inserted.</param>
            <param name="poseToInsert">The pose to insert.</param>
        </member>
        <member name="M:FlatRedBall.Content.SpriteRig.PoseChainSave.RemovePose(FlatRedBall.ManagedSpriteGroups.Pose)">
            <summary>
            Removes the argument Pose from the PoseChain.
            </summary>
            <param name="poseToRemove">The pose to be removed.</param>
        </member>
        <member name="M:FlatRedBall.Content.SpriteRig.PoseChainSave.Sort">
            <summary>
            Sorts the contained Poses by their time.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.SpriteRig.PoseChainSave.ToString">
            <summary>
            Returns information about the PoseChain.
            </summary>
            <returns>The string info about the argument PoseChain.</returns>
        </member>
        <member name="P:FlatRedBall.Content.SpriteRig.PoseChainSave.Item(System.Int32)">
            <summary>
            Provides indexer access to the contained Poses.
            </summary>
            <param name="index">The index of the Pose to get.</param>
            <returns>The pose at the specified index.</returns>
        </member>
        <member name="P:FlatRedBall.Content.SpriteRig.PoseChainSave.Count">
            <summary>
            Gets the number of Poses contained in the PoseChain.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.SpriteRig.PoseChainSave.Poses">
            <summary>
            Provides access to the contained Poses.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.SpriteRig.PoseChainSave.Name">
            <summary>
            The Name of the PoseChain.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.SpriteRig.PoseChainSave.TimeAnimationStarted">
            <summary>
            The game time in systems when the Animation has been started.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.SpriteRig.PoseChainSave.TotalLength">
            <summary>
            Gets total length in seconds of the PoseChain.
            </summary>
        </member>
        <member name="T:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer">
            <summary>
            An input buffer customised for use by <see cref="T:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream"/>
            </summary>
            <remarks>
            The buffer supports decryption of incoming data.
            </remarks>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer.#ctor(System.IO.Stream)">
            <summary>
            Initialise a new instance of <see cref="T:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer"/> with a default buffer size
            </summary>
            <param name="stream">The stream to buffer.</param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer.#ctor(System.IO.Stream,System.Int32)">
            <summary>
            Initialise a new instance of <see cref="T:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer"/>
            </summary>
            <param name="stream">The stream to buffer.</param>
            <param name="bufferSize">The size to use for the buffer</param>
            <remarks>A minimum buffer size of 1KB is permitted.  Lower sizes are treated as 1KB.</remarks>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer.SetInflaterInput(ICSharpCode.SharpZipLib.Zip.Compression.Inflater)">
            <summary>
            Call <see cref="M:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.SetInput(System.Byte[],System.Int32,System.Int32)"/> passing the current clear text buffer contents.
            </summary>
            <param name="inflater">The inflater to set input for.</param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer.Fill">
            <summary>
            Fill the buffer from the underlying input stream.
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer.ReadRawBuffer(System.Byte[])">
            <summary>
            Read a buffer directly from the input stream
            </summary>
            <param name="buffer">The buffer to fill</param>
            <returns>Returns the number of bytes read.</returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer.ReadRawBuffer(System.Byte[],System.Int32,System.Int32)">
            <summary>
            Read a buffer directly from the input stream
            </summary>
            <param name="outBuffer">The buffer to read into</param>
            <param name="offset">The offset to start reading data into.</param>
            <param name="length">The number of bytes to read.</param>
            <returns>Returns the number of bytes read.</returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer.ReadClearTextBuffer(System.Byte[],System.Int32,System.Int32)">
            <summary>
            Read clear text data from the input stream.
            </summary>
            <param name="outBuffer">The buffer to add data to.</param>
            <param name="offset">The offset to start adding data at.</param>
            <param name="length">The number of bytes to read.</param>
            <returns>Returns the number of bytes actually read.</returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer.ReadLeByte">
            <summary>
            Read a <see cref="T:System.Byte"/> from the input stream.
            </summary>
            <returns>Returns the byte read.</returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer.ReadLeShort">
            <summary>
            Read an <see cref="T:System.Int16"/> in little endian byte order.
            </summary>
            <returns>The short value read case to an int.</returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer.ReadLeInt">
            <summary>
            Read an <see cref="T:System.Int32"/> in little endian byte order.
            </summary>
            <returns>The int value read.</returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer.ReadLeLong">
            <summary>
            Read a <see cref="T:System.Int64"/> in little endian byte order.
            </summary>
            <returns>The long value read.</returns>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer.RawLength">
            <summary>
            Get the length of bytes bytes in the <see cref="P:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer.RawData"/>
            </summary>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer.RawData">
            <summary>
            Get the contents of the raw data buffer.
            </summary>
            <remarks>This may contain encrypted data.</remarks>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer.ClearTextLength">
            <summary>
            Get the number of useable bytes in <see cref="P:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer.ClearText"/>
            </summary>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer.ClearText">
            <summary>
            Get the contents of the clear text buffer.
            </summary>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer.Available">
            <summary>
            Get/set the number of bytes available
            </summary>
        </member>
        <member name="T:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream">
             <summary>
             This filter stream is used to decompress data compressed using the "deflate"
             format. The "deflate" format is described in RFC 1951.
            
             This stream may form the basis for other decompression filters, such
             as the <see cref="!:ICSharpCode.SharpZipLib.GZip.GZipInputStream">GZipInputStream</see>.
            
             Author of the original java version : John Leuner.
             </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.#ctor(System.IO.Stream)">
            <summary>
            Create an InflaterInputStream with the default decompressor
            and a default buffer size of 4KB.
            </summary>
            <param name = "baseInputStream">
            The InputStream to read bytes from
            </param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.#ctor(System.IO.Stream,ICSharpCode.SharpZipLib.Zip.Compression.Inflater)">
            <summary>
            Create an InflaterInputStream with the specified decompressor
            and a default buffer size of 4KB.
            </summary>
            <param name = "baseInputStream">
            The source of input data
            </param>
            <param name = "inf">
            The decompressor used to decompress data read from baseInputStream
            </param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.#ctor(System.IO.Stream,ICSharpCode.SharpZipLib.Zip.Compression.Inflater,System.Int32)">
            <summary>
            Create an InflaterInputStream with the specified decompressor
            and the specified buffer size.
            </summary>
            <param name = "baseInputStream">
            The InputStream to read bytes from
            </param>
            <param name = "inflater">
            The decompressor to use
            </param>
            <param name = "bufferSize">
            Size of the buffer to use
            </param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.Skip(System.Int64)">
            <summary>
            Skip specified number of bytes of uncompressed data
            </summary>
            <param name="count">
            Number of bytes to skip
            </param>
            <returns>
            The number of bytes skipped, zero if the end of 
            stream has been reached
            </returns>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="count">The number of bytes</paramref> to skip is less than or equal to zero.
            </exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.StopDecrypting">
            <summary>
            Clear any cryptographic state.
            </summary>		
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.Fill">
            <summary>
            Fills the buffer with more data to decompress.
            </summary>
            <exception cref="T:ICSharpCode.SharpZipLib.SharpZipBaseException">
            Stream ends early
            </exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.Flush">
            <summary>
            Flushes the baseInputStream
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.Seek(System.Int64,System.IO.SeekOrigin)">
            <summary>
            Sets the position within the current stream
            Always throws a NotSupportedException
            </summary>
            <param name="offset">The relative offset to seek to.</param>
            <param name="origin">The <see cref="T:System.IO.SeekOrigin"/> defining where to seek from.</param>
            <returns>The new position in the stream.</returns>
            <exception cref="T:System.NotSupportedException">Any access</exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.SetLength(System.Int64)">
            <summary>
            Set the length of the current stream
            Always throws a NotSupportedException
            </summary>
            <param name="value">The new length value for the stream.</param>
            <exception cref="T:System.NotSupportedException">Any access</exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.Write(System.Byte[],System.Int32,System.Int32)">
            <summary>
            Writes a sequence of bytes to stream and advances the current position
            This method always throws a NotSupportedException
            </summary>
            <param name="buffer">Thew buffer containing data to write.</param>
            <param name="offset">The offset of the first byte to write.</param>
            <param name="count">The number of bytes to write.</param>
            <exception cref="T:System.NotSupportedException">Any access</exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.WriteByte(System.Byte)">
            <summary>
            Writes one byte to the current stream and advances the current position
            Always throws a NotSupportedException
            </summary>
            <param name="value">The byte to write.</param>
            <exception cref="T:System.NotSupportedException">Any access</exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.BeginWrite(System.Byte[],System.Int32,System.Int32,System.AsyncCallback,System.Object)">
            <summary>
            Entry point to begin an asynchronous write.  Always throws a NotSupportedException.
            </summary>
            <param name="buffer">The buffer to write data from</param>
            <param name="offset">Offset of first byte to write</param>
            <param name="count">The maximum number of bytes to write</param>
            <param name="callback">The method to be called when the asynchronous write operation is completed</param>
            <param name="state">A user-provided object that distinguishes this particular asynchronous write request from other requests</param>
            <returns>An <see cref="T:System.IAsyncResult">IAsyncResult</see> that references the asynchronous write</returns>
            <exception cref="T:System.NotSupportedException">Any access</exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.Close">
            <summary>
            Closes the input stream.  When <see cref="P:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.IsStreamOwner"></see>
            is true the underlying stream is also closed.
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.Read(System.Byte[],System.Int32,System.Int32)">
            <summary>
            Reads decompressed data into the provided buffer byte array
            </summary>
            <param name="buffer">
            The array to read and decompress data into
            </param>
            <param name="offset">
            The offset indicating where the data should be placed
            </param>
            <param name="count">
            The number of bytes to decompress
            </param>
            <returns>The number of bytes read.  Zero signals the end of stream</returns>
            <exception cref="T:ICSharpCode.SharpZipLib.SharpZipBaseException">
            Inflater needs a dictionary
            </exception>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.inf">
            <summary>
            Decompressor for this stream
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.inputBuffer">
            <summary>
            <see cref="T:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputBuffer">Input buffer</see> for this stream.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.baseInputStream">
            <summary>
            Base stream the inflater reads from.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.csize">
            <summary>
            The compressed size
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.isClosed">
            <summary>
            Flag indicating wether this instance has been closed or not.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.isStreamOwner">
            <summary>
            Flag indicating wether this instance is designated the stream owner.
            When closing if this flag is true the underlying stream is closed.
            </summary>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.IsStreamOwner">
            <summary>
            Get/set flag indicating ownership of underlying stream.
            When the flag is true <see cref="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.Close"/> will close the underlying stream also.
            </summary>
            <remarks>
            The default value is true.
            </remarks>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.Available">
            <summary>
            Returns 0 once the end of the stream (EOF) has been reached.
            Otherwise returns 1.
            </summary>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.CanRead">
            <summary>
            Gets a value indicating whether the current stream supports reading
            </summary>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.CanSeek">
            <summary>
            Gets a value of false indicating seeking is not supported for this stream.
            </summary>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.CanWrite">
            <summary>
            Gets a value of false indicating that this stream is not writeable.
            </summary>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.Length">
            <summary>
            A value representing the length of the stream in bytes.
            </summary>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.Position">
            <summary>
            The current position within the stream.
            Throws a NotSupportedException when attempting to set the position
            </summary>
            <exception cref="T:System.NotSupportedException">Attempting to set the position</exception>
        </member>
        <member name="T:FlatRedBall.IO.Csv.Resources.ExceptionMessage">
            <summary>
              A strongly-typed resource class, for looking up localized strings, etc.
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.Resources.ExceptionMessage.ResourceManager">
            <summary>
              Returns the cached ResourceManager instance used by this class.
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.Resources.ExceptionMessage.Culture">
            <summary>
              Overrides the current thread's CurrentUICulture property for all
              resource lookups using this strongly typed resource class.
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.Resources.ExceptionMessage.BufferSizeTooSmall">
            <summary>
              Looks up a localized string similar to Buffer size must be 1 or more..
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.Resources.ExceptionMessage.CannotMovePreviousRecordInForwardOnly">
            <summary>
              Looks up a localized string similar to Cannot move to a previous record in forward-only mode..
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.Resources.ExceptionMessage.CannotReadRecordAtIndex">
            <summary>
              Looks up a localized string similar to Cannot read record at index &apos;{0}&apos;..
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.Resources.ExceptionMessage.EnumerationFinishedOrNotStarted">
            <summary>
              Looks up a localized string similar to Enumeration has either not started or has already finished..
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.Resources.ExceptionMessage.EnumerationVersionCheckFailed">
            <summary>
              Looks up a localized string similar to Collection was modified; enumeration operation may not execute..
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.Resources.ExceptionMessage.FieldHeaderNotFound">
            <summary>
              Looks up a localized string similar to &apos;{0}&apos; field header not found..
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.Resources.ExceptionMessage.FieldIndexOutOfRange">
            <summary>
              Looks up a localized string similar to Field index must be included in [0, FieldCount[. Specified field index was : &apos;{0}&apos;..
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.Resources.ExceptionMessage.MalformedCsvException">
            <summary>
              Looks up a localized string similar to The CSV appears to be corrupt near record &apos;{0}&apos; field &apos;{1} at position &apos;{2}&apos;. Current raw data : &apos;{3}&apos;..
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.Resources.ExceptionMessage.MissingFieldActionNotSupported">
            <summary>
              Looks up a localized string similar to &apos;{0}&apos; is not a supported missing field action..
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.Resources.ExceptionMessage.NoCurrentRecord">
            <summary>
              Looks up a localized string similar to No current record..
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.Resources.ExceptionMessage.NoHeaders">
            <summary>
              Looks up a localized string similar to The CSV does not have headers (CsvReader.HasHeaders property is false)..
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.Resources.ExceptionMessage.NotEnoughSpaceInArray">
            <summary>
              Looks up a localized string similar to The number of fields in the record is greater than the available space from index to the end of the destination array..
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.Resources.ExceptionMessage.ParseErrorActionInvalidInsideParseErrorEvent">
            <summary>
              Looks up a localized string similar to &apos;{0}&apos; is not a valid ParseErrorAction while inside a ParseError event..
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.Resources.ExceptionMessage.ParseErrorActionNotSupported">
            <summary>
              Looks up a localized string similar to &apos;{0}&apos; is not a supported ParseErrorAction..
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.Resources.ExceptionMessage.ReaderClosed">
            <summary>
              Looks up a localized string similar to This operation is invalid when the reader is closed..
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.Resources.ExceptionMessage.RecordIndexLessThanZero">
            <summary>
              Looks up a localized string similar to Record index must be 0 or more..
            </summary>
        </member>
        <member name="F:FlatRedBall.Instructions.Pause.UnpauseInstruction`1.mCreationTime">
            <summary>
            The game time when the instruction was created.  This is compared to the
            TimeManager's CurrentTime property when Execute is called to delay the instructions
            by the appropriate amount of time.
            </summary>
        </member>
        <member name="T:FlatRedBall.Instructions.Interpolation.DoubleInterpolator">
            <summary>
            Provides interpolation for doubles - used for interpolating between
            Keyframes in InstructionSets.
            </summary>
        </member>
        <member name="T:FlatRedBall.Instructions.Interpolation.IInterpolator`1">
            <summary>
            Generic interface for an interpolator.  These are used to interpolate
            Keyframes in InstructionSets.
            </summary>
            <typeparam name="T">The type that the Interpolator interpolates.</typeparam>
        </member>
        <member name="T:FlatRedBall.Instructions.Interpolation.IInterpolator">
            <summary>
            Base interface for interpolators - to be used in lists.
            </summary>
        </member>
        <member name="M:FlatRedBall.Instructions.Interpolation.IInterpolator`1.Interpolate(`0,`0,System.Double)">
            <summary>
            Interpolates between the first two arguments using the third as the interpolation value.
            </summary>
            <param name="start">The first value to use in interpolation.</param>
            <param name="end">The second value to use in interpolation.</param>
            <param name="interpolationValue">The interpolation value - should be between 0 and 1.</param>
            <returns>The result of the interpolation.</returns>
        </member>
        <member name="M:FlatRedBall.Instructions.Interpolation.DoubleInterpolator.Interpolate(System.Double,System.Double,System.Double)">
            <summary>
            Interolates between the two argument doubles using the interpolation value.
            </summary>
            <param name="start">The first or starting value.</param>
            <param name="end">The end value.</param>
            <param name="interpolationValue">A value between 0 and 1 that determines how
            the values are interpolated.</param>
            <returns>The interpolated value.</returns>
        </member>
        <member name="T:FlatRedBall.Gui.ScrollBar">
            <summary>
            Summary description for ScrollBar.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.ScrollBar.#ctor(FlatRedBall.Gui.Cursor)">
            <summary>
            Instantiates a new ScrollBar instance.  The new instance will not automatically be
            added to the GuiManager.
            </summary>
            <param name="cursor">The Cursor that the ScrollBar will interact with.</param>
        </member>
        <member name="M:FlatRedBall.Gui.ScrollBar.#ctor(FlatRedBall.Gui.GuiSkin,FlatRedBall.Gui.Cursor)">
            <summary>
            Instantiates a new ScrollBar using a GuiSkin.  The new instance will not automatically be
            added to the GuiManager.
            </summary>
            <param name="guiSkin">The GuiSkin to customize the appearance of the ScrollBar.</param>
            <param name="cursor">The Cursor that the ScrollBar will interact with.</param>
        </member>
        <member name="M:FlatRedBall.Gui.ScrollBar.GetNumDown">
            <summary>
            Gets the index of the first element shown in a list given the position of the position bar.
            </summary>
            <remarks>
            Prior to this method being called, the SetView function must be called and the Sensitivity 
            property must be set.
            </remarks>
            <returns>The number of elements down.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.ScrollBar.SetScrollPosition(System.Int32)">
            <summary>
            Sets the position bar so that it reflects the number down passed as the argument.
            </summary>
            <param name="numDown">The number down to match with the PositionBar's position.</param>
        </member>
        <member name="M:FlatRedBall.Gui.ScrollBar.SetSkin(FlatRedBall.Gui.GuiSkin)">
            <summary>
            Sets the ScrollBar's skin and refreshes its appearance.
            </summary>
            <param name="guiSkin">The GuiSkin to set.</param>
        </member>
        <member name="M:FlatRedBall.Gui.ScrollBar.FixBar">
            <summary>
            Keeps the ScrollBar's position bar from overlapping the up and down buttons and 
            keeps its horizontal position inside the ScrollBar.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.ScrollBar.ScaleY">
            <summary>
            The distance from the center to the edge of the ScrollBar on the Y axis.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.ScrollBar.ScaleX">
            <summary>
            The distance from the center to the edge of the ScrollBar on the X axis.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.ScrollBar.Sensitivity">
            <summary>
            The ratio of the ScrollBar (excluding the up and down buttons) that the
            position bar should travel when pusing the up or down buttons.
            </summary>
            <remarks>
            This value is generally set to 1 divided by the number of elements.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.ScrollBar.View">
            <summary>
            Sets the size of the position bar - this value should be the number
            of elements in view divided by the total number of elements in a list.
            </summary>
            <remarks>
            This value should be between 0 and 1.  For example, if a ListBox has
            10 items, but 5 are visible, then the SetView method should be called with
            .5 as the argument (5/10).
            </remarks>
        </member>
        <member name="T:FlatRedBall.Gui.Marker">
            <summary>
            Summary description for Marker.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Marker.ScaleX">
            <summary>
            The distance from the center to the edge on the X axis.  Increasing
            this makes the Marker wider.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Marker.ScaleY">
            <summary>
            The distance from the center to the edge on the Y axis.  Increasing
            this makes the Marker taller.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Marker.ReferenceObject">
            <summary>
            The object that the Marker represents.
            </summary>
            <remarks>
            This can be used if an object is to be selected on a MarkerTimeLine, like an animation frame.
            </remarks>
        </member>
        <member name="F:FlatRedBall.Gui.Marker.Value">
            <summary>
            The value in the MarkerTimeLine that the Marker is located.
            </summary>
            <remarks>
            Usually the value represents time.  Therefore, if a Marker is being used to show
            when an animation frame executes, this value should be the animation frame's time.
            </remarks>
        </member>
        <member name="F:FlatRedBall.Gui.Marker.Texture">
            <summary>
            UNUSED
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.PostProcessing.DirectionalBlur">
            <summary>
            Post processing to implement directional blur.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.PostProcessing.DirectionalBlur.mBlurSampleCount">
            <summary>
            The number of samples used in the blur filtering (static for now)
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.DirectionalBlur.#ctor">
            <summary>
            Internal Constructor (so this class can't be instantiated externally)
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.DirectionalBlur.ToString">
            <summary>
            Reports this effect's name as a string
            </summary>
            <returns>The effect's name as a string</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.DirectionalBlur.InitializeEffect">
            <summary>
            Loads the effect
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.DirectionalBlur.SetSampleParameters">
            <summary>
            Calculates and sets the sampling parameters in the shader
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.DirectionalBlur.Draw(FlatRedBall.Camera,Microsoft.Xna.Framework.Graphics.Texture2D@,Microsoft.Xna.Framework.Rectangle@,Microsoft.Xna.Framework.Graphics.Color)">
            <summary>
            Draws the effect
            </summary>
            <param name="screenTexture">The screen texture</param>
            <param name="baseRectangle">The rectangle to draw to</param>
            <param name="clearColor">The background color</param>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.DirectionalBlur.GaussianStrength">
            <summary>
            Controls the strength of the Gaussian blur
            (the standard deviation of the normal curve used for sampling nearby coordinates)
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.DirectionalBlur.Length">
            <summary>
            Gets or sets the length of the directional blur (in pixels)
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.DirectionalBlur.Angle">
            <summary>
            Gets or sets the angle of the directional blur
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.DirectionalBlur.Quality">
            <summary>
            Gets or sets the quality of the blur
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.MeshMaterialList">
            <summary>
            This template is used in a mesh object to specify which material applies to which faces. The nMaterials member 
            specifies how many materials are present, and materials specify which material to apply.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.MeshMaterialList.#ctor">
            <summary>
            This template is used in a mesh object to specify which material applies to which faces. The nMaterials member 
            specifies how many materials are present, and materials specify which material to apply.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.MeshMaterialList.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.MeshMaterialList.nMaterials">
            <summary>
            A integer value for the amount of Matrials for this Mesh.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.MeshMaterialList.nFaceIndexes">
            <summary>
            A integer value of the amount of faces.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.MeshMaterialList.FaceIndexes">
            <summary>
            A integer array of the Faces.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.MeshFace">
            <summary>
            This template is used by the Mesh template to define a mesh's faces. Each element of the nFaceVertexIndices 
            array references a mesh vertex used to build the face
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.MeshFace.#ctor">
            <summary>
            This template is used by the Mesh template to define a mesh's faces. Each element of the nFaceVertexIndices 
            array references a mesh vertex used to build the face
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.MeshFace.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.MeshFace.nFaceVertexIndices">
            <summary>
            Mesh face Vertex Indicies Count
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.MeshFace.FaceVertexIndices">
            <summary>
            An int array of the Mesh Face Indicies
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.Header">
            <summary>
            This template defines the application-specific header for the Direct3D Retained Mode usage of the DirectX file format. 
            The Retained Mode uses the major and minor flags to specify the current major and minor versions for the Retained Mode 
            file format.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Header.#ctor">
            <summary>
            This template defines the application-specific header for the Direct3D Retained Mode usage of the DirectX file format. 
            The Retained Mode uses the major and minor flags to specify the current major and minor versions for the Retained Mode 
            file format.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Header.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Header.Major">
            <summary>
            Major Version of this File Format
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Header.Minor">
            <summary>
            Minor Version of this File Format
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Header.Flags">
            <summary>
            32 or 64 Bit Flag
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Model.Animation.ModelAnimator">
            <summary>
            Contains animation data for a model.  This class is not exposed
            outside of the engine.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.ModelAnimator.ContainsBone(System.String)">
            <summary>
            Checks whether a bone with the specified name exists
            </summary>
            <param name="boneName">The name of the bone</param>
            <returns>Whether or not the bone with the specified name exists</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.ModelAnimator.ContainsAnimation(System.String)">
            <summary>
            Checks whether an animation with the specified name exists
            </summary>
            <param name="animationName">The name of the animation.</param>
            <returns>Whether or not the animation with the specified name exists</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.ModelAnimator.GetAnimation(System.String)">
            <summary>
            Gets an animation controller for the specified animation
            </summary>
            <param name="animationName">The name of the animation</param>
            <returns>An animation controller</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.ModelAnimator.SetAnimation(System.String)">
            <summary>
            Sets the animation on the model to the animation track with the specified name
            </summary>
            <param name="animationName">The name of the animation</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.ModelAnimator.SetAnimation(System.String,System.String)">
            <summary>
            Sets the animation on the model to the animation track with the specified name
            </summary>
            <param name="boneName">The name of the bone to set the animation on</param>
            <param name="animationName">The name of the animation</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.ModelAnimator.ClearBlendAnimation">
            <summary>
            Sets the current blend animation to null
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.ModelAnimator.ClearBlendAnimation(System.String)">
            <summary>
            Sets the current blend animation to null
            </summary>
            <param name="boneName">The bone to clear the blend animation on</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.ModelAnimator.ClearAnimation">
            <summary>
            Sets the current animation to null
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.ModelAnimator.ClearAnimation(System.String)">
            <summary>
            Sets the current animation to null
            </summary>
            <param name="boneName">The bone to clear the animation on</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.ModelAnimator.SetBlendAnimation(System.String)">
            <summary>
            Sets the blend-to animation on the model to the animation track with the specified name
            </summary>
            <param name="animationName">The name of the animation</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.ModelAnimator.SetBlendAnimation(System.String,System.String)">
            <summary>
            Sets the blend-to animation on the model to the animation track with the specified name
            </summary>
            <param name="boneName">The name of the bone to set the animation on</param>
            <param name="animationName">The name of the animation</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.ModelAnimator.SetBlendAmount(System.Single)">
            <summary>
            Sets the blending factor for the current animations on all bones
            </summary>
            <param name="blendFactor">The amount to blend between the current animation and the blend animation, in the range [0,1]</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.ModelAnimator.SetBlendAmount(System.String,System.Single)">
            <summary>
            Sets the blending factor for the current animations on all bones
            </summary>
            <param name="boneName">The name of the bone to set the blend amount on</param>
            <param name="blendFactor">The amount to blend between the current animation and the blend animation, in the range [0,1]</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.ModelAnimator.SetSpeedFactor(System.String,System.Single)">
            <summary>
            Sets the speed factor for a specific animation
            </summary>
            <param name="animationName">The name of the animation to set the speed factor on</param>
            <param name="speedFactor">The speed of the animation, with 1.0f as normal speed</param>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.ModelAnimator.Item(System.String)">
            <summary>
            Gets an animation controller
            </summary>
            <param name="animationName">The name of the animation</param>
            <returns>An animation controller for the specified animation</returns>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.ModelAnimator.SpeedFactor">
            <summary>
            Sets the speed factor for all animations
            </summary>
            <param name="speedFactor">The speed of the animation, with 1.0f as normal speed</param>
        </member>
        <member name="T:FlatRedBall.Graphics.Model.Animation.BonePoseCollection">
            <summary>
            A collection of BonePose objects that represent the bone transforms of a model
            as affected by animations.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.BonePoseCollection.CopyAbsoluteTransformsTo(Microsoft.Xna.Framework.Matrix[])">
            <summary>
            Computes the absolute transforms for the collection and copies
            the values.
            </summary>
            <param name="transforms">The array into which the transforms will be 
            copied.</param>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BonePoseCollection.Item(System.String)">
            <summary>
            Gets a BonePose object.
            </summary>
            <param name="boneName">The name of the bone for which the BonePose 
            will be returned.</param>
            <returns>The BonePose associated with the bone name.</returns>
        </member>
        <member name="T:FlatRedBall.Graphics.Model.Animation.BonePose">
            <summary>
            Represents the current pose of a model bone.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.BonePose.GetHierarchy">
            <summary>
            Finds a collection of bones that represents the tree of BonePoses with
            the current BonePose as the root.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.BonePose.GetCurrentTransform">
            <summary>
            Calculates the current transform, based on the animations, for the bone
            represented by the BonePose object.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.BonePose.ToString">
            <summary>
            Returns a string representation of the ModelAnimator.
            </summary>
            <returns>The string representation of the ModelAnimator.</returns>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BonePose.Children">
            <summary>
            Gets the immediate children of the current bone.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BonePose.Parent">
            <summary>
            Gets the bone's parent.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BonePose.Index">
            <summary>
            Gets the index of the bone.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BonePose.Name">
            <summary>
            Gets the name of the bone.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BonePose.CurrentController">
            <summary>
            Gets or sets the current animation that affects this bone.  If null,
            then DefaultTransform will be used for this bone's transform.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BonePose.CurrentBlendController">
            <summary>
            Gets or sets the blend animation that affects this bone.  If the value
            is null, then no blending will occur.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BonePose.BlendFactor">
            <summary>
            Gets or sets the amount to interpolate between the current animation and
            the current blend animation, if the current blend animation is not null
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BonePose.DefaultTransform">
            <summary>
            Represents the matrix used by the BonePose when it is not affected by
            an animation or when the animation does not contain a track for the bone.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.EffectContainer">
            <summary>
            A container for an effect that maintains variable values
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.EffectContainer.Effect">
            <summary>
            The effect managed by this effect container
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.EffectContainer.#ctor(System.String)">
            <summary>
            Creates an effect container
            </summary>
            <param name="effectPath">The path to the effect file to use in this container</param>
        </member>
        <member name="M:FlatRedBall.Graphics.EffectContainer.#ctor(System.String,System.String)">
            <summary>
            Creates an effect container
            </summary>
            <param name="effectPath">The path to the effect file to use in this container</param>
            <param name="contentManagerName">The name of the content manager to use to load this effect</param>
        </member>
        <member name="M:FlatRedBall.Graphics.EffectContainer.#ctor(Microsoft.Xna.Framework.Graphics.Effect)">
            <summary>
            Creates an effect container
            </summary>
            <param name="effect">The effect to use in this container</param>
        </member>
        <member name="M:FlatRedBall.Graphics.EffectContainer.SetParameterValues">
            <summary>
            Sets all the parameters in addition to the ones in the effect itself.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.EffectCache">
            <summary>
            Caches effects and effect parameters
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.EffectCache.#cctor">
            <summary>
            Initializes parameter name strings
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.EffectCache.mCacheShared">
            <summary>
            Whether or not shared parameters should be cached
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.EffectCache.mModel">
            <summary>
            The model cached, if any
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.EffectCache.mEffect">
            <summary>
            The effect cached, if any
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.EffectCache.mFullEffectParameterCache">
            <summary>
            Caches all effect parameters for faster lookup, by effect
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.EffectCache.mFullParameterCache">
            <summary>
            Caches all effect parameters for faster lookup, by parameter name
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.EffectCache.mEffectCache">
            <summary>
            Caches all effects
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.EffectCache.mEffectParameterCache">
            <summary>
            Caches all enumerated effect parameters
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.EffectCache.GetTechnique(Microsoft.Xna.Framework.Graphics.Effect,System.String)">
            <summary>
            Gets the specified technique from the specified effect, or null if no technique by that name exists
            </summary>
            <param name="effect">The effect</param>
            <param name="techniqueName">The name of the technique</param>
            <returns>The technique requested, or null if not found</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.EffectCache.#ctor(Microsoft.Xna.Framework.Graphics.Effect,System.Boolean)">
            <summary>
            Caches an effect's parameters
            </summary>
            <param name="effect">The effect to cache</param>
            <param name="cacheShared">Whether or not shared parameters should be cached</param>
        </member>
        <member name="M:FlatRedBall.Graphics.EffectCache.#ctor(FlatRedBall.Graphics.Model.PositionedModel,System.Boolean)">
            <summary>
            Caches an model's effects and effect parameters
            </summary>
            <param name="model">The model to cache</param>
            <param name="cacheShared">Whether or not shared parameters should be cached</param>
        </member>
        <member name="M:FlatRedBall.Graphics.EffectCache.CacheEffect(Microsoft.Xna.Framework.Graphics.Effect)">
            <summary>
            Adds an effect to the cache
            </summary>
            <param name="effect">The effect to cache</param>
        </member>
        <member name="M:FlatRedBall.Graphics.EffectCache.UpdateCache">
            <summary>
            Recreates the cache
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.EffectCache.ValidateCache(System.Boolean)">
            <summary>
            Validates the cached model/effect to make sure it hasn't changed
            </summary>
            <param name="updateNow">Whether or not the cache should be updated if found invalid</param>
            <returns>Whether or not the cache was valid</returns>
        </member>
        <member name="P:FlatRedBall.Graphics.EffectCache.CacheShared">
            <summary>
            Whether or not shared parameters should be cached
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.EffectCache.Effects">
            <summary>
            Gets a list of cached effects
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.EffectCache.Item(System.String)">
            <summary>
            Gets a list of parameters of the specified name
            </summary>
            <param name="name">The name of the parameters to retrieve</param>
            <returns>A list of parameters (or null if name not found)</returns>
        </member>
        <member name="P:FlatRedBall.Graphics.EffectCache.Item(FlatRedBall.Graphics.EffectCache.EffectParameterNamesEnum)">
            <summary>
            Retrieves all parameters of one of the standard types
            </summary>
            <param name="name">The name of the parameter</param>
            <returns>A list of parameters (or null if shared params aren't cached)</returns>
        </member>
        <member name="P:FlatRedBall.Graphics.EffectCache.Item(Microsoft.Xna.Framework.Graphics.Effect,System.String)">
            <summary>
            Gets a parameter in a specified effect
            </summary>
            <param name="effect">The effect</param>
            <param name="parameterName">The parameter name</param>
            <returns>The parameter, or null if either effect or parameter not found</returns>
        </member>
        <member name="T:FlatRedBall.Content.SpriteRig.SpriteRigReader">
            <summary>
            Reader class used in the FlatRedBall Content Pipeline to convert compiled
            SpriteRigs to the runtime instances.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Saves.TextSaveBase">
            <summary>
            Base class for TextSave and TextSaveContent.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Saves.HeightMapSave">
            <summary>
            The "save" class for HeightMaps used for XML serialization/deserialization.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.NodeNetworkReader">
            <summary>
            Class used to read a NodeNetwork through the content pipeline.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.ModelAnimation.PaletteEffectReader">
            <summary>
            Reads a BasicPaletteEffect from the content pipeline.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.ModelAnimation.PaletteEffectReader.Read(Microsoft.Xna.Framework.Content.ContentReader,FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect)">
            <summary>
            Reads a BasicPaletteEffect.
            </summary>
            <param name="input">The input stream.</param>
            <param name="existingInstance">N/A.</param>
            <returns>A new instance of BasicPaletteEffec.t</returns>
        </member>
        <member name="T:FlatRedBall.Content.Instructions.InstructionSetSaveList">
            <summary>
            An XML serializable list of InstructionSetSaves.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.AnimationChain.AnimationChainSaveBase`1">
            <summary>
            The base class for AnimationChainSave and AnimationChainSaveContent.
            </summary>
        </member>
        <member name="F:FlatRedBall.Content.AnimationChain.AnimationChainSaveBase`1.ParentFile">
            <summary>
            This is used if the AnimationChain actually comes from 
            a file like a .gif.
            </summary>
        </member>
        <member name="T:FlatRedBall.AI.Pathfinding.PositionedNode">
            <summary>
            An object which has position properties 
            </summary>
        </member>
        <member name="F:FlatRedBall.AI.Pathfinding.PositionedNode.mParentNode">
            <summary>
            The node that links to this node.  This is reset every time the 
            containing NodeNetwork searches for a path.
            </summary>
        </member>
        <member name="F:FlatRedBall.AI.Pathfinding.PositionedNode.mCostToGetHere">
            <summary>
            The cost to get to this node from the start node.  This variable is
            set when the containing NodeNetwork searches for a path.
            </summary>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.PositionedNode.#ctor">
            <summary>
            Creates a new PositionedNode.
            </summary>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.PositionedNode.BreakLinkBetween(FlatRedBall.AI.Pathfinding.PositionedNode)">
            <summary>
            Disconnects all Links between this and the argument node.
            </summary>
            <param name="node">The PositionedNode to break links between.</param>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.PositionedNode.IsLinkedTo(FlatRedBall.AI.Pathfinding.PositionedNode)">
            <summary>
            Returns whether this has a Link to the argument PositionedNode.
            </summary>
            <remarks>
            If this does not link to the argument PositionedNode, but the argument
            links back to this, the method will return false.  It only checks links one-way.
            </remarks>
            <param name="node">The argument to test linking.</param>
            <returns>Whether this PositionedNode links to the argument node.</returns>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.PositionedNode.LinkTo(FlatRedBall.AI.Pathfinding.PositionedNode,System.Single)">
            <summary>
            Creates Links from this to the argument nodeToLinkTo, and another Link from the
            argument nodeToLinkTo back to this.
            </summary>
            <remarks>
            If either this or the argument nodeToLinkTo already contains a link to the other 
            PositionedNode, then the cost of the link is set to the argument costTo.
            </remarks>
            <param name="nodeToLinkTo">The other PositionedNode to create Links between.</param>
            <param name="costTo">The cost to travel between this and the argument nodeToLinkTo.</param>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.PositionedNode.LinkTo(FlatRedBall.AI.Pathfinding.PositionedNode,System.Single,System.Single)">
            <summary>
            Creates Links from this to the argument nodeToLinkTo, and another Link from the
            argument nodeToLinkTo back to this.
            </summary>
            <remarks>
            If either this or the argument nodeToLinkTo already contains a link to the other 
            PositionedNode, then the cost of the link is set to the argument costTo or costFrom as appropriate.
            </remarks>
            <param name="nodeToLinkTo">The other PositionedNode to create the Links between.</param>
            <param name="costTo">The cost to travel from this to the argument nodeToLinkTo.</param>
            <param name="costFrom">The cost to travel from the nodeToLinkTo back to this.</param>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.PositionedNode.LinkToOneWay(FlatRedBall.AI.Pathfinding.PositionedNode,System.Single)">
            <summary>
            Creates a link from this PositionedNode to the argument nodeToLinkTo.  Links
            on the argument nodeToLinkTo are not modified.
            </summary>
            <remarks>
            If this already links to the arugment nodeToLinkTo, the cost is set to the argument
            costTo.
            </remarks>
            <param name="nodeToLinkTo">The PositionedNode to create a link to.</param>
            <param name="costTo">The cost to travel from this to the argument nodeToLinkTo.</param>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.PositionedNode.ToString">
            <summary>
            Returns the string representation of this.
            </summary>
            <returns>The string representation of this.</returns>
        </member>
        <member name="P:FlatRedBall.AI.Pathfinding.PositionedNode.CostToGetHere">
            <summary>
            Returns the cost to get to this node from the start node.  This
            value is only accurate if the node is contained in list returned
            by the last call to NodeNetwork.GetPath.
            </summary>
            <remarks>
            This value is reset anytime GetPath is called on the containing NodeNetwork.
            </remarks>
        </member>
        <member name="P:FlatRedBall.AI.Pathfinding.PositionedNode.Name">
            <summary>
            The Node's name.  Mainly used for saving NodeNetworks since saved Links reference
            PositionedNodes by name.
            </summary>
        </member>
        <member name="P:FlatRedBall.AI.Pathfinding.PositionedNode.X">
            <summary>
            The X position of the PositionedNode.
            </summary>
        </member>
        <member name="P:FlatRedBall.AI.Pathfinding.PositionedNode.Y">
            <summary>
            The Y position of the PositionedNode.
            </summary>
        </member>
        <member name="P:FlatRedBall.AI.Pathfinding.PositionedNode.Z">
            <summary>
            The Z position of the PositionedNode.
            </summary>
        </member>
        <member name="P:FlatRedBall.AI.Pathfinding.PositionedNode.Links">
            <summary>
            The links belonging to this PositionedNode.
            </summary>
            <remarks>
            This is a list of Links which reference the PositionedNodes that this links to.
            Links are one-way and PositionedNodes that this links to do not necessarily contain
            Links back to this.
            </remarks>
        </member>
        <member name="T:FlatRedBall.Utilities.SpriteSelectionOptions">
            <summary>
            Contains information for simulating an expansion or contraction of a Sprite. 
            </summary>
            <remarks>
            This struct is used by a number of FlatRedball classes such as SpriteGrid and MathFunctions.
            </remarks>
        </member>
        <member name="M:FlatRedBall.Math.PositionedObjectList`1.GetTopParents">
            <summary>
            Returns a one-way List containing the TopParents of all items in the list without duplication.
            </summary>
            <returns>The list of parents.</returns>
        </member>
        <member name="M:FlatRedBall.SpriteList.FindSpritesWithTexture(Microsoft.Xna.Framework.Graphics.Texture2D)">
            <summary>
            Returns a one-way SpriteList containing all Sprites in this SpriteList which reference the texture argument.
            </summary>
            <param name="texture">The texture to match against.</param>
            <returns>SpriteList containing Sprites with matching textures.</returns>
        </member>
        <member name="M:FlatRedBall.SpriteList.SortTextureInsertion(System.Int32,System.Int32)">
            <summary>
            Sorts a sub-array of the SpriteArray by their Texture.
            </summary>
            <param name="firstSprite">Index of the first Sprite, inclusive.</param>
            <param name="lastSpriteExclusive">Index of the last Sprite, exclusive.</param>
        </member>
        <member name="T:FlatRedBall.SpriteCustomBehavior">
            <summary>
            Delegate for methods which can be assigned to the Sprite for every-frame
            custom logic or when a Sprite is removed.
            </summary>
            <remarks>
            <seealso cref="F:FlatRedBall.Sprite.CustomBehavior"/>
            <seealso cref="E:FlatRedBall.Sprite.Remove"/>
            </remarks>
            <param name="sprite">The Sprite on which the logic should execute.</param>
        </member>
        <member name="T:FlatRedBall.Graphics.IColorable">
            <summary>
            Provides an interface for objects which can be have their appearance
            modified by alpha and color values using a variety of operations.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.IColorable.Alpha">
            <summary>
            The alpha value to use with the BlendOperation.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.IColorable.Red">
            <summary>
            The red value to use with the ColorOperation.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.IColorable.Green">
            <summary>
            The green value to use with the ColorOperation.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.IColorable.Blue">
            <summary>
            The blue value to use with the color operation.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.IColorable.AlphaRate">
            <summary>
            The rate of change of the alpha component in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.IColorable.RedRate">
            <summary>
            The rate of change of the red component in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.IColorable.GreenRate">
            <summary>
            The rate of change of the green component in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.IColorable.BlueRate">
            <summary>
            The rate of change of the blue component in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.IColorable.ColorOperation">
            <summary>
            The color operation to perform using the color component values and 
            Texture (if available).
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.IColorable.BlendOperation">
            <summary>
            The blend operation to perform using the alpha component value and
            Texture (if available).
            </summary>
        </member>
        <member name="T:FlatRedBall.Input.ICursorSelectable">
            <summary>
            Defines an interface for objects which can be selectable by the cursor.
            </summary>
        </member>
        <member name="P:FlatRedBall.Input.ICursorSelectable.CursorSelectable">
            <summary>
            Whether the instance is currently selectable (active).
            </summary>
        </member>
        <member name="F:FlatRedBall.Sprite.mEmpty">
            <summary>
            Used by particles to flag a particular Sprite as empty.
            </summary>
            <remarks>
            The SpriteManager is responsible for particle recycling and uses this value to indicate
            whether a Sprite is currently used.  This should not be manually modified.
            </remarks>
        </member>
        <member name="M:FlatRedBall.Sprite.AnimateSelf(System.Double)">
            <summary>
            Performs the every-frame logic for updating the current AnimationFrame index.  If the
            Sprite is part of the SpriteManager then this is automatically called.
            </summary>
            <param name="currentTime">The number of seconds that have passed since the game has started running.</param>
        </member>
        <member name="M:FlatRedBall.Sprite.ClearAnimationChains">
            <summary>
            Clears all references to AnimationChains and sets the Animate property to false.
            </summary>
        </member>
        <member name="M:FlatRedBall.Sprite.RemoveAnimationChain(FlatRedBall.Graphics.Animation.AnimationChain)">
            <summary>
            Removes the AnimationChain from the Sprite's internal AnimationChain List.
            </summary>
            <remarks>
            If the chainToRemove is also the CurrentChain, the animate field 
            is set to false.
            </remarks>
            <param name="chainToRemove">The AnimationChain to remove.</param>
        </member>
        <member name="M:FlatRedBall.Sprite.SetAnimationChain(FlatRedBall.Graphics.Animation.AnimationChain)">
            <summary>
            Sets the argument chainToSet as the animationChain. If the argument chainToSet is not
            part of the Sprite's internal list of AnimationChains, it is added.
            </summary>
            <remarks>
            This differs from FlatRedBall MDX - this method on FlatRedBall MDX does not add the argument
            AnimationChain to the Sprite's internal list.
            <para>
            This does not set any animation-related properties, but it does set the current
            texture to the current frame's texture.  Therefore, it is still necessary to set Animate to true.
            </para>
            </remarks>
            <param name="chainToSet">The AnimationChain to set as the current AnimationChain.  This is
            added to the internal AnimationChains property if it is not already there.</param>
        </member>
        <member name="M:FlatRedBall.Sprite.SetAnimationChain(System.String)">
            <summary>
            Sets the current AnimationChain by name and keeps the CurrentFrame the same.
            </summary>
            <remarks>
            This method assumes that the Sprite contains a reference to an AnimationChain with the name matching chainToSet.  Passing a
            name that is not found in the Sprite's AnimationChainArray will not cause any changes.
            
            <para>This method will keep the CurrentFrame property the same (unless it exceeds the bounds of the new AnimationChain).  In the 
            case that the CurrentFrame is greater than the bounds of the new AnimationChain, the animation will cycle back to the beginning.
            The animate field is not changed to true if it is false.</para>
            <seealso cref="!:FRB.Sprite.AnimationChains"/>
            </remarks>
            <param name="chainToSet">The name of the AnimationChain to set as current.</param>
        </member>
        <member name="M:FlatRedBall.Sprite.Clone">
            <summary>
            Returns a clone of this instance.
            </summary>
            <remarks>
            Attachments are not cloned.  The new clone
            will not have any parents or children.
            </remarks>
            <returns>The new clone.</returns>
        </member>
        <member name="M:FlatRedBall.Sprite.TimedActivity(System.Single,System.Double,System.Single)">
            <summary>
            Applies all velocities, rates, accelerations for real and relative values.
            If the Sprite is part of the SpriteManager (which is common) then this is automatically
            called.
            </summary>
            <param name="secondDifference">The number of seocnds that have passed since last frame.</param>
            <param name="secondDifferenceSquaredDividedByTwo">Precalculated (secondDifference * secondDifference)/2.0f for applying acceleration.</param>
            <param name="secondsPassedLastFrame">The number of seconds that passed last frame for calculating "real" values.</param>
        </member>
        <member name="P:FlatRedBall.Sprite.CurrentChain">
            <summary>
            Gets the current animationChain - retrieved through the CurrentChainIndex property.
            </summary>
        </member>
        <member name="P:FlatRedBall.Sprite.Alpha">
            <summary>
            Controls the Sprite's transparency.
            </summary>
            <remarks>
            Fade controls a Sprite's transparency.   A completely opaque Sprite has an
            Alpha of 1 while a completely transparent object has an Alpha of 0.
            
            Setting the AlphaRate of a completely opaque Sprite to -1 will 
            make the sprite disappear in one second.  Invisible Sprites continue
            to remain in memory and are managed by the SpriteManager.  The Alpha variable
            will automatically regulate itself if the value is set to something outside of the
            0 - 1 range.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Sprite.AlphaRate">
            <summary>
            Sets the rate at which the Alpha property changes.  This is in units per second.  A fully opaque
            Sprite (Alpha = 1) will disappear in 1 second if its AlphaRate is set to -1.
            </summary>
            <remarks>
            The AlphaRate changes Alpha as follows:
            <para>
            Alpha += AlphaRate * TimeManager.SecondDifference;
            </para>
            This is automatically applied if the Sprite is managed by the SpriteManager(usually the case).
            </remarks>
        </member>
        <member name="P:FlatRedBall.Sprite.FlipHorizontal">
            <summary>
            Whether to flip the Sprite's texture on the y Axis (left and right switch).
            </summary>
            <remarks>
            This kind of texture rotation can be accomplished by simply rotating 
            a Sprite on its yAxis; however, there are times when this
            is inconvenient or impossible due to attachment relationships.  There 
            is no efficiency consequence for using either method.  If a Sprite
            is animated, this value will be overwritten by the AnimationChain being used.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Sprite.FlipVertical">
            <summary>
            Whether to flip the Sprite's texture on the x Axis (top and bottom switch).
            </summary>
            <remarks>
            This kind of texture rotation can be accomplished by simply rotating a 
            Sprite on its xAxis; however, there are times when this
            is inconvenient or impossible due to attachment relationships.  
            There is no efficiency consequence for using either method.  If a Sprite
            is animated, this value will be overwritten by the AnimationChain being used.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Sprite.TimeCreated">
            <summary>
            The time returned by the TimeManager when the Sprite was created.
            </summary>
            <remarks>
            This value is automatically set when the Sprite
            is added through the SpriteManager.  If a Sprite is created manually (either as a
            Sprite or a class inheriting from the Sprite class) this value should be set manually
            if it is to be used later.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Sprite.Visible">
            <summary>
            Controls the visibility of the Sprite
            </summary>
            <remarks>
            This variable controls the visiblity of the Sprite.  Sprites are visible
            by default.  Setting Visible to false will make the sprite invisible, but
            the Sprite will continue to behave regularly; custom behavior, movement, attachment,
            and animation are still executed, and collision is possible.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Sprite.Vertices">
            <summary>
            These can be used to change Sprite appearance
            on individual vertices.
            </summary>
            <remarks>
            The index begins counting at the top left (index 0)
            and increases moving clockwise.
            </remarks>
        </member>
        <member name="T:FlatRedBall.Math.RollingAverage">
            <summary>
            A class which can be used to store and calculate rolling averages for regular numbers and radians.
            </summary>
        </member>
        <member name="M:FlatRedBall.Math.RollingAverage.#ctor(System.Int32)">
            <summary>
            Creates a new RolllingAverage with capacity equalling the argument capacity value.
            </summary>
            <param name="capacity">The maximum number of values that the RollingAverage can store.</param>
        </member>
        <member name="M:FlatRedBall.Math.RollingAverage.AddValue(System.Single)">
            <summary>
            Adds a value to the RollingAverage.  The oldest value is discarded if the Capacity has been reached. 
            </summary>
            <param name="value">The value to add.</param>
        </member>
        <member name="P:FlatRedBall.Math.RollingAverage.Average">
            <summary>
            Gets the rolling average using the values currently stored.
            </summary>
            <remarks>
            The rolling average is calculated using the Capacity number of
            values.  If AddValue has not been called enough times to fill the
            Capacity, then the number of values stored are used.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Math.RollingAverage.Capacity">
            <summary>
            Gets the number of values that are used when calculating a rolling average.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.RollingAverage.IsRadian">
            <summary>
            Gets and sets whether the average value is calculated as radians.
            </summary>
            <remarks>
            This is important for radian values because rotation values reported
            by FlatRedBall loop every 2*PI
            </remarks>
        </member>
        <member name="T:FlatRedBall.IO.Csv.CsvReader">
            <summary>
            Represents a reader that provides fast, non-cached, forward-only access to CSV data.  
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader.DefaultBufferSize">
            <summary>
            Defines the default buffer size.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader.DefaultDelimiter">
            <summary>
            Defines the default delimiter character separating each field.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader.DefaultQuote">
            <summary>
            Defines the default quote character wrapping every field.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader.DefaultEscape">
            <summary>
            Defines the default escape character letting insert quotation characters inside a quoted field.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader.DefaultComment">
            <summary>
            Defines the default comment character indicating that a line is commented out.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._fieldHeaderComparer">
            <summary>
            Contains the field header comparer.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._reader">
            <summary>
            Contains the <see cref="T:TextReader"/> pointing to the CSV file.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._bufferSize">
            <summary>
            Contains the buffer size.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._comment">
            <summary>
            Contains the comment character indicating that a line is commented out.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._escape">
            <summary>
            Contains the escape character letting insert quotation characters inside a quoted field.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._delimiter">
            <summary>
            Contains the delimiter character separating each field.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._quote">
            <summary>
            Contains the quotation character wrapping every field.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._trimSpaces">
            <summary>
            Indicates if spaces at the start and end of a field are trimmed.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._hasHeaders">
            <summary>
            Indicates if field names are located on the first non commented line.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._defaultParseErrorAction">
            <summary>
            Contains the default action to take when a parsing error has occured.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._missingFieldAction">
            <summary>
            Contains the action to take when a field is missing.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._supportsMultiline">
            <summary>
            Indicates if the reader supports multiline.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._skipEmptyLines">
            <summary>
            Indicates if the reader will skip empty lines.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._initialized">
            <summary>
            Indicates if the class is initialized.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._fieldHeaders">
            <summary>
            Contains the field headers.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._fieldHeaderIndexes">
            <summary>
            Contains the dictionary of field indexes by header. The key is the field name and the value is its index.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._currentRecordIndex">
            <summary>
            Contains the current record index in the CSV file.
            A value of <see cref="M:Int32.MinValue"/> means that the reader has not been initialized yet.
            Otherwise, a negative value means that no record has been read yet.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._nextFieldStart">
            <summary>
            Contains the starting position of the next unread field.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._nextFieldIndex">
            <summary>
            Contains the index of the next unread field.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._fields">
            <summary>
            Contains the array of the field values for the current record.
            A null value indicates that the field have not been parsed.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._fieldCount">
            <summary>
            Contains the maximum number of fields to retrieve for each record.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._buffer">
            <summary>
            Contains the read buffer.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._bufferLength">
            <summary>
            Contains the current read buffer length.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._eof">
            <summary>
            Indicates if the end of the reader has been reached.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._firstRecordInCache">
            <summary>
            Indicates if the first record is in cache.
            This can happen when initializing a reader with no headers
            because one record must be read to get the field count automatically
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._missingFieldsFlag">
            <summary>
            Indicates if fields are missing for the current record.
            Resets after each successful record read.
            </summary>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.#ctor(System.IO.TextReader,System.Boolean)">
            <summary>
            Initializes a new instance of the CsvReader class.
            </summary>
            <param name="reader">A <see cref="T:TextReader"/> pointing to the CSV file.</param>
            <param name="hasHeaders"><see langword="true"/> if field names are located on the first non commented line, otherwise, <see langword="false"/>.</param>
            <exception cref="T:ArgumentNullException">
            	<paramref name="reader"/> is a <see langword="null"/>.
            </exception>
            <exception cref="T:ArgumentException">
            	Cannot read from <paramref name="reader"/>.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.#ctor(System.IO.TextReader,System.Boolean,System.Int32)">
            <summary>
            Initializes a new instance of the CsvReader class.
            </summary>
            <param name="reader">A <see cref="T:TextReader"/> pointing to the CSV file.</param>
            <param name="hasHeaders"><see langword="true"/> if field names are located on the first non commented line, otherwise, <see langword="false"/>.</param>
            <param name="bufferSize">The buffer size in bytes.</param>
            <exception cref="T:ArgumentNullException">
            	<paramref name="reader"/> is a <see langword="null"/>.
            </exception>
            <exception cref="T:ArgumentException">
            	Cannot read from <paramref name="reader"/>.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.#ctor(System.IO.TextReader,System.Boolean,System.Char)">
            <summary>
            Initializes a new instance of the CsvReader class.
            </summary>
            <param name="reader">A <see cref="T:TextReader"/> pointing to the CSV file.</param>
            <param name="hasHeaders"><see langword="true"/> if field names are located on the first non commented line, otherwise, <see langword="false"/>.</param>
            <param name="delimiter">The delimiter character separating each field (default is ',').</param>
            <exception cref="T:ArgumentNullException">
            	<paramref name="reader"/> is a <see langword="null"/>.
            </exception>
            <exception cref="T:ArgumentException">
            	Cannot read from <paramref name="reader"/>.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.#ctor(System.IO.TextReader,System.Boolean,System.Char,System.Int32)">
            <summary>
            Initializes a new instance of the CsvReader class.
            </summary>
            <param name="reader">A <see cref="T:TextReader"/> pointing to the CSV file.</param>
            <param name="hasHeaders"><see langword="true"/> if field names are located on the first non commented line, otherwise, <see langword="false"/>.</param>
            <param name="delimiter">The delimiter character separating each field (default is ',').</param>
            <param name="bufferSize">The buffer size in bytes.</param>
            <exception cref="T:ArgumentNullException">
            	<paramref name="reader"/> is a <see langword="null"/>.
            </exception>
            <exception cref="T:ArgumentException">
            	Cannot read from <paramref name="reader"/>.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.#ctor(System.IO.TextReader,System.Boolean,System.Char,System.Char,System.Char,System.Char,System.Boolean)">
            <summary>
            Initializes a new instance of the CsvReader class.
            </summary>
            <param name="reader">A <see cref="T:TextReader"/> pointing to the CSV file.</param>
            <param name="hasHeaders"><see langword="true"/> if field names are located on the first non commented line, otherwise, <see langword="false"/>.</param>
            <param name="delimiter">The delimiter character separating each field (default is ',').</param>
            <param name="quote">The quotation character wrapping every field (default is ''').</param>
            <param name="escape">
            The escape character letting insert quotation characters inside a quoted field (default is '\').
            If no escape character, set to '\0' to gain some performance.
            </param>
            <param name="comment">The comment character indicating that a line is commented out (default is '#').</param>
            <param name="trimSpaces"><see langword="true"/> if spaces at the start and end of a field are trimmed, otherwise, <see langword="false"/>. Default is <see langword="true"/>.</param>
            <exception cref="T:ArgumentNullException">
            	<paramref name="reader"/> is a <see langword="null"/>.
            </exception>
            <exception cref="T:ArgumentException">
            	Cannot read from <paramref name="reader"/>.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.#ctor(System.IO.TextReader,System.Boolean,System.Char,System.Char,System.Char,System.Char,System.Boolean,System.Int32)">
            <summary>
            Initializes a new instance of the CsvReader class.
            </summary>
            <param name="reader">A <see cref="T:TextReader"/> pointing to the CSV file.</param>
            <param name="hasHeaders"><see langword="true"/> if field names are located on the first non commented line, otherwise, <see langword="false"/>.</param>
            <param name="delimiter">The delimiter character separating each field (default is ',').</param>
            <param name="quote">The quotation character wrapping every field (default is ''').</param>
            <param name="escape">
            The escape character letting insert quotation characters inside a quoted field (default is '\').
            If no escape character, set to '\0' to gain some performance.
            </param>
            <param name="comment">The comment character indicating that a line is commented out (default is '#').</param>
            <param name="trimSpaces"><see langword="true"/> if spaces at the start and end of a field are trimmed, otherwise, <see langword="false"/>. Default is <see langword="true"/>.</param>
            <param name="bufferSize">The buffer size in bytes.</param>
            <exception cref="T:ArgumentNullException">
            	<paramref name="reader"/> is a <see langword="null"/>.
            </exception>
            <exception cref="T:System.ArgumentOutOfRangeException">
            	<paramref name="bufferSize"/> must be 1 or more.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.OnParseError(FlatRedBall.IO.Csv.ParseErrorEventArgs)">
            <summary>
            Raises the <see cref="M:ParseError"/> event.
            </summary>
            <param name="e">The <see cref="T:FlatRedBall.IO.Csv.ParseErrorEventArgs"/> that contains the event data.</param>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.GetFieldHeaders">
            <summary>
            Gets the field headers.
            </summary>
            <returns>The field headers or an empty array if headers are not supported.</returns>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.EnsureInitialize">
            <summary>
            Ensures that the reader is initialized.
            </summary>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.GetFieldIndex(System.String)">
            <summary>
            Gets the field index for the provided header.
            </summary>
            <param name="header">The header to look for.</param>
            <returns>The field index for the provided header. -1 if not found.</returns>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.CopyCurrentRecordTo(System.String[])">
            <summary>
            Copies the field array of the current record to a one-dimensional array, starting at the beginning of the target array.
            </summary>
            <param name="array"> The one-dimensional <see cref="T:Array"/> that is the destination of the fields of the current record.</param>
            <exception cref="T:ArgumentNullException">
            	<paramref name="array"/> is <see langword="null"/>.
            </exception>
            <exception cref="T:System.ArgumentException">
            	The number of fields in the record is greater than the available space from <paramref name="index"/> to the end of <paramref name="array"/>.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.CopyCurrentRecordTo(System.String[],System.Int32)">
            <summary>
            Copies the field array of the current record to a one-dimensional array, starting at the beginning of the target array.
            </summary>
            <param name="array"> The one-dimensional <see cref="T:Array"/> that is the destination of the fields of the current record.</param>
            <param name="index">The zero-based index in <paramref name="array"/> at which copying begins.</param>
            <exception cref="T:ArgumentNullException">
            	<paramref name="array"/> is <see langword="null"/>.
            </exception>
            <exception cref="T:ArgumentOutOfRangeException">
            	<paramref name="index"/> is les than zero or is equal to or greater than the length <paramref name="array"/>. 
            </exception>
            <exception cref="T:System.InvalidOperationException">
            No current record.
            </exception>
            <exception cref="T:System.ArgumentException">
            	The number of fields in the record is greater than the available space from <paramref name="index"/> to the end of <paramref name="array"/>.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.GetCurrentRawData">
            <summary>
            Gets the current raw CSV data.
            </summary>
            <remarks>Used for exception handling purpose.</remarks>
            <returns>The current raw CSV data.</returns>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.IsWhiteSpace(System.Char)">
            <summary>
            Indicates whether the specified Unicode character is categorized as white space.
            </summary>
            <param name="c">A Unicode character.</param>
            <returns><see langword="true"/> if <paramref name="c"/> is white space; otherwise, <see langword="false"/>.</returns>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.MoveTo(System.Int64)">
            <summary>
            Moves to the specified record index.
            </summary>
            <param name="record">The record index.</param>
            <exception cref="T:ArgumentOutOfRangeException">
            	Record index must be > 0.
            </exception>
            <exception cref="T:InvalidOperationException">
            	Cannot move to a previous record in forward-only mode.
            </exception>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.ParseNewLine(System.Int32@)">
            <summary>
            Parses a new line delimiter.
            </summary>
            <param name="pos">The starting position of the parsing. Will contain the resulting end position.</param>
            <returns><see langword="true"/> if a new line delimiter was found; otherwise, <see langword="false"/>.</returns>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.IsNewLine(System.Int32)">
            <summary>
            Determines whether the character at the specified position is a new line delimiter.
            </summary>
            <param name="pos">The position of the character to verify.</param>
            <returns>
            	<see langword="true"/> if the character at the specified position is a new line delimiter; otherwise, <see langword="false"/>.
            </returns>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.ReadBuffer">
            <summary>
            Fills the buffer with data from the reader.
            </summary>
            <returns><see langword="true"/> if data was successfully read; otherwise, <see langword="false"/>.</returns>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.ReadField(System.Int32,System.Boolean,System.Boolean)">
            <summary>
            Reads the field at the specified index.
            Any unread fields with an inferior index will also be read as part of the required parsing.
            </summary>
            <param name="field">The field index.</param>
            <param name="initializing">Indicates if the reader is currently initializing.</param>
            <param name="discardValue">Indicates if the value(s) are discarded.</param>
            <returns>
            The field at the specified index. 
            A <see langword="null"/> indicates that an error occured or that the last field has been reached during initialization.
            </returns>
            <exception cref="T:System.ArgumentOutOfRangeException">
            	<paramref name="field"/> is out of range.
            </exception>
            <exception cref="T:System.InvalidOperationException">
            	There is no current record.
            </exception>
            <exception cref="T:FlatRedBall.IO.Csv.MissingFieldCsvException">
            	The CSV data appears to be missing a field.
            </exception>
            <exception cref="T:FlatRedBall.IO.Csv.MalformedCsvException">
            	The CSV data appears to be malformed.
            </exception>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.ReadNextRecord">
            <summary>
            Reads the next record.
            </summary>
            <returns><see langword="true"/> if a record has been successfully reads; otherwise, <see langword="false"/>.</returns>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.ReadNextRecord(System.Boolean,System.Boolean)">
            <summary>
            Reads the next record.
            </summary>
            <param name="onlyReadHeaders">
            Indicates if the reader will proceed to the next record after having read headers.
            <see langword="true"/> if it stops after having read headers; otherwise, <see langword="false"/>.
            </param>
            <param name="skipToNextLine">
            Indicates if the reader will skip directly to the next line without parsing the current one. 
            To be used when an error occurs.
            </param>
            <returns><see langword="true"/> if a record has been successfully reads; otherwise, <see langword="false"/>.</returns>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.SkipEmptyAndCommentedLines(System.Int32@)">
            <summary>
            Skips empty and commented lines.
            If the end of the buffer is reached, its content be discarded and filled again from the reader.
            </summary>
            <param name="pos">
            The position in the buffer where to start parsing. 
            Will contains the resulting position after the operation.
            </param>
            <returns><see langword="true"/> if the end of the reader has not been reached; otherwise, <see langword="false"/>.</returns>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.DoSkipEmptyAndCommentedLines(System.Int32@)">
            <summary>
            <para>Worker method.</para>
            <para>Skips empty and commented lines.</para>
            </summary>
            <param name="pos">
            The position in the buffer where to start parsing. 
            Will contains the resulting position after the operation.
            </param>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.SkipWhiteSpaces(System.Int32@)">
            <summary>
            Skips whitespace characters.
            </summary>
            <param name="pos">The starting position of the parsing. Will contain the resulting end position.</param>
            <returns><see langword="true"/> if the end of the reader has not been reached; otherwise, <see langword="false"/>.</returns>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.SkipToNextLine(System.Int32@)">
            <summary>
            Skips ahead to the next NewLine character.
            If the end of the buffer is reached, its content be discarded and filled again from the reader.
            </summary>
            <param name="pos">
            The position in the buffer where to start parsing. 
            Will contains the resulting position after the operation.
            </param>
            <returns><see langword="true"/> if the end of the reader has not been reached; otherwise, <see langword="false"/>.</returns>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.HandleParseError(System.Exception,System.Int32@)">
            <summary>
            Handles a parsing error.
            </summary>
            <param name="error">The parsing error that occured.</param>
            <param name="pos">The current position in the buffer.</param>
            <exception cref="T:System.ArgumentNullException">
            <paramref name="error"/> is <see langword="null"/>.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.HandleMissingField(System.String,System.Int32,System.Int32@)">
            <summary>
            Handles a missing field error.
            </summary>
            <param name="value">The partially parsed value, if available.</param>
            <param name="fieldIndex">The missing field index.</param>
            <param name="currentPosition">The current position in the raw data.</param>
            <returns>
            The resulting value according to <see cref="M:MissingFieldAction"/>.
            If the action is set to <see cref="T:MissingFieldAction.TreatAsParseError"/>,
            then the parse error will be handled according to <see cref="P:FlatRedBall.IO.Csv.CsvReader.DefaultParseErrorAction"/>.
            </returns>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.ValidateDataReader(FlatRedBall.IO.Csv.CsvReader.DataReaderValidations)">
            <summary>
            Validates the state of the data reader.
            </summary>
            <param name="validations">The validations to accomplish.</param>
            <exception cref="T:System.InvalidOperationException">
            No current record.
            </exception>
            <exception cref="T:System.InvalidOperationException">
            This operation is invalid when the reader is closed.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.CopyFieldToArray(System.Int32,System.Int64,System.Array,System.Int32,System.Int32)">
            <summary>
            Copy the value of the specified field to an array.
            </summary>
            <param name="field">The index of the field.</param>
            <param name="fieldOffset">The offset in the field value.</param>
            <param name="destinationArray">The destination array where the field value will be copied.</param>
            <param name="destinationOffset">The destination array offset.</param>
            <param name="length">The number of characters to copy from the field value.</param>
            <returns></returns>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.GetEnumerator">
            <summary>
            Returns an <see cref="T:RecordEnumerator"/>  that can iterate through CSV records.
            </summary>
            <returns>An <see cref="T:RecordEnumerator"/>  that can iterate through CSV records.</returns>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.System#Collections#Generic#IEnumerable{System#String[]}#GetEnumerator">
            <summary>
            Returns an <see cref="T:System.Collections.Generics.IEnumerator"/>  that can iterate through CSV records.
            </summary>
            <returns>An <see cref="T:System.Collections.Generics.IEnumerator"/>  that can iterate through CSV records.</returns>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.System#Collections#IEnumerable#GetEnumerator">
            <summary>
            Returns an <see cref="T:System.Collections.IEnumerator"/>  that can iterate through CSV records.
            </summary>
            <returns>An <see cref="T:System.Collections.IEnumerator"/>  that can iterate through CSV records.</returns>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._allocStack">
            <summary>
            Contains the stack when the object was allocated.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._isDisposed">
            <summary>
            Contains the disposed status flag.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader._lock">
            <summary>
            Contains the locking object for multi-threading purpose.
            </summary>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.OnDisposed(System.EventArgs)">
            <summary>
            Raises the <see cref="M:Disposed"/> event.
            </summary>
            <param name="e">A <see cref="T:System.EventArgs"/> that contains the event data.</param>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.CheckDisposed">
            <summary>
            Checks if the instance has been disposed of, and if it has, throws an <see cref="T:System.ComponentModel.ObjectDisposedException"/>; otherwise, does nothing.
            </summary>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            	The instance has been disposed of.
            </exception>
            <remarks>
            	Derived classes should call this method at the start of all methods and properties that should not be accessed after a call to <see cref="M:Dispose()"/>.
            </remarks>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.Dispose">
            <summary>
            Releases all resources used by the instance.
            </summary>
            <remarks>
            	Calls <see cref="M:Dispose(Boolean)"/> with the disposing parameter set to <see langword="true"/> to free unmanaged and managed resources.
            </remarks>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.Dispose(System.Boolean)">
            <summary>
            Releases the unmanaged resources used by this instance and optionally releases the managed resources.
            </summary>
            <param name="disposing">
            	<see langword="true"/> to release both managed and unmanaged resources; <see langword="false"/> to release only unmanaged resources.
            </param>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.Finalize">
            <summary>
            Releases unmanaged resources and performs other cleanup operations before the instance is reclaimed by garbage collection.
            </summary>
        </member>
        <member name="E:FlatRedBall.IO.Csv.CsvReader.ParseError">
            <summary>
            Occurs when there is an error while parsing the CSV stream.
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CsvReader.Comment">
            <summary>
            Gets the comment character indicating that a line is commented out.
            </summary>
            <value>The comment character indicating that a line is commented out.</value>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CsvReader.Escape">
            <summary>
            Gets the escape character letting insert quotation characters inside a quoted field.
            </summary>
            <value>The escape character letting insert quotation characters inside a quoted field.</value>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CsvReader.Delimiter">
            <summary>
            Gets the delimiter character separating each field.
            </summary>
            <value>The delimiter character separating each field.</value>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CsvReader.Quote">
            <summary>
            Gets the quotation character wrapping every field.
            </summary>
            <value>The quotation character wrapping every field.</value>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CsvReader.HasHeaders">
            <summary>
            Indicates if field names are located on the first non commented line.
            </summary>
            <value><see langword="true"/> if field names are located on the first non commented line, otherwise, <see langword="false"/>.</value>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CsvReader.TrimSpaces">
            <summary>
            Indicates if spaces at the start and end of a field are trimmed.
            </summary>
            <value><see langword="true"/> if spaces at the start and end of a field are trimmed, otherwise, <see langword="false"/>.</value>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CsvReader.BufferSize">
            <summary>
            Gets the buffer size.
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CsvReader.DefaultParseErrorAction">
            <summary>
            Gets or sets the default action to take when a parsing error has occured.
            </summary>
            <value>The default action to take when a parsing error has occured.</value>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CsvReader.MissingFieldAction">
            <summary>
            Gets or sets the action to take when a field is missing.
            </summary>
            <value>The action to take when a field is missing.</value>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CsvReader.SupportsMultiline">
            <summary>
            Gets or sets a value indicating if the reader supports multiline fields.
            </summary>
            <value>A value indicating if the reader supports multiline field.</value>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CsvReader.SkipEmptyLines">
            <summary>
            Gets or sets a value indicating if the reader will skip empty lines.
            </summary>
            <value>A value indicating if the reader will skip empty lines.</value>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CsvReader.FieldCount">
            <summary>
            Gets the maximum number of fields to retrieve for each record.
            </summary>
            <value>The maximum number of fields to retrieve for each record.</value>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CsvReader.EndOfStream">
            <summary>
            Gets a value that indicates whether the current stream position is at the end of the stream.
            </summary>
            <value><see langword="true"/> if the current stream position is at the end of the stream; otherwise <see langword="false"/>.</value>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CsvReader.CurrentRecordIndex">
            <summary>
            Gets the current record index in the CSV file.
            </summary>
            <value>The current record index in the CSV file.</value>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CsvReader.Item(System.Int32,System.String)">
            <summary>
            Gets the field with the specified name and record position. <see cref="M:hasHeaders"/> must be <see langword="true"/>.
            </summary>
            <value>
            The field with the specified name and record position.
            </value>
            <exception cref="T:ArgumentNullException">
            	<paramref name="field"/> is <see langword="null"/> or an empty string.
            </exception>
            <exception cref="T:InvalidOperationException">
            The CSV does not have headers (<see cref="M:HasHeaders"/> property is <see langword="false"/>).
            </exception>
            <exception cref="T:ArgumentException">
            	<paramref name="field"/> not found.
            </exception>
            <exception cref="T:ArgumentOutOfRangeException">
            	Record index must be > 0.
            </exception>
            <exception cref="T:InvalidOperationException">
            	Cannot move to a previous record in forward-only mode.
            </exception>
            <exception cref="T:EndOfStreamException">
            	Cannot read record at <paramref name="record"/>.
            </exception>
            <exception cref="T:MalformedCsvException">
            	The CSV appears to be corrupt at the current position.
            </exception>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CsvReader.Item(System.Int32,System.Int32)">
            <summary>
            Gets the field at the specified index and record position.
            </summary>
            <value>
            The field at the specified index and record position.
            A <see langword="null"/> is returned if the field cannot be found for the record.
            </value>
            <exception cref="T:ArgumentOutOfRangeException">
            	<paramref name="field"/> must be included in [0, <see cref="M:FieldCount"/>[.
            </exception>
            <exception cref="T:ArgumentOutOfRangeException">
            	Record index must be > 0.
            </exception>
            <exception cref="T:InvalidOperationException">
            	Cannot move to a previous record in forward-only mode.
            </exception>
            <exception cref="T:EndOfStreamException">
            	Cannot read record at <paramref name="record"/>.
            </exception>
            <exception cref="T:MalformedCsvException">
            	The CSV appears to be corrupt at the current position.
            </exception>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CsvReader.Item(System.String)">
            <summary>
            Gets the field with the specified name. <see cref="M:hasHeaders"/> must be <see langword="true"/>.
            </summary>
            <value>
            The field with the specified name.
            </value>
            <exception cref="T:ArgumentNullException">
            	<paramref name="field"/> is <see langword="null"/> or an empty string.
            </exception>
            <exception cref="T:InvalidOperationException">
            The CSV does not have headers (<see cref="M:HasHeaders"/> property is <see langword="false"/>).
            </exception>
            <exception cref="T:ArgumentException">
            	<paramref name="field"/> not found.
            </exception>
            <exception cref="T:MalformedCsvException">
            	The CSV appears to be corrupt at the current position.
            </exception>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CsvReader.Item(System.Int32)">
            <summary>
            Gets the field at the specified index.
            </summary>
            <value>The field at the specified index.</value>
            <exception cref="T:ArgumentOutOfRangeException">
            	<paramref name="field"/> must be included in [0, <see cref="M:FieldCount"/>[.
            </exception>
            <exception cref="T:InvalidOperationException">
            	No record read yet. Call ReadLine() first.
            </exception>
            <exception cref="T:MalformedCsvException">
            	The CSV appears to be corrupt at the current position.
            </exception>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="E:FlatRedBall.IO.Csv.CsvReader.Disposed">
            <summary>
            Occurs when the instance is disposed of.
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CsvReader.IsDisposed">
            <summary>
            Gets a value indicating whether the instance has been disposed of.
            </summary>
            <value>
            	<see langword="true"/> if the instance has been disposed of; otherwise, <see langword="false"/>.
            </value>
        </member>
        <member name="T:FlatRedBall.IO.Csv.CsvReader.DataReaderValidations">
            <summary>
            Defines the data reader validations.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader.DataReaderValidations.None">
            <summary>
            No validation.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader.DataReaderValidations.IsInitialized">
            <summary>
            Validate that the data reader is initialized.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader.DataReaderValidations.IsNotClosed">
            <summary>
            Validate that the data reader is not closed.
            </summary>
        </member>
        <member name="T:FlatRedBall.IO.Csv.CsvReader.RecordEnumerator">
            <summary>
            Supports a simple iteration over the records of a <see cref="T:CsvReader"/>.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader.RecordEnumerator._reader">
            <summary>
            Contains the enumerated <see cref="T:CsvReader"/>.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader.RecordEnumerator._current">
            <summary>
            Contains the current record.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CsvReader.RecordEnumerator._currentRecordIndex">
            <summary>
            Contains the current record index.
            </summary>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.RecordEnumerator.#ctor(FlatRedBall.IO.Csv.CsvReader)">
            <summary>
            Initializes a new instance of the <see cref="T:RecordEnumerator"/> class.
            </summary>
            <param name="reader">The <see cref="T:CsvReader"/> to iterate over.</param>
            <exception cref="T:ArgumentNullException">
            	<paramref name="reader"/> is a <see langword="null"/>.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.RecordEnumerator.MoveNext">
            <summary>
            Advances the enumerator to the next record of the CSV.
            </summary>
            <returns><see langword="true"/> if the enumerator was successfully advanced to the next record, <see langword="false"/> if the enumerator has passed the end of the CSV.</returns>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.RecordEnumerator.Reset">
            <summary>
            Sets the enumerator to its initial position, which is before the first record in the CSV.
            </summary>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvReader.RecordEnumerator.Dispose">
            <summary>
            Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CsvReader.RecordEnumerator.Current">
            <summary>
            Gets the current record.
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CsvReader.RecordEnumerator.System#Collections#IEnumerator#Current">
            <summary>
            Gets the current record.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.UserNamePasswordWindow">
            <summary>
            Window which can be used to read a user name and password.  The password text box
            displays ****** instead of the actual passwords.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.IObjectDisplayer">
            <summary>
            Interface for an object which provides a visual interface for viewing and editing
            an instance.  This is the base type for PropertyGrids and ListDisplayWindows.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.IObjectDisplayer.ObjectDisplayingAsObject">
            <summary>
            Exposes the object that is being displayed (casted as an object).
            This exists so that a list of IObjectDisplayers has access to the
            object displaying.  This should be explicitly implemented.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.PropertyGrid.mUndoInstructions">
            <summary>
            The PropertyGrid can be tied to a list of InstructionLists.
            These hold the instructions necessary to undo the changes made
            by the PropertyGrid.
            
            It is common to store a list of lists so that multiple changes
            can be perfomred during one undo.  In other words, if X and Y
            were changed in one action then the instructions for changing the
            X and Y back will be in one InstructionList.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.PropertyGrid.sPropertyGridMemberSettings">
            <summary>
            Associated type with list of strings of members to exclude for a given type.  This is used
            when children PropertyGrids are created.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.PropertyGrid.AddWindow(FlatRedBall.Gui.Window)">
            <summary>
            Adds an always-displayed Window to the PropertyGrid.  This window will appear
            after all member-displaying Windows and will automatically be positioned appropriately.
            </summary>
            <param name="windowToAdd">The window to add.</param>
        </member>
        <member name="M:FlatRedBall.Gui.PropertyGrid.SetMemberChangeEvent(System.String,FlatRedBall.Gui.GuiMessage)">
            <summary>
            Sets the event to raise when a particular property is changed through the PropertyGrid.
            </summary>
            <remarks>
            A property cannot have multiple ChangeEvents.  The reason for this is so that the user
            can reassign the same ChangeEvent without fear of duplicating calls.  It is common when
            selecting an object to exclude some properties, include others, and set the callbacks.
            </remarks>
            <param name="property">The name of the property</param>
            <param name="changeEvent">The event to raise when the property changes.</param>
        </member>
        <member name="M:FlatRedBall.Gui.PropertyGrid.SetNewWindowEvent``1(FlatRedBall.Gui.GuiMessage)">
            <summary>
            Sets an event to be raised when a new PropertyGrid or ListDisplayWindow is created.
            </summary>
            <param name="type">The type of the object to associate the new callback with.  In other words, 
            when an object of this type is being viewed through the creation of a new window the message argument
            will be reaised.</param>
            <param name="message">The GuiMessage to raise on creation.  The argument passed to this message is the newly-created
            window.</param>
        </member>
        <member name="M:FlatRedBall.Gui.PropertyGrid.SetNewWindowEvent(System.Type,FlatRedBall.Gui.GuiMessage)">
            <summary>
            Sets an event to be raised when a new PropertyGrid or ListDisplayWindow is created.
            </summary>
            <param name="type">The type of the object to associate the new callback with.  In other words, 
            when an object of this type is being viewed through the creation of a new window the message argument
            will be reaised.</param>
            <param name="message">The GuiMessage to raise on creation.  The argument passed to this message is the newly-created
            window.</param>
        </member>
        <member name="M:FlatRedBall.Gui.PropertyGrid.SetSelectedObject(System.Object)">
            <summary>
            Sets the SelectedObject property of the PropertyGrid.  This allows
            code that has reference to a base PropertyGrid to still set the SelectedObject.
            
            This should never be used outside of the engine!
            </summary>
            <param name="objectToSet">The object to show.</param>
        </member>
        <member name="P:FlatRedBall.Gui.PropertyGrid.ContentManagerName">
            <summary>
            Gets and sets the content mananager name that is used when loading assets like Textures.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.PropertyGrid`1.GetUIElementForMember(System.String)">
            <summary>
            Gets the window that is used for editing the argument memberName.
            </summary>
            <remarks>
            For example, if the member is a bool then this method will return a 
            ComboBox.  If the member is of a type that does not have a specific UI
            representation then a button that says "Edit Property" will be returned.
            </remarks>
            <param name="propertyName">The name of the member.</param>
            <returns>The UI element that is used to edit this property, or null if the property is not found.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.PropertyGrid`1.ReplaceMemberUIElement(System.String,FlatRedBall.Gui.Window)">
            <summary>
            Replaces the UI element representing the argument propertyName with the argument newUIElement.
            </summary>
            <remarks>
            The newUIElement argument should not already be added to the GuiManager or to the PropertyGrid.  This method
            should be called BEFORE any UI events are added to the newUIElement argument.  This guarantees that
            the PropertyGrid events are fired first, then the custom events can be used to modify the object shown
            by the PropertyGrid.
            </remarks>
            <param name="propertyName">The name of the property to replace the UI element for.</param>
            <param name="newUIElement">The new UI element for the property.  This should be created with a new call, 
            not added to this instance or the GuiManager.</param>
        </member>
        <member name="M:FlatRedBall.Gui.PropertyGrid`1.CreateWindowsForSelectedType">
            <summary>
            Creates all of the windows (Buttons, TextBoxes, etc) for the selected type.  This is only
            called once when the PropertyGrid is first created.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.PropertyGrid`1.ApplyDefaultBehavior(FlatRedBall.Gui.PropertyWindowAssociation)">
            <summary>
            Sets the event that occurs when the user changes the UI element.
            </summary>
            <param name="pwa"></param>
        </member>
        <member name="T:FlatRedBall.Gui.PropertyGrids.StringPropertyGrid">
            <summary>
            A StructReferencePropertyGrid used by the FlatRedBall Engine when editing strings in a ListDisplayWindow.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.StructReferencePropertyGrid`1">
            <summary>
            A class that can be used to apply changes to fields and properties of an object.
            </summary>
            <remarks>
            If an object has a Vector3 field, creating a regular PropertyGrid for that Vector3
            and changing that Vector3 will not actually change the field's value.  Since C# doesn't
            have pointers, then the only way to change the source's field is to keep a reference to
            the object that has the field, then push changes through that instance.
            
            The StructReferencePropertyGrid simulates a pointer by storing reference to the object that
            contains the field.
            </remarks>
            <typeparam name="T">The type of object that the PropertyGrid stores.</typeparam>
        </member>
        <member name="T:FlatRedBall.Gui.PropertyGrids.IntPropertyGrid">
            <summary>
            A StructReferencePropertyGrid used by the FlatRedBall Engine when editing ints in a ListDisplayWindow.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.CollapseItem">
            <summary>
            Summary description for CollapseItem.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.CollapseItem.AddIcon(System.Single,System.Single,System.Single,System.Single,System.String)">
            <summary>
            Adds an icon to the CollapseItem
            </summary>
            <remarks>
            Do not use $ in the name of the icon as the Collapse list boxes use this character for 
            icons such as + and - boxes for expanding CollapseItems with children.
            </remarks>
            <param name="top"></param>
            <param name="bottom"></param>
            <param name="left"></param>
            <param name="right"></param>
            <param name="name"></param>
        </member>
        <member name="M:FlatRedBall.Gui.CollapseItem.Contains(System.Object)">
            <summary>
            Returns whether this or any children CollapseItems contain the argument object as their ReferenceObject.
            </summary>
            <param name="objectToSearchFor">The object to search for.</param>
            <returns>Whether this or any children CollapseItems reference the argument.</returns>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.Material">
            <summary>
            This template defines a basic material color that can be applied to either a complete mesh or a mesh's individual faces. 
            The power is the specular exponent of the material. Note that the ambient color requires an alpha component.
            TextureFilename is an optional data object used by Direct3D Retained Mode. If this object is not present, 
            the face is untextured.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Material.#ctor">
            <summary>
            This template defines a basic material color that can be applied to either a complete mesh or a mesh's individual faces. 
            The power is the specular exponent of the material. Note that the ambient color requires an alpha component.
            TextureFilename is an optional data object used by Direct3D Retained Mode. If this object is not present, 
            the face is untextured.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Material.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Material.Name">
            <summary>
            The Name of this Material.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Material.ColorRGBA">
            <summary>
            A ColorRGBA value for the Diffuse Color
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Material.Power">
            <summary>
            A Float value for the Specular Power.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Material.SpecularColor">
            <summary>
            A ColorRGB value for the Specular Color
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Material.EmissiveColor">
            <summary>
            A ColorRGB value for the Emissive Color
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.ColorRGB">
            <summary>
            This template defines the basic RGB color object.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.ColorRGB.#ctor">
            <summary>
            This template defines the basic RGB color object.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.ColorRGB.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.ColorRGB.ToColor(FlatRedBall.Content.Model.XLoader.Templates.ColorRGB)">
            <summary>
            Returns a Microsoft XNA Color representation of this ColorRGB
            </summary>
            <param name="colorRGBA">The ColorRGB to convert.</param>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.ColorRGB.ToVector4(FlatRedBall.Content.Model.XLoader.Templates.ColorRGB)">
            <summary>
            Returns a Microsoft XNA Vector4 representation of this ColorRGB
            </summary>
            <param name="colorRGBA">The ColorRGB to convert.</param>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.ColorRGB.ToVector3(FlatRedBall.Content.Model.XLoader.Templates.ColorRGB)">
            <summary>
            Returns a Microsoft XNA Vector3 representation of this ColorRGB
            </summary>
            <param name="colorRGBA">The ColorRGB to convert.</param>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.ColorRGB.Red">
            <summary>
            A Float value that represents the Red amount.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.ColorRGB.Green">
            <summary>
            A Float value that represents the Green amount.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.ColorRGB.Blue">
            <summary>
            A Float value that represents the Blue amount.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.IDrawableBatch.Draw(FlatRedBall.Camera)">
            <summary>
            Used to draw assets
            Batch is sorted by Z with sprites and text
            </summary>
            <param name="camera">The currently drawing camera</param>
        </member>
        <member name="M:FlatRedBall.Graphics.IDrawableBatch.Update">
            <summary>
            Used to update the drawable batch
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.IDrawableBatch.Destroy">
            <summary>
            Used to destroy any assets that need to be destroyed
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.IDrawableBatch.X">
            <summary>
            The X value to use for sorting.  This does NOT affect the position
            of objects drawn by the DrawableBatch.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.IDrawableBatch.Y">
            <summary>
            The Y value to use for sorting.  This does NOT affect the position
            of objects drawn by the DrawableBatch.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.IDrawableBatch.Z">
            <summary>
            The Z value to use for sorting.  This does NOT affect the position
            of objects drawn by the DrawableBatch.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.IDrawableBatch.UpdateEveryFrame">
            <summary>
            Whether or not this batch should be updated
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.IDrawableBatches.GeometryDrawableBatch.mEffect">
            <summary>
            The effect used to draw
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.IDrawableBatches.GeometryDrawableBatch.mVertexDeclaration">
            <summary>
            The vertex declaration
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.IDrawableBatches.GeometryDrawableBatch.mIndices">
            <summary>
            The indices to draw the shape
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.IDrawableBatches.GeometryDrawableBatch.#ctor">
            <summary>
            Create and initialize all assets
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.IDrawableBatches.GeometryDrawableBatch.Draw(FlatRedBall.Camera)">
            <summary>
            Custom drawing technique - sets graphics states and
            draws the custom shape
            </summary>
            <param name="camera">The currently drawing camera</param>
        </member>
        <member name="M:FlatRedBall.Graphics.IDrawableBatches.GeometryDrawableBatch.Update">
            <summary>
            Here we update our batch - but this batch doesn't
            need to be updated
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.IDrawableBatches.GeometryDrawableBatch.Destroy">
            <summary>
            Here we destroy all assets that need destroying.
            In this case, all our assets will be destroyed
            automatically upon quitting
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.IDrawableBatches.GeometryDrawableBatch.UpdateEveryFrame">
            <summary>
            Here we tell the engine if we want this batch
            updated every frame.  Since we have no updating to
            do though, we will set this to false
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.HardwareInstancing.HardwareInstancingData">
            <summary>
            Unsupported
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.HardwareInstancing.HardwareInstancingData.Effect">
            <summary>
            Reference to the shader that will be used
            to render the objects.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.HardwareInstancing.HardwareInstancingData.HardwareInstancedGeometry">
            <summary>
            Defines what one instance looks like.
            For a Sprite it would be 4 points, for a circle
            it'd be each point on the circle.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.HardwareInstancing.HardwareInstancingData.HardwareInstancedIndexBuffer">
            <summary>
            The indexes to be used with the the 
            geometry VertexBuffer.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.HardwareInstancing.HardwareInstancingData.HardwareInstancedInstanceData">
            <summary>
            Holds the unique data for each instance (like position)
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.HardwareInstancing.HardwareInstancingData.BeginDrawing">
            <summary>
            Sets up the GraphicsDevice so that it can render the 
            hardware instanced objects.  This method should be called before
            DrawIndexedPrimitives
            </summary>
            <param name="instanceCount">The number of instances to draw.</param>
            <param name="sizeOfInstanceData">The size in bytes of the instance data.  
            For example, if the data unique per instance is just position, then 
            the value would be the size of a Vector3</param>
        </member>
        <member name="M:FlatRedBall.Graphics.HardwareInstancing.HardwareInstancingData.Dispose">
            <summary>
            Disposes all contained IDisposables.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.SpriteRig.SpriteRigSaveBase`1">
            <summary>
            Base class for SpriteRigSave and SpriteRigSaveContent.
            </summary>
            <typeparam name="T">The type of the Sprite.  Can be SpriteSave or SpriteSaveContent.</typeparam>
        </member>
        <member name="F:FlatRedBall.Content.Instructions.InstructionSetSave.mFileName">
            <summary>
            The file that this InstructionSetSave was deserialized from.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.ContentLoadBatch">
            <summary>
            ContentLoadBatch allows for batch loading of resources through the Content Pipeline as well as from file. Loading can be asynchronous if
            specified by using the LoadAsync method.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.AnimationChain.AnimationFrameSaveBase">
            <summary>
            The base class for AnimationFrameSave and AnimationFrameSaveContent.
            </summary>
        </member>
        <member name="F:FlatRedBall.Content.AnimationChain.AnimationFrameSaveBase.FlipHorizontal">
            <summary>
            Whether the texture should be flipped horizontally.
            </summary>
        </member>
        <member name="F:FlatRedBall.Content.AnimationChain.AnimationFrameSaveBase.FlipVertical">
            <summary>
            Whether the texture should be flipped on the vertidally.
            </summary>
        </member>
        <member name="F:FlatRedBall.Content.AnimationChain.AnimationFrameSaveBase.TextureName">
            <summary>
            Used in XML Serialization of AnimationChains - this should
            not explicitly be set by the user.
            </summary>
        </member>
        <member name="F:FlatRedBall.Content.AnimationChain.AnimationFrameSaveBase.FrameLength">
            <summary>
            The amount of time in seconds the AnimationFrame should be shown for.
            </summary>
        </member>
        <member name="F:FlatRedBall.Content.AnimationChain.AnimationFrameSaveBase.LeftCoordinate">
            <summary>
            The left coordinate in texture coordinates of the AnimationFrame.  Default is 0.
            </summary>
        </member>
        <member name="F:FlatRedBall.Content.AnimationChain.AnimationFrameSaveBase.RightCoordinate">
            <summary>
            The right coordinate in texture coordinates of the AnimationFrame.  Default is 1.
            </summary>
        </member>
        <member name="F:FlatRedBall.Content.AnimationChain.AnimationFrameSaveBase.TopCoordinate">
            <summary>
            The top coordinate in texture coordinates of the AnimationFrame.  Default is 0.
            </summary>
        </member>
        <member name="F:FlatRedBall.Content.AnimationChain.AnimationFrameSaveBase.BottomCoordinate">
            <summary>
            The bottom coordinate in texture coordinates of the AnimationFrame.  Default is 1.
            </summary>
        </member>
        <member name="F:FlatRedBall.Content.AnimationChain.AnimationFrameSaveBase.RelativeX">
            <summary>
            The relative X position of the object that is using this AnimationFrame.  This
            is only applied if the IAnimationChainAnimatable's UseAnimationRelativePosition is
            set to true.
            </summary>
        </member>
        <member name="F:FlatRedBall.Content.AnimationChain.AnimationFrameSaveBase.RelativeY">
            <summary>
            The relative Y position of the object that is using this AnimationFrame.  This
            is only applied if the IAnimationChainAnimatable's UseAnimationRelativePosition is
            set to true.
            </summary>
        </member>
        <member name="T:FlatRedBall.AI.Pathfinding.NodeNetwork">
            <summary>
            Stores a collection of PositionedNodes and provides common functionality for
            pathfinding logic.
            </summary>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.NodeNetwork.#ctor">
            <summary>
            Creates an empty NodeNetwork.
            </summary>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.NodeNetwork.AddNode">
            <summary>
            Creates a new PositionedNode and adds it to the NodeNetwork.
            </summary>
            <returns>The newly-created PositionedNode.</returns>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.NodeNetwork.AddNode(FlatRedBall.AI.Pathfinding.PositionedNode)">
            <summary>
            Adds an already-created PositionedNode to the NodeNetwork.
            </summary>
            <remarks>
            Will not add the PositionedNode if it is already part of the NodeNetwork
            </remarks>
            <param name="nodeToAdd">The PositionedNode to add.</param>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.NodeNetwork.FindByName(System.String)">
            <summary>
            Finds a PositionedNode by the argument nameofNode.
            </summary>
            <param name="nameOfNode">The name of the PositionedNode to search for.</param>
            <returns>The PositionedNode with the matching Name, or null if no PositionedNodes match.</returns>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.NodeNetwork.GetClosestNodeTo(Microsoft.Xna.Framework.Vector3@)">
            <summary>
            Returns the PositionedNode that's the closest to the argument position.
            </summary>
            <param name="position">The point to find the closest PositionedNode to.</param>
            <returns>The PositionedNode that is the closest to the argument position.</returns>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.NodeNetwork.GetVisibleNodeRadius(FlatRedBall.Camera,System.Int32)">
            <summary>
            Returns the radius of the PositionedNode visible representation Polygons.
            </summary>
            <remarks>
            The size of the PositionedNode visible representation Polygons depends on the
            camera's Z position - as the Camera moves further away, the Polygons are drawn larger.
            If the Camera is viewing down the Z axis then changing the Z will not affect the visible
            size of the PositionedNode visible representation.
            </remarks>
            <param name="camera">The camera to use when calculating the size.</param>
            <param name="nodeIndex">The index of the PositionedNode in the NodeNetwork.  Since nodes can be in 
            3D space the individual PositionedNode is required.</param>
            <returns>The radius of the node.</returns>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.NodeNetwork.GetPath(FlatRedBall.AI.Pathfinding.PositionedNode,FlatRedBall.AI.Pathfinding.PositionedNode)">
            <summary>
            Returns the List of PositionedNodes which make the path from the start PositionedNode to the end PositionedNode.
            </summary>
            <remarks>
            If start and end are the same node then the List returned will contain that node.
            </remarks>
            <param name="start">The PositionedNode to begin the path at.</param>
            <param name="end">The destination PositionedNode.</param>
            <returns>The list of nodes to travel through to reach the end PositionedNode from the start PositionedNode.  The
            start and end nodes are included in the returned List.</returns>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.NodeNetwork.GetPath(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
            <summary>
            Returns the List of PositionedNodes which make the path from the start Vector3 to the end Vector3.
            </summary>
            <remarks>
            This method finds the closest nodes to each of the arguments, then calls the overload for GetPath which takes
            PositionedNode arguments.
            </remarks>
            <param name="startPoint">The world-coordinate start position.</param>
            <param name="endPoint">The world-coordinate end position.</param>
            <returns>The list of nodes to travel through to reach the closest PositionedNode to the endPoint from the closest
            PositionedNode to the startPoint.</returns>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.NodeNetwork.GetCollisionOptimizedPath(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,FlatRedBall.Math.PositionedObjectList{FlatRedBall.Math.Geometry.Polygon})">
            <summary>
            Returns a List of Vector3s that will be an optimized version of GetPath given the NodeNetwork and a Collision Map to test against.
            </summary>
            <remarks>
            This method will get the optimal path between the two vectors using GetPath, and then will optimize it by
            testing line of sight between the nodes to see if the path can be optimized further (for more optimized
            pathfinding). When optimizing the path between two nodes, it will check if the midpoint is in line of sight with the
            startingPosition, and if it is, change the path to the midpoint instead of the current target node. the numberOfOptimizations
            decides how many times it will take the midpoint and optimize further.
            
            This method assumes that the node network does NOT fall within collidable objects.
            </remarks>
            <param name="startingPosition">The world-coordinate of the starting position.</param>
            <param name="destination">The world-coordinate of the destination.</param>
            <param name="collisionMap">The collision map which will have the obstacles you are trying to path around.</param>
            <returns></returns>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.NodeNetwork.GetCollisionOptimizedPath(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Int32,System.Int32,System.Single,FlatRedBall.Math.PositionedObjectList{FlatRedBall.Math.Geometry.Polygon})">
            <summary>
            Returns a List of Vector3s that will be an optimized version of GetPath given the NodeNetwork and a Collision Map to test against.
            </summary>
            <remarks>
            This method will get the optimal path between the two vectors using GetPath, and then will optimize it by
            testing line of sight between the nodes to see if the path can be optimized further (for more optimized
            pathfinding). When optimizing the path between two nodes, it will check if the midpoint is in line of sight with the
            startingPosition, and if it is, change the path to the midpoint instead of the current target node. the numberOfOptimizations
            decides how many times it will take the midpoint and optimize further.
            </remarks>
            <param name="startingPosition">The world-coordinate of the starting position.</param>
            <param name="destination">The world-coordinate of the destination.</param>
            <param name="numberOfOptimizations">The number of times the algorithm will take the midpoint between
            two nodes to test if they are within line of sight of each other (higher means nearer to optimal path).</param>
            <param name="collisionThreshold">Usually the object using the path will be larger than 0, use the size of the collision for testing line of sight.</param>
            <param name="collisionMap">The collision map which will have the obstacles you are trying to path around.</param>
            <returns></returns>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.NodeNetwork.Remove(FlatRedBall.AI.Pathfinding.PositionedNode)">
            <summary>
            Removes the argument PositionedNode from the NodeNetwork.  Also destroys any links
            pointing to the argument PositionedNode.
            </summary>
            <param name="nodeToRemove">The PositionedNode to remove.</param>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.NodeNetwork.UpdateShapes">
            <summary>
            Updates the visible representation of the NodeNetwork.  This is only needed to be called if the NodeNetwork
            is visible and if any contained PositionedNodes or Links have changed.
            </summary>
        </member>
        <member name="P:FlatRedBall.AI.Pathfinding.NodeNetwork.Nodes">
            <summary>
            All nodes in this NodeNetwork.
            </summary>
        </member>
        <member name="P:FlatRedBall.AI.Pathfinding.NodeNetwork.NodeVisibleRepresentation">
            <summary>
            The polygons used to represent PositionedNodes.  This is populated and managed by the
            NodeNetwork if Visible is set to true.
            </summary>
        </member>
        <member name="P:FlatRedBall.AI.Pathfinding.NodeNetwork.NodeColor">
            <summary>
            The Color that Node polygons should use when Visible is true;
            </summary>
        </member>
        <member name="P:FlatRedBall.AI.Pathfinding.NodeNetwork.Visible">
            <summary>
            Controls the visibility of the NodeNetwork.  This is usually only set to 
            true for debugging and testing purposes.  
            </summary>
            <remarks>
            Setting this value to true creates Polygons and Lines to represent the
            NodeNetwork.  Setting it back to false destroys all objects used for visible
            representation.
            </remarks>
        </member>
        <member name="T:FlatRedBall.IO.Csv.RuntimeCsvRepresentation">
            <summary>
            Represents the raw data loaded from a csv file.  This is
            used if the data must be processed or converted by hand to
            other object types.
            </summary>
        </member>
        <member name="T:FlatRedBall.IO.Csv.CachedCsvReader">
            <summary>
            Represents a reader that provides fast, cached, dynamic access to CSV data.
            </summary>
            <remarks>The number of records is limited to <see cref="F:System.Int32.MaxValue"/> - 1.</remarks>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CachedCsvReader._records">
            <summary>
            Contains the cached records.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CachedCsvReader._currentRecordIndex">
            <summary>
            Contains the current record index (inside the cached records array).
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CachedCsvReader._readingStream">
            <summary>
            Indicates if a new record is being read from the CSV stream.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CachedCsvReader._bindingList">
            <summary>
            Contains the binding list linked to this reader.
            </summary>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CachedCsvReader.#ctor(System.IO.TextReader,System.Boolean)">
            <summary>
            Initializes a new instance of the CsvReader class.
            </summary>
            <param name="reader">A <see cref="T:TextReader"/> pointing to the CSV file.</param>
            <param name="hasHeaders"><see langword="true"/> if field names are located on the first non commented line, otherwise, <see langword="false"/>.</param>
            <exception cref="T:ArgumentNullException">
            	<paramref name="reader"/> is a <see langword="null"/>.
            </exception>
            <exception cref="T:ArgumentException">
            	Cannot read from <paramref name="reader"/>.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CachedCsvReader.#ctor(System.IO.TextReader,System.Boolean,System.Int32)">
            <summary>
            Initializes a new instance of the CsvReader class.
            </summary>
            <param name="reader">A <see cref="T:TextReader"/> pointing to the CSV file.</param>
            <param name="hasHeaders"><see langword="true"/> if field names are located on the first non commented line, otherwise, <see langword="false"/>.</param>
            <param name="bufferSize">The buffer size in bytes.</param>
            <exception cref="T:ArgumentNullException">
            	<paramref name="reader"/> is a <see langword="null"/>.
            </exception>
            <exception cref="T:ArgumentException">
            	Cannot read from <paramref name="reader"/>.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CachedCsvReader.#ctor(System.IO.TextReader,System.Boolean,System.Char)">
            <summary>
            Initializes a new instance of the CsvReader class.
            </summary>
            <param name="reader">A <see cref="T:TextReader"/> pointing to the CSV file.</param>
            <param name="hasHeaders"><see langword="true"/> if field names are located on the first non commented line, otherwise, <see langword="false"/>.</param>
            <param name="delimiter">The delimiter character separating each field (default is ',').</param>
            <exception cref="T:ArgumentNullException">
            	<paramref name="reader"/> is a <see langword="null"/>.
            </exception>
            <exception cref="T:ArgumentException">
            	Cannot read from <paramref name="reader"/>.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CachedCsvReader.#ctor(System.IO.TextReader,System.Boolean,System.Char,System.Int32)">
            <summary>
            Initializes a new instance of the CsvReader class.
            </summary>
            <param name="reader">A <see cref="T:TextReader"/> pointing to the CSV file.</param>
            <param name="hasHeaders"><see langword="true"/> if field names are located on the first non commented line, otherwise, <see langword="false"/>.</param>
            <param name="delimiter">The delimiter character separating each field (default is ',').</param>
            <param name="bufferSize">The buffer size in bytes.</param>
            <exception cref="T:ArgumentNullException">
            	<paramref name="reader"/> is a <see langword="null"/>.
            </exception>
            <exception cref="T:ArgumentException">
            	Cannot read from <paramref name="reader"/>.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CachedCsvReader.#ctor(System.IO.TextReader,System.Boolean,System.Char,System.Char,System.Char,System.Char,System.Boolean)">
            <summary>
            Initializes a new instance of the CsvReader class.
            </summary>
            <param name="reader">A <see cref="T:TextReader"/> pointing to the CSV file.</param>
            <param name="hasHeaders"><see langword="true"/> if field names are located on the first non commented line, otherwise, <see langword="false"/>.</param>
            <param name="delimiter">The delimiter character separating each field (default is ',').</param>
            <param name="quote">The quotation character wrapping every field (default is ''').</param>
            <param name="escape">
            The escape character letting insert quotation characters inside a quoted field (default is '\').
            If no escape character, set to '\0' to gain some performance.
            </param>
            <param name="comment">The comment character indicating that a line is commented out (default is '#').</param>
            <param name="trimSpaces"><see langword="true"/> if spaces at the start and end of a field are trimmed, otherwise, <see langword="false"/>. Default is <see langword="true"/>.</param>
            <exception cref="T:ArgumentNullException">
            	<paramref name="reader"/> is a <see langword="null"/>.
            </exception>
            <exception cref="T:ArgumentException">
            	Cannot read from <paramref name="reader"/>.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CachedCsvReader.#ctor(System.IO.TextReader,System.Boolean,System.Char,System.Char,System.Char,System.Char,System.Boolean,System.Int32)">
            <summary>
            Initializes a new instance of the CsvReader class.
            </summary>
            <param name="reader">A <see cref="T:TextReader"/> pointing to the CSV file.</param>
            <param name="hasHeaders"><see langword="true"/> if field names are located on the first non commented line, otherwise, <see langword="false"/>.</param>
            <param name="delimiter">The delimiter character separating each field (default is ',').</param>
            <param name="quote">The quotation character wrapping every field (default is ''').</param>
            <param name="escape">
            The escape character letting insert quotation characters inside a quoted field (default is '\').
            If no escape character, set to '\0' to gain some performance.
            </param>
            <param name="comment">The comment character indicating that a line is commented out (default is '#').</param>
            <param name="trimSpaces"><see langword="true"/> if spaces at the start and end of a field are trimmed, otherwise, <see langword="false"/>. Default is <see langword="true"/>.</param>
            <param name="bufferSize">The buffer size in bytes.</param>
            <exception cref="T:ArgumentNullException">
            	<paramref name="reader"/> is a <see langword="null"/>.
            </exception>
            <exception cref="T:System.ArgumentOutOfRangeException">
            	<paramref name="bufferSize"/> must be 1 or more.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CachedCsvReader.ReadToEnd">
            <summary>
            Reads the CSV stream from the current position to the end of the stream.
            </summary>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CachedCsvReader.ReadNextRecord(System.Boolean,System.Boolean)">
            <summary>
            Reads the next record.
            </summary>
            <param name="onlyReadHeaders">
            Indicates if the reader will proceed to the next record after having read headers.
            <see langword="true"/> if it stops after having read headers; otherwise, <see langword="false"/>.
            </param>
            <param name="skipToNextLine">
            Indicates if the reader will skip directly to the next line without parsing the current one. 
            To be used when an error occurs.
            </param>
            <returns><see langword="true"/> if a record has been successfully reads; otherwise, <see langword="false"/>.</returns>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            The instance has been disposed of.
            </exception>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CachedCsvReader.MoveToStart">
            <summary>
            Moves before the first record.
            </summary>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CachedCsvReader.MoveToLastCachedRecord">
            <summary>
            Moves to the last record read so far.
            </summary>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CachedCsvReader.MoveTo(System.Int64)">
            <summary>
            Moves to the specified record index.
            </summary>
            <param name="record">The record index.</param>
            <exception cref="T:ArgumentOutOfRangeException">
            	Record index must be > 0.
            </exception>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            	The instance has been disposed of.
            </exception>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CachedCsvReader.CurrentRecordIndex">
            <summary>
            Gets the current record index in the CSV file.
            </summary>
            <value>The current record index in the CSV file.</value>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CachedCsvReader.EndOfStream">
            <summary>
            Gets a value that indicates whether the current stream position is at the end of the stream.
            </summary>
            <value><see langword="true"/> if the current stream position is at the end of the stream; otherwise <see langword="false"/>.</value>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CachedCsvReader.Item(System.Int32)">
            <summary>
            Gets the field at the specified index.
            </summary>
            <value>The field at the specified index.</value>
            <exception cref="T:ArgumentOutOfRangeException">
            	<paramref name="field"/> must be included in [0, <see cref="M:FieldCount"/>[.
            </exception>
            <exception cref="T:InvalidOperationException">
            	No record read yet. Call ReadLine() first.
            </exception>
            <exception cref="T:FlatRedBall.IO.Csv.MissingFieldCsvException">
            	The CSV data appears to be missing a field.
            </exception>
            <exception cref="T:MalformedCsvException">
            	The CSV appears to be corrupt at the current position.
            </exception>
            <exception cref="T:System.ComponentModel.ObjectDisposedException">
            	The instance has been disposed of.
            </exception>
        </member>
        <member name="T:FlatRedBall.IO.Csv.CachedCsvReader.CsvRecordComparer">
            <summary>
            Represents a CSV record comparer.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CachedCsvReader.CsvRecordComparer._field">
            <summary>
            Contains the field index of the values to compare.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CachedCsvReader.CsvRecordComparer._direction">
            <summary>
            Contains the sort direction.
            </summary>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CachedCsvReader.CsvRecordComparer.#ctor(System.Int32,System.ComponentModel.ListSortDirection)">
            <summary>
            Initializes a new instance of the CsvRecordComparer class.
            </summary>
            <param name="field">The field index of the values to compare.</param>
            <param name="direction">The sort direction.</param>
        </member>
        <member name="T:FlatRedBall.IO.Csv.CachedCsvReader.CsvBindingList">
            <summary>
            Represents a binding list wrapper for a CSV reader.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CachedCsvReader.CsvBindingList._csv">
            <summary>
            Contains the linked CSV reader.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CachedCsvReader.CsvBindingList._count">
            <summary>
            Contains the cached record count.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CachedCsvReader.CsvBindingList._properties">
            <summary>
            Contains the cached property descriptors.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CachedCsvReader.CsvBindingList._sort">
            <summary>
            Contains the current sort property.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CachedCsvReader.CsvBindingList._direction">
            <summary>
            Contains the current sort direction.
            </summary>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CachedCsvReader.CsvBindingList.#ctor(FlatRedBall.IO.Csv.CachedCsvReader)">
            <summary>
            Initializes a new instance of the CsvBindingList class.
            </summary>
            <param name="csv"></param>
        </member>
        <member name="T:FlatRedBall.IO.Csv.CachedCsvReader.CsvPropertyDescriptor">
            <summary>
            Represents a CSV field property descriptor.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.CachedCsvReader.CsvPropertyDescriptor._index">
            <summary>
            Contains the field index.
            </summary>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CachedCsvReader.CsvPropertyDescriptor.#ctor(System.String,System.Int32)">
            <summary>
            Initializes a new instance of the CsvPropertyDescriptor class.
            </summary>
            <param name="fieldName">The field name.</param>
            <param name="index">The field index.</param>
        </member>
        <member name="P:FlatRedBall.IO.Csv.CachedCsvReader.CsvPropertyDescriptor.Index">
            <summary>
            Gets the field index.
            </summary>
            <value>The field index.</value>
        </member>
        <member name="T:FlatRedBall.Instructions.Reflection.TypedMemberBase">
            <summary>
            Base class for the generic TypedMember class.
            </summary>
        </member>
        <member name="T:FlatRedBall.Instructions.Reflection.TypedMember`1">
            <summary>
            Class containing information about a member which can tell if two instances have
            identical members.
            </summary>
            <typeparam name="T">The type of the member.</typeparam>
        </member>
        <member name="T:FlatRedBall.Instructions.InstructionBlueprintList">
            <summary>
            A list of InstructionBlueprint objects
            
            <remarks>Can be used to quickly create InstructionLists for a specific target.</remarks>
            </summary>
        </member>
        <member name="M:FlatRedBall.Instructions.InstructionBlueprintList.BuildInstructionList(System.Object,System.Double)">
            <summary>
            Creates an InstructionList containing Instructions that were created by the InstructionBlueprints in
            this list. 
            </summary>
            <param name="target">The object that the Instructions will be executed on.</param>
            <param name="currentTime">The current time to be used as an offset for each Instruction's execution.</param>
        </member>
        <member name="T:FlatRedBall.Input.Recording.IInputRecord">
            <summary>
            Base interface for class which can record input.  
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.WindowArray">
            <summary>
            Summary description for WindowArray.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.TextBox">
            <summary>
            Summary description for TextBox.
            </summary>
            
        </member>
        <member name="M:FlatRedBall.Gui.TextBox.FixNumericalInput">
            <summary>
            Makes sure the current text can be successfully parsed, and if not, changes it to 0.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.TextBox.CursorXPosition">
            <summary>
            Gets the position of the visible text cursor given the mAbsoluteCursorPosition.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.TextBox.AbsoluteCursorPosition">
            <summary>
            The position of the cursor on the text in the TextBox.  This is always greater than 0 and less than
            the length of the text.
            </summary>
        </member>
        <member name="E:FlatRedBall.Gui.TextBox.TextChange">
            <summary>
            Raised when the displayed text changes.  This will be called for every
            letter typed when the user is typing - it does not wait for an Enter or
            loss of focus.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.TextBox.TakingInput">
            <summary>
            Whether the user can type in this Text Box.  Setting this to false makes the TextBox "read only".
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.FileWindow.OnFileTypeChange(FlatRedBall.Gui.Window)">
            <summary>
            If the user selects an item in the mFileTypesBox 
            </summary>
            <param name="callingWindow"></param>
        </member>
        <member name="M:FlatRedBall.Gui.FileWindow.#ctor(FlatRedBall.Gui.Cursor)">
            <summary>
            Creates a new FileWindow.
            </summary>
            <remarks>
            By default, the save name TextBox is invisible making this a text box for loading.  Call
            SetToSave to make the box appear.
            </remarks>
            <param name="InpMan"></param>
            <param name="SprMan"></param>
        </member>
        <member name="M:FlatRedBall.Gui.FileWindow.SetFileType(System.String)">
            <summary>
            Sets the filetype that the FileWindow can view. 
            </summary>
            <remarks>
            This method also clears all types.  Setting a filter then calling SetFileType clears the filter.
            
            Setting the filetype as "graphic" sets all of the file types that FRB can load.
            <seealso cref="P:FlatRedBall.Gui.FileWindow.Filter"/>
            </remarks>
            <param name="FileType">The file types specified by extension.  </param>
        </member>
        <member name="P:FlatRedBall.Gui.FileWindow.Filter">
            <summary>
            Specifies the possible filetypes that the FileWindow can save or load.
            </summary>
            <remarks>
            <code>
            // assuming someFileWindow is a valid
            // This sets a single filter for EXE
            someFileWindow.Filter = "Executable File (*.exe)|*.exe";
            // Or you can set multiple ones
            someFileWindow.Filter = "SpriteEditor Binary Scene (*.scn)|*.scn|SpriteEditor XML Scene (*.scnx)|*.scnx";
            </code>
            </remarks>
        </member>
        <member name="M:FlatRedBall.Graphics.TextManager.AddText(System.String,FlatRedBall.Camera)">
            <summary>
            Creates a new Text with the argument string which will only be drawn in the argument Camera's
            destination.
            </summary>
            <remarks>
            The new text will be stored both by the camera and the TextManager's managed invisible Texts array.
            The text is automatically attached to the argument Camera so to be moved, it must either
            be detached or moved with relative variables.
            </remarks>
            <param name="s">The string to show.</param>
            <param name="cameraToAddTo">The camera that the newly created Text belongs to.</param>
            <returns>Reference to the newly created Text.</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.TextManager.AddText(FlatRedBall.Graphics.Text,FlatRedBall.Camera)">
            <summary>
            Adds an already-created Text instance to the argument camera.
            </summary>
            <remarks>
            The argument Text should not already be in the TextManager's memory when this
            method is called.
            </remarks>
            <param name="textToAdd">Reference to the text object to add.</param>
            <param name="cameraToAddTo">Reference to the camera to be added to.</param>
            <returns>The added text.</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.TextManager.GetWidth(System.String)">
            <summary>
            Returns the width of the rendered text assuming the spacing is 1.
            </summary>
            <remarks>
            If there are newline characters in the string, GetWidth returns the width of the longest line.
            Spaces are considered characters as well so "Hello " will be longer than "Hello".
            </remarks>
            <param name="text">The text to measure.</param>
            <returns>The width of the longest line in the text.</returns>
        </member>
        <member name="T:FlatRedBall.Graphics.RenderMode">
            <summary>
            Rendering modes available in FlatRedBall
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.RenderMode.Default">
            <summary>
            Default rendering mode (uses embedded effects in models)
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.RenderMode.Color">
            <summary>
            Color rendering mode - renders color values for a model
            (does not include lighting information)
            Effect technique: RenderColor
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.RenderMode.Normals">
            <summary>
            Normals rendering mode - renders normals
            Effect technique: RenderNormals
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.RenderMode.Depth">
            <summary>
            Depth rendering mode - renders depth
            Effect technique: RenderDepth
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.RenderMode.Position">
            <summary>
            Position rendering mode - renders position
            Effect technique: RenderPosition
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Renderer">
            <summary>
            Static class responsible for drawing/rendering content to the cameras on screen.
            </summary> 
            <remarks>This class is called by <see cref="M:FlatRedBall.FlatRedBallServices.Draw"/></remarks>
        </member>
        <member name="M:FlatRedBall.Graphics.Renderer.InitializeRenderTargets(Microsoft.Xna.Framework.Graphics.SurfaceFormat)">
            <summary>
            Ensures that a render target pair of this surface format exists
            </summary>
            <param name="surfaceFormat">The surface format for the render targets</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Renderer.DrawQuad(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Draws a quad
            The effect must already be started
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Renderer.DrawFullScreenQuad">
            <summary>
            Draws a full-screen quad
            The effect must already be started
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Renderer.FillVBList(FlatRedBall.SpriteList,System.Collections.Generic.List{Microsoft.Xna.Framework.Graphics.DynamicVertexBuffer},FlatRedBall.Camera,System.Collections.Generic.List{FlatRedBall.Graphics.RenderBreak},System.Int32,System.Int32@)">
            <summary>
            DOCUMENTATION NEEDED
            </summary>
            <param name="sa"></param>
            <param name="vertexBufferList"></param>
            <param name="camera"></param>
            <param name="renderBreaks"></param>
            <param name="firstSprite"></param>
            <param name="numberToDraw">The number of visible Sprites to draw.  This is not the range.</param>
            <returns></returns> 
        </member>
        <member name="P:FlatRedBall.Graphics.Renderer.VertexShaderProfile">
            <summary>
            Returns the maximum supported vertex shader profile on the user's device
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Renderer.PixelShaderProfile">
            <summary>
            Returns the maximum supported pixel shader profile on the user's device
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Renderer.Camera">
            <summary>
            Gets the default Camera (SpriteManager.Camera)
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Renderer.Cameras">
            <summary>
            Gets the list of cameras (SpriteManager.Cameras)
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Renderer.Lights">
            <summary>
            Gets lights from first camera, or sets lights on all cameras
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Renderer.LightingEnabled">
            <summary>
            Gets lighting enabled value from first camera, or sets value on all cameras
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.MeshVertexColors">
            <summary>
            This template specifies vertex colors for a mesh, instead of applying a material per face or per mesh.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.MeshVertexColors.#ctor">
            <summary>
            This template specifies vertex colors for a mesh, instead of applying a material per face or per mesh.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.MeshVertexColors.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.MeshVertexColors.nVertexColors">
            <summary>
            Amount of VertexColors
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.MeshVertexColors.VertexColors">
            <summary>
            An Array of IndexedColors.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.IndexedColor">
            <summary>
            This template consists of an index parameter and an RGBA color and is used for defining mesh vertex colors. 
            The index defines the vertex to which the color is applied.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.IndexedColor.#ctor">
            <summary>
            This template consists of an index parameter and an RGBA color and is used for defining mesh vertex colors. 
            The index defines the vertex to which the color is applied.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.IndexedColor.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.IndexedColor.Index">
            <summary>
            An integer value for the Index of this color.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.IndexedColor.ColorRGBA">
            <summary>
            The ColorRGBA value for this IndexedColor
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.AnimationSet">
            <summary>
            An AnimationSet template contains one or more Animation objects and is the equivalent to the Direct3D Retained Mode 
            concept of animation sets. This means each animation within an animation set has the same time at any given point. 
            Increasing the animation set's time will increase the time for all the animations it contains.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.AnimationSet.#ctor">
            <summary>
            An AnimationSet template contains one or more Animation objects and is the equivalent to the Direct3D Retained Mode 
            concept of animation sets. This means each animation within an animation set has the same time at any given point. 
            Increasing the animation set's time will increase the time for all the animations it contains.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.AnimationSet.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Model.Animation.AnimationController">
            <summary>
            Controls an animation by advancing it's time and affecting
            bone transforms
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Model.Animation.AnimationController.animation">
            <summary>
            Contains the interpolated transforms for all bones in an animation.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.AnimationController.#ctor(FlatRedBall.Graphics.Model.Animation.AnimationInfo)">
            <summary>
            Creates a new animation controller.
            </summary>
            <param name="sourceAnimation">The source animation that the controller will use.
            This is stored in the ModelAnimator class.</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.AnimationController.OnAnimationEnded(System.EventArgs)">
            <summary>
            Called when the current animation reaches the end.
            </summary>
            <param name="args">The event args.</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.AnimationController.TimedActivity(System.Single,System.Double,System.Single)">
            <summary>
            Advances the current time in the animation.
            </summary>
            <param name="gameTime">Contains the time by which the animation will be advanced</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.AnimationController.GetCurrentBoneTransform(FlatRedBall.Graphics.Model.Animation.BonePose)">
            <summary>
            Gets the current transform for the given BonePose object in the animation.
            This is only called when a bone pose is affected by the current animation.
            </summary>
            <param name="pose">The BonePose object querying for the current transform in
            the animation.</param>
            <returns>The current transform of the bone.</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.AnimationController.ContainsAnimationTrack(FlatRedBall.Graphics.Model.Animation.BonePose)">
            <summary>
            Returns true if the animation contains a track for the given BonePose.
            </summary>
            <param name="pose">The BonePose to test for track existence.</param>
            <returns>True if the animation contains a track for the given BonePose.</returns>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.AnimationController.IsLooping">
            <summary>
            Gets or sets a value that determines if the animation is looping.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.AnimationController.EndedThisFrame">
            <summary>
            Gets a value that determines if the animation ended or looped this frame.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.AnimationController.LoopedThisFrame">
            <summary>
            Gets a value that determines if the animation looped this frame.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.AnimationController.Duration">
            <summary>
            Gets the total duration, in ticks, of the animation.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.AnimationController.AnimationSource">
            <summary>
            Gets the source animation that this controller is using.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.AnimationController.ElapsedTime">
            <summary>
            Gets or sets the elapsed time for the animation in seconds.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.AnimationController.SpeedFactor">
            <summary>
            Gets or sets the value that is multiplied by the time when it is
            advanced to determine the playback speed of the animation.
            </summary>
        </member>
        <member name="E:FlatRedBall.Graphics.Model.Animation.AnimationController.AnimationEnded">
            <summary>
            Fired when the controller is not looping and the animation has ended.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Animation.AnimationChainList">
            <summary>
            A list of AnimationChains.
            </summary>
            <remarks>
            This class is often used by IAnimationChainAnimatables to store a list of
            AnimationChains.  Since the AnimationChainList provides a string indexer, it
            is common to get a reference to an AnimationChain by its name and set it as the
            IAnimationChainAnimatable's current AnimationChain.
            </remarks>
        </member>
        <member name="M:FlatRedBall.Graphics.Animation.AnimationChainList.#ctor">
            <summary>
            Instantiates a new AnimationChainList.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Animation.AnimationChainList.#ctor(System.Int32)">
            <summary>
            Instantiates a new AnimationChainList.
            </summary>
            <param name="capacity">Sets the initial capacity to reduce memory allocation when subsequently calling Add.</param>
        </member>
        <member name="P:FlatRedBall.Graphics.Animation.AnimationChainList.FileRelativeTextures">
            <summary>
            Gets and sets whether the AnimationChainList will save the 
            Texture2Ds that its AnimationFrames reference with names relative
            to the .achx.  Otherwise, this property is not used during runtime.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Animation.AnimationChainList.TimeMeasurementUnit">
            <summary>
            Gets or sets the TimeMeasurementUnit.  This defaults to TimeMeasurementUnit.Millisecond and
            should not be changed.  It is included for compatability with older versions of FlatRedBall.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Animation.AnimationChainList.Name">
            <summary>
            Gets and sets the intance's name.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Animation.AnimationChainList.Item(System.String)">
            <summary>
            Gets the AnimationChain by name.  Returns null if no AnimationChain is found.
            </summary>
            <param name="animationChainName">The name of the AnimationChain to return</param>
            <returns>Reference to the AnimationChain with the specified name.</returns> 
        </member>
        <member name="T:FlatRedBall.Content.ShapeCollectionReader">
            <summary>
            This class will be instantiated by the XNA Framework Content
            Pipeline to read the specified data type from binary .xnb format.
            
            Unlike the other Content Pipeline support classes, this should
            be a part of your main game project, and not the Content Pipeline
            Extension Library project.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.PolygonListReader">
            <summary>
            This class will be instantiated by the XNA Framework Content
            Pipeline to read the specified data type from binary .xnb format.
            
            Unlike the other Content Pipeline support classes, this should
            be a part of your main game project, and not the Content Pipeline
            Extension Library project.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Instructions.TimedKeyframeListSave">
            <summary>
            A savable reference to a TimedKeyframe.  This does not actually store the contents
            of the TimedKeyframe; instead it stores a string reference.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.ContentBuilder">
            <summary>
            This class wraps the MSBuild functionality needed to build XNA Framework
            content dynamically at runtime. It creates a temporary MSBuild project
            in memory, and adds whatever content files you choose to this project.
            It then builds the project, which will create compiled .xnb content files
            in a temporary directory. After the build finishes, you can use a regular
            ContentManager to load these temporary .xnb files in the usual way.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.ContentBuilder.#ctor">
            <summary>
            Creates a new content builder.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.ContentBuilder.Finalize">
            <summary>
            Finalizes the content builder.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.ContentBuilder.Dispose">
            <summary>
            Disposes the content builder when it is no longer required.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.ContentBuilder.Dispose(System.Boolean)">
            <summary>
            Implements the standard .NET IDisposable pattern.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.ContentBuilder.CreateBuildProject">
            <summary>
            Creates a temporary MSBuild content project in memory.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.ContentBuilder.Add(System.String,System.String,System.String,System.String)">
            <summary>
            Adds a new content file to the MSBuild project. The importer and
            processor are optional: if you leave the importer null, it will
            be autodetected based on the file extension, and if you leave the
            processor null, data will be passed through without any processing.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.ContentBuilder.Clear">
            <summary>
            Removes all content files from the MSBuild project.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.ContentBuilder.Build">
            <summary>
            Builds all the content files which have been added to the project,
            dynamically creating .xnb files in the OutputDirectory.
            Returns an error message if the build fails.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.ContentBuilder.CreateTempDirectory">
            <summary>
            Creates a temporary directory in which to build content.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.ContentBuilder.DeleteTempDirectory">
            <summary>
            Deletes our temporary directory when we are finished with it.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.ContentBuilder.PurgeStaleTempDirectories">
            <summary>
            Ideally, we want to delete our temp directory when we are finished using
            it. The DeleteTempDirectory method (called by whichever happens first out
            of Dispose or our finalizer) does exactly that. Trouble is, sometimes
            these cleanup methods may never execute. For instance if the program
            crashes, or is halted using the debugger, we never get a chance to do
            our deleting. The next time we start up, this method checks for any temp
            directories that were left over by previous runs which failed to shut
            down cleanly. This makes sure these orphaned directories will not just
            be left lying around forever.
            </summary>
        </member>
        <member name="F:FlatRedBall.Camera.RenderOrder">
            <summary>
            Defines the rendering order for this camera
            </summary>
        </member>
        <member name="F:FlatRedBall.Camera.mRenderTargetTextures">
            <summary>
            List of rendered textures (during render pass)
            </summary>
        </member>
        <member name="F:FlatRedBall.Camera.mRenderTargetTexture">
            <summary>
            The final render for this camera (after post-processing)
            </summary>
        </member>
        <member name="F:FlatRedBall.Camera.DrawToScreen">
            <summary>
            Whether or not this camera should be drawn to the screen
            </summary>
        </member>
        <member name="F:FlatRedBall.Camera.Lights">
            <summary>
            The lights for this camera
            </summary>
        </member>
        <member name="F:FlatRedBall.Camera.mLightingEnabled">
            <summary>
            Whether or not lighting is enabled for this camera
            </summary>
        </member>
        <member name="M:FlatRedBall.Camera.AddLayer(FlatRedBall.Graphics.Layer)">
            <summary>
            Adds a layer to the Camera.  This method does not remove layers that already 
            exist in the SpriteManager.
            </summary>
            <param name="layerToAdd">The layer to add.</param>
        </member>
        <member name="M:FlatRedBall.Camera.AddSpriteToBillboard(FlatRedBall.Sprite)">
            <summary>
            Supplied sprites are billboarded using the camera's RotationMatrix.
            </summary>
        </member>
        <member name="M:FlatRedBall.Camera.AddSpriteToBillboard(System.Collections.Generic.IEnumerable{FlatRedBall.Sprite})">
            <summary>
            Supplied Sprites are billboarded using the camera's RotationMatrix.
            </summary>
        </member>
        <member name="M:FlatRedBall.Camera.ClearBorders">
            <summary>
            Removes all visibility borders.
            <seealso cref="M:FlatRedBall.Camera.SetBordersAtZ(System.Single,System.Single,System.Single,System.Single,System.Single)"/>
            </summary>
        </member>
        <member name="M:FlatRedBall.Camera.FixAspectRatioYConstant">
            <summary>
            Sets the aspectRatio to match the width/height of the area that the camera is drawing to.
            </summary>
            <remarks>
            This is usually used in applications with split screen or when on a widescreen display.
            </remarks>
        </member>
        <member name="M:FlatRedBall.Camera.IsXInView(System.Double,System.Double)">
            <summary>
            Determines if the X value is in view, assuming the camera is viewing down the Z axis.
            </summary>
            <remarks>
            Currently, this method assumes viewing down the Z axis.
            </remarks>
            <param name="x">The absolute X position of the point.</param>
            <param name="z">The absolute Z position of the point.</param>
            <returns></returns>
        </member>
        <member name="M:FlatRedBall.Camera.IsYInView(System.Double,System.Double)">
            <summary>
            Determines if the Y value is in view, assuming the camera is viewing down the Z axis.
            </summary>
            <remarks>
            Currently, this method assumes viewing down the Z axis.
            </remarks>
            <param name="y">The absolute Y position of the point.</param>
            <param name="z">The absolute Z position of the point.</param>
            <returns></returns>
        </member>
        <member name="M:FlatRedBall.Camera.KeepSpriteInScreen(FlatRedBall.Sprite)">
            <summary>
            Moves a Sprite so that it remains fully in the camera's view.
            </summary>
            <remarks>
            This method does not consider Sprite rotation, negative scale, or situations 
            when the camera is not looking down the Z axis.
            </remarks>
            <param name="sprite">The Sprite to keep in view.</param>
        </member>
        <member name="M:FlatRedBall.Camera.PixelsPerUnitAt(System.Single)">
            <summary>
            Returns the number of pixels per unit at the given absolute Z value.  Assumes
            that the Camera is unrotated.
            </summary>
            <remarks>
            If using the PixelsPerUnitAt for a rotated camera, use the overload which
            takes a Vector3 argument.
            </remarks>
            <param name="absoluteZ">The absolute Z position.</param>
            <returns>The number of pixels per world unit (perpendicular to the camera's forward vector).</returns>
        </member>
        <member name="M:FlatRedBall.Camera.PositionRandomlyInView(FlatRedBall.Math.IPositionable,System.Single,System.Single)">
            <summary>
            Positiones the argument positionable randomly in camera between the argument bounds.
            </summary>
            <remarks>
            Assumes the camera is viewing down the Z plane - it is unrotated.
            </remarks>
            <param name="positionable">The object to reposition.</param>
            <param name="minimumDistanceFromCamera">The closest possible distance from the camera.</param>
            <param name="maximumDistanceFromCamera">The furthest possible distance from the camera.</param>
        </member>
        <member name="M:FlatRedBall.Camera.RemoveLayer(FlatRedBall.Graphics.Layer)">
            <summary>
            Removes the argument Layer from this Camera.  Does not empty the layer or
            remove contained objects from their respective managers.
            </summary>
            <param name="layerToRemove">The layer to remove</param>
        </member>
        <member name="M:FlatRedBall.Camera.SetBordersAtZ(System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Sets the visible borders when the camera is looking down the Z axis.
            </summary>
            <remarks>
            This sets visibility ranges for the camera.  That is, if the camera's maximumX is set to 100 at a zToSetAt of 
            0, the camera will never be able to see the point x = 101, z = 0.  The camera imposes these limitations 
            by calculating the actual minimum and maximum values according to the variables passed.  Also, 
            the camera keeps track of these visible limits and readjusts the mimimum and maximum values 
            when the camera moves in the z direction. Therefore, it is only necessary to set these 
            values once, and the camera will remeber that these are the visibility borders, regardless of 
            its position.  It is important to note that the visiblity borders can be violated if they are too 
            close together - if a camera moves so far back that its viewable area at the set Z is greater than 
            the set minimumX and maximumX range, the camera will show an area outside of this range.
            <seealso cref="M:FlatRedBall.Camera.ClearBorders"/>
            </remarks>
            <param name="minimumX">The minimum x value of the visiblity border.</param>
            <param name="minimumY">The minimum y value of the visiblity border.</param>
            <param name="maximumX">The maximum x value of the visiblity border.</param>
            <param name="maximumY">The maximum y value of the visiblity border.</param>
            <param name="zToSetAt">The z value of the plane to use for the visibility border.</param>
        </member>
        <member name="M:FlatRedBall.Camera.SetCameraTo(FlatRedBall.Camera)">
            <summary>
            Copies all fields from the argument to the camera instance.
            </summary>
            <remarks>
            This method will not copy the name, InstructionArray, or children PositionedObjects 
            (objects attached to the cameraToSetTo).
            </remarks>
            <param name="cameraToSetTo">The camera to clone.</param>
        </member>
        <member name="M:FlatRedBall.Camera.UsePixelCoordinates(System.Boolean,System.Int32,System.Int32)">
            <summary>
            Sets the camera to Orthogonal, sets the OrthogonalWidth and
            OrthogonalHeight to match the argument values, and can move the
            so the bottom-left corner of the screen is at the origin.
            </summary>
            <param name="moveCornerToOrigin">Whether the camera should be repositioned
            so the bottom left is at the origin.</param>
            <param name="desiredWidth">The desired unit width of the view.</param>
            <param name="desiredHeight">The desired unit height of the view.</param>
        </member>
        <member name="M:FlatRedBall.Camera.SetSplitScreenViewport(FlatRedBall.Camera.SplitScreenViewport)">
            <summary>
            Sets the viewport for this camera to a standard split-screen viewport
            </summary>
            <param name="viewport">The viewport to use for this camera</param>
        </member>
        <member name="M:FlatRedBall.Camera.CalculateMaxAndMins">
            <summary>
            Calculates the minimum and maximum X values for the camera based off of its
            base values (such as mBaseMaximumX) and its current view
            </summary>
        </member>
        <member name="M:FlatRedBall.Camera.UpdateDestinationRectangle">
            <summary>
            Updates the destination rectangle (for the viewport).  Also fixes the aspect ratio.
            </summary>
        </member>
        <member name="P:FlatRedBall.Camera.AspectRatio">
            <summary>
            The width/height of the view of the camera
            </summary>
            <remarks>
            This determines the ratio of the width to height of the camera.  By default, the aspect ratio is 4/3,
            but this should be changed for widescreen monitors or in situations using multiple cameras.  For example, if
            a game is in split screen with a vertical split, then each camera will show the same height, but half the width.
            The aspect ratio should be 2/3.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Camera.DestinationRectangle">
            <summary>
            Represents the top left justified area the Camera will draw over.
            </summary>
            <remarks>
            This represents the area in pixel coordinates that the camera will display relative
            to the top left of the owning Control.  If the Control is resized, the camera should modify
            its DestinationRectangle to match the new area.
            
            <para>
            Multiple cameras with different DestinationRectangles can be used to display split screen
            or picture-in-picture.
            </para>
            </remarks>
        </member>
        <member name="P:FlatRedBall.Camera.DrawsCameraLayer">
            <summary>
            Whether the camera draws its layers.
            </summary>
        </member>
        <member name="P:FlatRedBall.Camera.DrawsWorld">
            <summary>
            Whether the Camera draws world objects (objects not on the Camera's Layer)
            </summary>
        </member>
        <member name="P:FlatRedBall.Camera.DrawsShapes">
            <summary>
            Whether the Camera draws shapes
            </summary>
        </member>
        <member name="P:FlatRedBall.Camera.FieldOfView">
            <summary>
            The Y field of view of the camera in radians.
            </summary>
            <remarks>
            The field of view represents the Y angle of view from the bottom of the screen to the top.
            This modifies the xEdge and yEdge properties.  Default value is (float)Math.PI / 4.0f;
            </remarks>
        </member>
        <member name="P:FlatRedBall.Camera.Layer">
            <summary>
            A Camera-specific layer.  Objects on this layer will not appear
            in any other cameras.
            </summary>
            <remarks>
            This instance is automatically created when the Camera is instantiated.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Camera.TopDestination">
            <summary>
            Gets and sets the top side of the destination rectangle (where on the window
            the camera will display).  Measured in pixels.  Destination uses an inverted Y (positive points down).
            </summary>
        </member>
        <member name="P:FlatRedBall.Camera.BottomDestination">
            <summary>
            Gets and sets the bottom side of the destination rectangle (where on the window
            the camera will display).  Measured in pixels.   Destination uses an inverted Y (positive points down).
            </summary>
        </member>
        <member name="P:FlatRedBall.Camera.LeftDestination">
            <summary>
            Gets and sets the left side of the destination rectangle (where on the window
            the camera will display).  Measured in pixels.
            </summary>
        </member>
        <member name="P:FlatRedBall.Camera.RightDestination">
            <summary>
            Gets and sets the right side of the destination rectangle (where on the window
            the camera will display).  Measured in pixels.
            </summary>
        </member>
        <member name="P:FlatRedBall.Camera.PostProcessing">
            <summary>
            Gets or sets the post-processing effect collection for this camera
            </summary>
        </member>
        <member name="P:FlatRedBall.Camera.RenderTargetTextures">
            <summary>
            Gets the rendered textures after the draw call
            </summary>
        </member>
        <member name="P:FlatRedBall.Camera.LightingEnabled">
            <summary>
            Gets or sets the lighting enabled value
            </summary>
        </member>
        <member name="T:FlatRedBall.Resources.x86.Resources">
            <summary>
              A strongly-typed resource class, for looking up localized strings, etc.
            </summary>
        </member>
        <member name="P:FlatRedBall.Resources.x86.Resources.ResourceManager">
            <summary>
              Returns the cached ResourceManager instance used by this class.
            </summary>
        </member>
        <member name="P:FlatRedBall.Resources.x86.Resources.Culture">
            <summary>
              Overrides the current thread's CurrentUICulture property for all
              resource lookups using this strongly typed resource class.
            </summary>
        </member>
        <member name="P:FlatRedBall.Resources.x86.Resources.defaultFont">
             <summary>
               Looks up a localized string similar to info face=&quot;Arial&quot; size=16 bold=0 italic=0 charset=&quot;&quot; unicode=1 stretchH=100 smooth=1 aa=1 padding=0,0,0,0 spacing=1,1
            common lineHeight=16 base=13 scaleW=256 scaleH=256 pages=1 packed=0
            page id=0 file=&quot;defaultFont_00.tga&quot;
            chars count=319
            char id=32   x=0     y=0     width=1     height=0     xoffset=0     yoffset=16    xadvance=4     page=0  chnl=0 
            char id=33   x=227   y=74    width=1     height=10    xoffset=1     yoffset=3     xadvance=3     page=0  chnl=0 
            char id=34   x=54    y=97    width=3     h [rest of string was truncated]&quot;;.
             </summary>
        </member>
        <member name="T:FlatRedBall.ManagedSpriteGroups.BodySpriteState">
            <summary>
            A Save class storing a BodySprite.
            </summary>
            <remarks>
            This class is used in the SpriteRigSave class.
            </remarks>
        </member>
        <member name="T:ICSharpCode.SharpZipLib.Zip.Compression.PendingBuffer">
            <summary>
            This class is general purpose class for writing data to a buffer.
            
            It allows you to write bits as well as bytes
            Based on DeflaterPending.java
            
            author of the original java version : Jochen Hoenicke
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.PendingBuffer.buffer_">
            <summary>
            Internal work buffer
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.PendingBuffer.#ctor">
            <summary>
            construct instance using default buffer size of 4096
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.PendingBuffer.#ctor(System.Int32)">
            <summary>
            construct instance using specified buffer size
            </summary>
            <param name="bufferSize">
            size to use for internal buffer
            </param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.PendingBuffer.Reset">
            <summary>
            Clear internal state/buffers
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.PendingBuffer.WriteByte(System.Int32)">
            <summary>
            Write a byte to buffer
            </summary>
            <param name="value">
            The value to write
            </param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.PendingBuffer.WriteShort(System.Int32)">
            <summary>
            Write a short value to buffer LSB first
            </summary>
            <param name="value">
            The value to write.
            </param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.PendingBuffer.WriteInt(System.Int32)">
            <summary>
            write an integer LSB first
            </summary>
            <param name="value">The value to write.</param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.PendingBuffer.WriteBlock(System.Byte[],System.Int32,System.Int32)">
            <summary>
            Write a block of data to buffer
            </summary>
            <param name="block">data to write</param>
            <param name="offset">offset of first byte to write</param>
            <param name="length">number of bytes to write</param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.PendingBuffer.AlignToByte">
            <summary>
            Align internal buffer on a byte boundary
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.PendingBuffer.WriteBits(System.Int32,System.Int32)">
            <summary>
            Write bits to internal buffer
            </summary>
            <param name="b">source of bits</param>
            <param name="count">number of bits to write</param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.PendingBuffer.WriteShortMSB(System.Int32)">
            <summary>
            Write a short value to internal buffer most significant byte first
            </summary>
            <param name="s">value to write</param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.PendingBuffer.Flush(System.Byte[],System.Int32,System.Int32)">
            <summary>
            Flushes the pending buffer into the given output array.  If the
            output array is to small, only a partial flush is done.
            </summary>
            <param name="output">The output array.</param>
            <param name="offset">The offset into output array.</param>
            <param name="length">The maximum number of bytes to store.</param>
            <returns>The number of bytes flushed.</returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.PendingBuffer.ToByteArray">
            <summary>
            Convert internal buffer to byte array.
            Buffer is empty on completion
            </summary>
            <returns>
            The internal buffer contents converted to a byte array.
            </returns>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.PendingBuffer.BitCount">
            <summary>
            The number of bits written to the buffer
            </summary>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.PendingBuffer.IsFlushed">
            <summary>
            Indicates if buffer has been flushed
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.UpDown">
            <summary>
            Summary description for UpDown.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.UpDown.change">
            <summary>
            Gets the value change for this frame.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.UpDown.Sensitivity">
            <summary>
            The speed at which dragging over the button changes the value.  Default is .1f.
            </summary>
        </member>
        <member name="E:FlatRedBall.Gui.UpDown.AfterValueChanged">
            <summary>
            This event is raised whenever the user types in a
            new value in the TextBox or when the user has finished
            changing the value by clicking and dragging on the button.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.PropertyGrids.FloatPropertyGrid">
            <summary>
            A StructReferencePropertyGrid used by the FlatRedBall Engine when editing floats in a ListDisplayWindow.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.NewWindowLimitation">
            <summary>
            Enum used by the ObjectDisplayManager to indicate how
            old IObjectDisplayers are treated when new IObjectDisplayers are created.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.ObjectDisplayManager.sStringRepresentations">
            <summary>
            The methods to call for each type to get the string representation for referenced objects.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.ListBox">
            <summary>
            Summary description for ListBox.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.ListBoxBase.mInsertLocation">
            <summary>
            Marks where to insert CollapseItems if reordering with the mouse.
            Default is -1, which specifies that it shouldn't be drawn.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.ListBoxBase.mYPositionPushed">
            <summary>
            When the user pushes the mouse over the list box
            this value will be set.  Then this value can be compared
            against to see if reordering should occur.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.ListBoxBase.GetItem(System.Int32)">
            <summary>
            Returns the CollapseItem at index itemNumber traversing from the top of the list down.
            </summary>
            <remarks>
            This method will skip over items that are children of collapsed items.  
            The list is traversed
            down ignoring hierarchy, but only counting "visible" items.
            </remarks>
            <param name="itemNumber">The index to return</param>
            <returns>The item at index itemNumber.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.ListBoxBase.RemoveItemByName(System.String)">
            <summary>
            Removes the item from the CollapseListBox.
            </summary>
            <remarks>
            This method removes the item from the CollapseListBox and detaches the item's children and
            reattaches them to the box.  The assumption here is that the item will not be reattached.
            </remarks>
            <param name="itemToRemove"></param>
            <returns></returns>
        </member>
        <member name="P:FlatRedBall.Gui.ListBoxBase.NumberOfVisibleElements">
            <summary>
            Returns the number of elements that can be shown in the list box.  Increasing the ScaleY or decreasing
            the DistanceBetweenLines increases this value.
            </summary>
        </member>
        <member name="E:FlatRedBall.Gui.ListBoxBase.OnNewHighlight">
            <summary>
            This event is fired when highlighting an item that was not 
            previously highlighted.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.ListBox.Clear">
            <summary>
            Removes all items from the list box.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Renderers.IRenderer">
            <summary>
            Renders objects
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Renderers.IRenderer.Prepare(FlatRedBall.Camera)">
            <summary>
            Prepares objects on the specified camera for drawing before beginning the drawing loop.
            </summary>
            <param name="layer">The camera to prepare.</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Renderers.IRenderer.SetDeviceSettings(FlatRedBall.Graphics.RenderMode)">
            <summary>
            Sets up render states for this renderer.  Called when the last renderer to draw was not
            this renderer.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Renderers.IRenderer.Draw(FlatRedBall.Camera,FlatRedBall.Graphics.Layer,FlatRedBall.Graphics.RenderMode)">
            <summary>
            Draws objects on the specified layer.  For renderers that DrawSorted, this should draw the
            next object on the layer, and GetNextObjectDepth should now return the following object.
            </summary>
            <param name="layer">The layer to draw.</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Renderers.IRenderer.GetNextObjectDepth(FlatRedBall.Camera,FlatRedBall.Graphics.Layer)">
            <summary>
            Returns the depth of the next object to draw on this layer for the current sort mode.
            </summary>
            <param name="layer">The layer currently being drawn.</param>
            <returns>The depth of the next object on this layer for the current sort mode.</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Renderers.IRenderer.HasObjectsLeftToDraw(FlatRedBall.Camera,FlatRedBall.Graphics.Layer)">
            <summary>
            Returns true if this layer hasn't drawn all of its objects for this Renderer.
            </summary>
            <param name="layer">The layer to check.</param>
            <returns>Whether or not the renderer has drawn all objects on the layer.</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Renderers.IRenderer.RemoveLayer(FlatRedBall.Camera,FlatRedBall.Graphics.Layer)">
            <summary>
            Called to remove layer information from a renderer (for renderers that store
            layer information).
            </summary>
            <param name="layer">The layer to remove</param>
        </member>
        <member name="P:FlatRedBall.Graphics.Renderers.IRenderer.DrawSorted">
            <summary>
            Whether or not the objects in this renderer are drawn in order with order renderers.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Renderers.IRenderer.SortMode">
            <summary>
            Gets or sets the current sorting mode.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectCollection">
            <summary>
            An ordered collection of PostProcessingEffects.
            </summary>
            <remarks>
            Each camera in FlatRedBall contains a PostProcessingEffectCollection, so
            this class is not usually instantiated outside of the FlatRedBall engine.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectCollection.EffectCombineOrder">
            <summary>
            Gets or sets the list of effects, which defines the order
            in which post-processing effects are combined.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectCollection.Bloom">
            <summary>
            Gets the bloom effect
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectCollection.Blur">
            <summary>
            Gets the blur effect
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectCollection.DirectionalBlur">
            <summary>
            Gets the directional blur effect
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectCollection.RadialBlur">
            <summary>
            Gets the radial blur effect
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.PostProcessingEffectCollection.Pixellate">
            <summary>
            Gets the pixellate effect
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.PostProcessing.Bloom">
            <summary>
            Post processing class which can be used to create a bloom (glow) effect.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.Bloom.#ctor">
            <summary>
            Internal Constructor (so this class can't be instantiated externally)
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.Bloom.ToString">
            <summary>
            Reports this effect's name as a string
            </summary>
            <returns>The effect's name as a string</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.Bloom.InitializeEffect">
            <summary>
            Loads the effect
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.Bloom.SetSampleParameters">
            <summary>
            Calculates and sets the sampling parameters in the shader
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.Bloom.Draw(FlatRedBall.Camera,Microsoft.Xna.Framework.Graphics.Texture2D@,Microsoft.Xna.Framework.Rectangle@,Microsoft.Xna.Framework.Graphics.Color)">
            <summary>
            Draws the effect
            </summary>
            <param name="screenTexture">The screen texture</param>
            <param name="baseRectangle">The rectangle to draw to</param>
            <param name="clearColor">The background color</param>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.Bloom.GaussianStrength">
            <summary>
            Controls the strength of the Gaussian blur used in the blooming algorithm
            (the standard deviation of the normal curve used for sampling nearby coordinates).  Default value is 4.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.Bloom.LinearStrength">
            <summary>
            Controls the strength of the linear blur used in the blooming algorithm
            (Scales the sampling points to nearer or farther away)
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.Bloom.Quality">
            <summary>
            Gets or sets the quality of the blur used in the blooming algorithm
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.Bloom.BloomThreshold">
            <summary>
            Gets or sets the bloom threshold - only pixels brighter than the
            bloom threshold will be bloomed
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.Bloom.BaseIntensity">
            <summary>
            Gets or sets the intensity of the base image
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.Bloom.BloomIntensity">
            <summary>
            Gets or sets the intensity of the bloomed image. Default is 1.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.Bloom.BaseSaturation">
            <summary>
            Gets or sets the saturation of the base image
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.Bloom.BloomSaturation">
            <summary>
            Gets or sets the saturation of the bloomed image
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.TimedFloatKeys">
            <summary>
            This template defines a set of floats and a positive time used in animations.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.TimedFloatKeys.#ctor">
            <summary>
            This template defines a set of floats and a positive time used in animations.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.TimedFloatKeys.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.TimedFloatKeys.Time">
            <summary>
            A integer value for the time of this TimedFloatKeys
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.TimedFloatKeys.TFKeys">
            <summary>
            FloatKeys for this timed Float Key.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.XLoader.LoadType">
            <summary>
            Flag for Setting the loader to load either Righthanded, or Left
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.XLoader.FileStream">
            <summary>
            Stream to read the file.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.XLoader.StreamReader">
            <summary>
            Reader to read the stream.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect">
            <summary>
            Provides functionality similar to that of BasicEffect, but uses a 
            Matrix Palette.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect.PALETTE_SIZE">
            <summary>
            The max number of bones in the effect's matrix palette.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect.Clone(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
            <summary>
            Clones the current BasicPaletteEffect class.
            </summary>
            <param name="device">The device to contain the new instance.</param>
            <returns>A clone of the current instance.</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect.SetParamsFromBasicEffect(Microsoft.Xna.Framework.Graphics.BasicEffect)">
            <summary>
            Sets the parameters of this effect from a BasicEffect instance.
            </summary>
            <param name="effect">An instance containing the parameters to be copied.</param>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect.Texture">
            <summary>
            Gets or sets the texture associated with this effect.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect.TextureEnabled">
            <summary>
            Gets or sets a value enabling the textures.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect.MatrixPalette">
            <summary>
            Gets or sets the bone palette values.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect.AmbientLightColor">
            <summary>
            Gets or sets the additive ambient color of this effect.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect.SpecularColor">
            <summary>
            Gets or sets the specular color of this effect.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect.SpecularPower">
            <summary>
            Gets or sets the specular power of this effect.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect.DiffuseColor">
            <summary>
            Gets or sets the diffuse color of this effect.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect.LightingEnabled">
            <summary>
            Enables or disables lighting.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect.EmissiveColor">
            <summary>
            Gets or sets the emissive color of this effect.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect.World">
            <summary>
            Gets or sets the world matrix of this effect.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect.View">
            <summary>
            Gets or sets the view matrix of this effect.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect.Projection">
            <summary>
            Gets or sets the projection matrix of this effect.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect.BasicDirectionalLight">
            <summary>
            A basic directional light that uses phong shading.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect.BasicDirectionalLight.Enabled">
            <summary>
            Enables or disables this light.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect.BasicDirectionalLight.Direction">
            <summary>
            Gets or sets the direction of this light.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect.BasicDirectionalLight.SpecularColor">
            <summary>
            Gets or sets the specular color of this light.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BasicPaletteEffect.BasicDirectionalLight.DiffuseColor">
            <summary>
            Gets or sets the diffuse color of this light.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Lighting.AmbientLight">
            <summary>
            Defines an ambient light in a scene
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Lighting.BaseLight">
            <summary>
            Base class for lights
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Lighting.ILight">
            <summary>
            Interface to lights
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Lighting.ILight.DiffuseColor">
            <summary>
            Gets or sets the color of this light
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Lighting.ILight.SpecularColor">
            <summary>
            Gets or sets the color of this light
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Lighting.ILight.Enabled">
            <summary>
            Gets or sets the enabled status of this light
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Lighting.BaseLight.mDiffuseColor">
            <summary>
            The color of this light.  The default value is (1,1,1).
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Lighting.BaseLight.mSpecularColor">
            <summary>
            The color of this light.  The default value is (0,0,0).
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Lighting.BaseLight.mEnabled">
            <summary>
            Whether or not this light is enabled
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Lighting.BaseLight.mName">
            <summary>
            The name of this light
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.BaseLight.SetColor(Microsoft.Xna.Framework.Graphics.Color)">
            <summary>
            Sets the color of this light using an XNA Color
            </summary>
            <param name="color">The color of this light</param>
        </member>
        <member name="P:FlatRedBall.Graphics.Lighting.BaseLight.DiffuseColor">
            <summary>
            Gets or sets the RGB color of this light
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Lighting.BaseLight.SpecularColor">
            <summary>
            Gets or sets the RGB color of this light
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Lighting.BaseLight.Enabled">
            <summary>
            Gets or sets whether or not this light is enabled
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Lighting.BaseLight.Name">
            <summary>
            Gets or sets the name of this light
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.AmbientLight.#ctor">
            <summary>
            Creates an ambient light with the default color (0,0,0)
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.AmbientLight.#ctor(Microsoft.Xna.Framework.Graphics.Color)">
            <summary>
            Creates an ambient light
            </summary>
            <param name="color">The color of the light</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.AmbientLight.#ctor(Microsoft.Xna.Framework.Vector3)">
            <summary>
            Creates an ambient light
            </summary>
            <param name="color">The color of the light</param>
        </member>
        <member name="T:FlatRedBall.Graphics.Animation.AnimationFrame">
            <summary>
            Stores information about one frame in a texture-flipping animation.
            </summary>
            <remarks>
            Includes
            information about which Texture2D to show, whether the Texture2D should be flipped,
            the length of time to show the Texture2D for, texture coordinates (for sprite sheets), and
            relative positioning.
            </remarks>
        </member>
        <member name="F:FlatRedBall.Graphics.Animation.AnimationFrame.Empty">
            <summary>
            Empty AnimationFrame.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Animation.AnimationFrame.Texture">
            <summary>
            The texture that the AnimationFrame will show.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Animation.AnimationFrame.FlipHorizontal">
            <summary>
            Whether the texture should be flipped horizontally.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Animation.AnimationFrame.FlipVertical">
            <summary>
            Whether the texture should be flipped on the vertidally.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Animation.AnimationFrame.TextureName">
            <summary>
            Used in XML Serialization of AnimationChains - this should
            not explicitly be set by the user.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Animation.AnimationFrame.FrameLength">
            <summary>
            The amount of time in seconds the AnimationFrame should be shown for.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Animation.AnimationFrame.LeftCoordinate">
            <summary>
            The left coordinate in texture coordinates of the AnimationFrame.  Default is 0.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Animation.AnimationFrame.RightCoordinate">
            <summary>
            The right coordinate in texture coordinates of the AnimationFrame.  Default is 1.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Animation.AnimationFrame.TopCoordinate">
            <summary>
            The top coordinate in texture coordinates of the AnimationFrame.  Default is 0.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Animation.AnimationFrame.BottomCoordinate">
            <summary>
            The bottom coordinate in texture coordinates of the AnimationFrame.  Default is 1.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Animation.AnimationFrame.RelativeX">
            <summary>
            The relative X position of the object that is using this AnimationFrame.  This
            is only applied if the IAnimationChainAnimatable's UseAnimationRelativePosition is
            set to true.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Animation.AnimationFrame.RelativeY">
            <summary>
            The relative Y position of the object that is using this AnimationFrame.  This
            is only applied if the IAnimationChainAnimatable's UseAnimationRelativePosition is
            set to true.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Animation.AnimationFrame.#ctor">
            <summary>
            Creates a new AnimationFrame.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Animation.AnimationFrame.#ctor(Microsoft.Xna.Framework.Graphics.Texture2D,System.Single)">
            <summary>
            Creates a new AnimationFrame.
            </summary>
            <param name="texture">The Texture2D to use for this AnimationFrame.</param>
            <param name="frameLength">The amount of time in seconds that this AnimationFrame will display for when 
            it is used in an AnimationChain.</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Animation.AnimationFrame.#ctor(System.String,System.Single,System.String)">
            <summary>
            Creates a new AnimationFrame.
            </summary>
            <param name="textureName">The string name of the Texture2D to use for this AnimationFrame.
            This will be loaded through the content pipeline using the arugment contentManagerName.</param>
            <param name="frameLength">The amount of time in seconds that this AnimationFrame will display for when
            it is used in an AnimationChain.</param>
            <param name="contentManagerName">The content manager name to use when loading the Texture2D .</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Animation.AnimationFrame.Clone">
            <summary>
            Creates a new AnimationFrame with identical properties.  The new AnimationFrame
            will not belong to the AnimationChain that this AnimationFrameBelongs to unless manually
            added.
            </summary>
            <returns>The new AnimationFrame instance.</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Animation.AnimationFrame.ToString">
            <summary>
            Returns a string representation of this.
            </summary>
            <returns>String representation of this.</returns>
        </member>
        <member name="T:FlatRedBall.Content.TextReader">
            <summary>
            This class will be instantiated by the XNA Framework Content
            Pipeline to read the specified data type from binary .xnb format.
            
            Unlike the other Content Pipeline support classes, this should
            be a part of your main game project, and not the Content Pipeline
            Extension Library project.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.SpriteReader">
            <summary>
            Class used by FlatRedBall to read Sprites out of a .XNB file when used
            read in through the content pipeline.  This is used when deserializing Scenes.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.ObjectMapper">
            <summary>
            Used to perform methods defined in a MappingMethods class on properties within a class.
            </summary>
            <remarks>
            The ObjectMapper can be used to perform tasks like code generation and serialization of objects.
            </remarks>
        </member>
        <member name="M:FlatRedBall.Content.ObjectMapper.MapObject(System.Object,FlatRedBall.Content.MappingMethods)">
            <summary>
            Pass an object and a MappingMethods and MapObject will map each member in that object to the corresponding
            method from the mappingMethods.
            </summary>
            <param name="objectToMap">object whose members will be called on.</param>
            <param name="mappingMethods">MappingMethods which has dictionaries of members/methods.</param>
        </member>
        <member name="T:FlatRedBall.CodeGeneration.SaveClassOptions">
            <summary>
            A class containing options used when programatically generating a "Save" class.
            </summary>
            <remarks>
            <seealso cref="T:FlatRedBall.CodeGeneration.SaveClassCodeGenerator"/>
            </remarks>
        </member>
        <member name="T:FlatRedBall.AI.Pathfinding.Link">
            <summary>
            Represents a one-way const-including path to a PositionedNode.
            </summary>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.Link.#ctor(FlatRedBall.AI.Pathfinding.PositionedNode,System.Single)">
            <summary>
            Creates a new Link.
            </summary>
            <param name="nodeLinkingTo">The node to link to.</param>
            <param name="cost">The cost to travel the link.</param>
        </member>
        <member name="P:FlatRedBall.AI.Pathfinding.Link.Cost">
            <summary>
            The cost to travel the link.
            </summary>
            <remarks>
            This is by default the distance to travel; however it can manually
            be changed to be any value to reflect different terrain, altitude, or other
            travelling costs.
            </remarks>
        </member>
        <member name="P:FlatRedBall.AI.Pathfinding.Link.NodeLinkingTo">
            <summary>
            The destination PositionedNode.  The starting PositionedNode is not stored by the Link instance.
            </summary>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Circle.DistanceTo(FlatRedBall.Math.Geometry.Line)">
            <summary>
            Returns the distance from this to the argument Line.  If this and the Line
            are colliding, then the value will be 0 or negative.  The smallest the 
            return value can be is -this.Radius.
            </summary>
            <param name="line">The line to test distance from.</param>
            <returns>The distance from the circle to the argument line.  Will be 0 or
            negative if the two are colliding.</returns>
        </member>
        <member name="T:FlatRedBall.Math.Geometry.IScalable3D">
            <summary>
            An interface for objects which can be scaled on the X, Y, and Z axes.
            </summary>
        </member>
        <member name="T:FlatRedBall.ManagedSpriteGroups.TextureLocation`1">
            <summary>
            Used to paint SpriteGrids or compare differences between two TextureGrids which can be used for undos.
            </summary>
            <typeparam name="T">The type contained in the TextureLocation.  Currently FlatRedBall uses
            Texture2D, FloatRectangle, and AnimationChain in SpriteGrids.</typeparam>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.SpriteGrid.#ctor">
            <summary>
            Creates a SpriteGrid using the TextManager's DefaultFont.  This is used because it's the only
            Texture2D stored internally in the engine.  To set the default Texture, use the overload which
            accepts a Texture2D.
            </summary>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.SpriteGrid.#ctor(FlatRedBall.Camera,FlatRedBall.ManagedSpriteGroups.SpriteGrid.Plane,FlatRedBall.Sprite)">
             <summary>
             Creates a new SpriteGrid.
             </summary>
             <remarks>
             The mBlueprintToUse argument Sprite reference is kept internally and used as the blue print.
             In other words, the SpriteGrid does not create a new Sprite internally, but uses the
             arguemnt Sprite.  When creating SpriteGrids in code, it is common to create a new Sprite
             only to serve as a SpriteGrid blue print, then remove it from the SpriteManager's memory. 
             If the Sprite passed as the mBlueprintToUse is modified after the SpriteGrid is created,
             this will change the SpriteGrid bluerint
            
             </remarks>
             <param name="SpriteManager">Reference to the SpriteManager used to create and destroy Sprites and textures.</param>
             <param name="mCamera">Reference to the camnera used to determine whether a point on the SpriteGrid is in the scren.</param>
             <param name="yOrZ">Whether the SpriteGrid should extend on the XY or XZ plane.</param>
             <param name="mBlueprintToUse">Reference to a Sprite representing the mBlueprint to be used for the grid.</param>
             <param name="random">Reference to a Random used to assign random frames if the SpriteGrid references AnimationChains.</param>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.SpriteGrid.Destroy">
            <summary>
            Destroys the SpriteGrid by removing all contained Sprites and clearing the TextureGrid.
            </summary>
            <remarks>
            <para>This method will only remove all contained Sprites from the SpriteManager and clear out the
            TextureGrid.  The SpriteGrid will still reference the the blueprint
            Sprite and have the same Bounds and GridSpacing.</para>
            <para>If the Manage method is called after this method is called, 
            the SpriteGrid will throw an out of bounds exception.  To refill the 
            SpriteGrid after this method has been called, it must first be populated.</para>
            </remarks>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.SpriteGrid.PaintSprite(System.Double,System.Double,System.Double,Microsoft.Xna.Framework.Graphics.Texture2D)">
            <summary>
            
            </summary>
            <param name="x"></param>
            <param name="y"></param>
            <param name="z"></param>
            <param name="textureToPaint"></param>
            <returns>The old FrbTexture at the argument position.</returns>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.SpriteGrid.RemoveSprites">
            <summary>
            Clears all Sprites referenced by the SpriteGrid.
            </summary>
            <remarks>
            This method will only remove all contained Sprites from the SpriteManager.  This method does
            not clear out the TextureGrid.
            
            <para>If the Manage method is called after this method is called, 
            the SpriteGrid will throw an out of bounds exception.  To refill the 
            SpriteGrid after this method has been called, it must first be populated.</para>
            </remarks>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.SpriteGrid.Shift(System.Single,System.Single,System.Single)">
            <summary>
            Moves the grid by the passed variables 
            </summary>
            <remarks>
            This method does not change the bounds of the SpriteGrid; only the actual Sprites in the grid.
            This method is used to change the seed position of the SpriteGrid.  The location of the
            painted Sprites also shifts according to the arguments.
            </remarks>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.SpriteGrid.CreateSpriteBasedOnProperties">
            <summary>
            This is called by CreateSpriteFromBlueprint - and should only be called from there.
            </summary>
            <returns>The newly created Sprite which was created obeying the SpriteGrid's properties.</returns>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteGrid.Layer">
            <summary>
            The layer on which the SpriteGrid should place newly-created Sprites.
            </summary>
        </member>
        <member name="T:ICSharpCode.SharpZipLib.Zip.ZipException">
            <summary>
            Represents exception conditions specific to Zip archive handling
            </summary>
        </member>
        <member name="T:ICSharpCode.SharpZipLib.SharpZipBaseException">
            <summary>
            SharpZipBaseException is the base exception class for the SharpZipLibrary.
            All library exceptions are derived from this.
            </summary>
            <remarks>NOTE: Not all exceptions thrown will be derived from this class.
            A variety of other exceptions are possible for example <see cref="T:System.ArgumentNullException"></see></remarks>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.SharpZipBaseException.#ctor">
            <summary>
            Initializes a new instance of the SharpZipBaseException class.
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.SharpZipBaseException.#ctor(System.String)">
            <summary>
            Initializes a new instance of the SharpZipBaseException class with a specified error message.
            </summary>
            <param name="message">A message describing the exception.</param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.SharpZipBaseException.#ctor(System.String,System.Exception)">
            <summary>
            Initializes a new instance of the SharpZipBaseException class with a specified
            error message and a reference to the inner exception that is the cause of this exception.
            </summary>
            <param name="message">A message describing the exception.</param>
            <param name="innerException">The inner exception</param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.ZipException.#ctor">
            <summary>
            Initializes a new instance of the ZipException class.
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.ZipException.#ctor(System.String)">
            <summary>
            Initializes a new instance of the ZipException class with a specified error message.
            </summary>
            <param name="message">The error message that explains the reason for the exception.</param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.ZipException.#ctor(System.String,System.Exception)">
            <summary>
            Initialise a new instance of ZipException.
            </summary>
            <param name="message">A message describing the error.</param>
            <param name="exception">The exception that is the cause of the current exception.</param>
        </member>
        <member name="T:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterPending">
            <summary>
            This class stores the pending output of the Deflater.
            
            author of the original java version : Jochen Hoenicke
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterPending.#ctor">
            <summary>
            Construct instance with default buffer size
            </summary>
        </member>
        <member name="T:FlatRedBall.Instructions.GenericInstruction">
            <summary>
            Base class for typed Instructions.  This type can be used
            to identify if an Instruction is a generic Instruction.
            </summary>
        </member>
        <member name="T:FlatRedBall.Instructions.Instruction`2">
            <summary>
            Generic method of setting a particular variable at a given time.
            </summary>
            <typeparam name="TargetType">The type of object to operate on (ex. PositionedObject)</typeparam>
            <typeparam name="ValueType">The type of the value.  For example, the X value in PositionedObject is float.</typeparam>
        </member>
        <member name="M:FlatRedBall.Instructions.Instruction`2.#ctor">
            <summary>
            Used when deserializing .istx files.  Not to be called otherwise.
            </summary>
        </member>
        <member name="M:FlatRedBall.Instructions.Instruction`2.#ctor(`0,`1,System.Double)">
            <summary>
            To be used when inheriting from this class since you won't need the property's name
            </summary>
            <param name="targetObject">The object to operate on (ex. a PositionedObject)</param>
            <param name="value">The value to set to the property when the instruction is executed</param>
            <param name="timeToExecute">Absolute time to executing this instruction</param>
        </member>
        <member name="M:FlatRedBall.Instructions.Instruction`2.#ctor(`0,System.String,`1,System.Double)">
            <param name="targetObject">The object to operate on (ex. a PositionedObject)</param>
            <param name="property">The name of the property to set</param>
            <param name="value">The value to set to the property when the instruction is executed</param>
            <param name="timeToExecute">Absolute time to executing this instruction</param>
        </member>
        <member name="M:FlatRedBall.Instructions.Instruction`2.Execute">
            <summary>
            Uses reflection to set the target object's property.
            </summary>
            <remarks>If you need more performance out of a section, you can simply
            inherit from this generic class and override the Execute method to avoid 
            delegating the call to the late binder class.</remarks>
        </member>
        <member name="T:FlatRedBall.Gui.MarkerTimeLine">
            <summary>
            Summary description for MarkerTimeLine.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.MarkerTimeLine.MarkerClicked">
            <summary>
            Tells which marker was clicked on.
            </summary>
            <remarks>
            This variable is only to be used in the MarkerClick event.  
            </remarks>
        </member>
        <member name="M:FlatRedBall.Gui.MarkerTimeLine.#ctor(FlatRedBall.Gui.Cursor)">
            <summary>
            Instantiates a new MarkerTimeLine which will interact with the argument Cursor.
            </summary>
            <param name="cursor">The Cursor that the MarkerTimeLine will interact with.</param>
        </member>
        <member name="M:FlatRedBall.Gui.MarkerTimeLine.AddMarker(System.Double,System.Object)">
            <summary>
            Adds a Marker which will be positioned at the time specified
            by the "value" argument referencing the referenceObject argument.
            </summary>
            <param name="value">The time at which to place the new Marker.</param>
            <param name="referenceObject">The object that the Marker will reference - can be null.</param>
            <returns>The newly-created Marker.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.MarkerTimeLine.AddMarker(System.Double,System.Object,Microsoft.Xna.Framework.Graphics.Texture2D)">
            <summary>
            Adds a custom-textured Marker which will be positioned at the time specified
            by the "value" argument referencing the referenceObject argument.
            </summary>
            <param name="value">The time at which to place the new Marker.</param>
            <param name="referenceObject">The object that the Marker will reference - can be null.</param>
            <param name="textureToUse">The new Marker's texture - will use the default texture if null.</param>
            <returns>The newly-created Marker.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.MarkerTimeLine.AddMarkers``1(System.Collections.Generic.List{``0})">
            <summary>
            Adds markers according to the argument List of ITimed objects.
            </summary>
            <typeparam name="T">The type of object being added.</typeparam>
            <param name="timedList">The list of ITimed objects.</param>
        </member>
        <member name="M:FlatRedBall.Gui.MarkerTimeLine.ClearMarkers">
            <summary>
            Clears all Markers.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.MarkerTimeLine.FindMarkerByReferenceObject(System.Object)">
            <summary>
            Returns the first Marker found with its ReferenceObject property
            matching the argument referenceObject or null if no matchers are found.
            </summary>
            <param name="referenceObject">The referenceObject to search for.</param>
            <returns>The Marker found or null if none are found.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.MarkerTimeLine.MoveMarker(System.Object,System.Double)">
            <summary>
            Finds the Marker that references the argument referenceObject
            and changes its Value property (usually it's time) to the argument
            newValue.
            </summary>
            <param name="referenceObject">The object to search for.</param>
            <param name="newValue">The new value to set.</param>
            <returns>The index of the new Marker after the value change.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.MarkerTimeLine.RemoveMarker(System.Object)">
            <summary>
            Removes the Marker which references the argument referenceObject.
            </summary>
            <param name="referenceObject">The object to search for.</param>
        </member>
        <member name="E:FlatRedBall.Gui.MarkerTimeLine.MarkerClick">
            <summary>
            Event raised when the user clicks on a Marker.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.CollapseListBox">
            <summary>
            A List Box which can hold collapsable items.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.CollapseListBox.DetachItem(System.String)">
            <summary>
            Detaches the item from the CollapseListBox.
            </summary>
            <remarks>
            This method will keep all children of the detached item in tact so that the item can simply
            be reattached again.
            </remarks>
            <param name="itemToRemove"></param>
            <returns></returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Text.Clone">
            <summary>
            Creates a new Text object.
            </summary>
            <returns>
            Reference to the new Text object.  The object will not 
            be in the TextManager's memory.
            </returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Text.SetColor(System.Single,System.Single,System.Single)">
            <summary>
            Set the RGB properties of this all at once. 0,0,0 is Black, 1,1,1 is White.
            </summary>
            <param name="red">0 to 1</param>
            <param name="green">0 to 1</param>
            <param name="blue">0 to 1</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Text.SetPixelPerfectScale(FlatRedBall.Camera)">
            <summary>
            Sets the Scale and Spacing such that the Text is drawn pixel-perfect at its given Z position.
            </summary>
            <param name="camera">Reference to the camera to use when calculating the Scale and Spacing.</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Text.SetPixelPerfectScale(FlatRedBall.Graphics.Layer)">
            <summary>
            Sets the Scale and Spacing such that the Text is drawn pixel-perfect at the given Z position.
            This method obeys the Layer's overridden field of view if it uses one.
            </summary>
            <param name="layer"></param>
        </member>
        <member name="M:FlatRedBall.Graphics.Text.UpdateDisplayedText">
            <summary>
            Updates the displayed text according to the MaxWidth.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Text.DisplayText">
            <summary>
            Gets or sets the string that the Text object is to display.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Text.HorizontalCenter">
            <summary>
            Returns the center of the text object.
            </summary>
            <remarks>
            If the text is centered (the format.alignment equals TextManager.Alignment.CENTER),
            this will simply return the x value of the text.  Otherwise, this property
            calculates the center of the text based on the contained string, the format, whether
            the text uses 3D fonts, and the x position of the text.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Graphics.Text.NumberOfLines">
            <summary>
            Returns the number of lines in the text object.
            </summary>
            <remarks>
            This currently reports the number of lines only when the text
            object is using a bitmap font.  3D text does not use the newline
            character.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Graphics.Text.MaxWidth">
            <summary>
            The maximum width of the text in world units.  This modifies the DisplayedText property.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Text.ScaleX">
            <summary>
            Returns the distance from the center of the Text object to the edge;
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Text.VerticalCenter">
            <summary>
            Returns the vertical center of the text.
            </summary>
            <remarks>
            Since the y value of text marks either the top or bottom of the Text
            depending on vertical alignment, this value can be useful for finding
            the Text's center.
            </remarks>
        </member>
        <member name="T:FlatRedBall.Graphics.PostProcessing.PostProcessingManager">
            <summary>
            Static class providing access to post processing classes including the out-of-the-box
            post processing features.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.PostProcessingManager.InitializeEffects">
            <summary>
            Loads all effects and initializes effect variables
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.PostProcessingManager.PixelSize">
            <summary>
            Gets the currently set pixel size
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.PostProcessingManager.EffectCombineOrder">
            <summary>
            Gets or sets the list of effects, which defines the order
            in which post-processing effects are combined.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.PostProcessingManager.Bloom">
            <summary>
            Gets the bloom effect
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.PostProcessingManager.Blur">
            <summary>
            Gets the blur effect
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.PostProcessingManager.DirectionalBlur">
            <summary>
            Gets the directional blur effect
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.PostProcessingManager.RadialBlur">
            <summary>
            Gets the radial blur effect
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.PostProcessingManager.Pixellate">
            <summary>
            Gets the pixellate effect
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Particle.EmissionSettings">
            <summary>
            Defines the state of Sprites immediately after being created by the containing Emitter.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Particle.EmissionSettings.VelocityRangeType">
            <summary>
            Sets the type of velocity to use.  This impacts which Velocity values are
            applied to emitted Sprites.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.Boolean">
            <summary>
            Defines a simple Boolean type. This template should be set to 0 or 1.
            </summary>
        </member>
        <member name="F:FlatRedBall.Content.Model.XLoader.Templates.Boolean.mTrueFalse">
            <summary>
            A private value which is used to keep the TrueFalse within the 0 - 1 range.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Boolean.#ctor">
            <summary>
            Defines a simple Boolean type. This template should be set to 0 or 1.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Boolean.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Boolean.ToBool(FlatRedBall.Content.Model.XLoader.Templates.Boolean)">
            <summary>
            Returns a Microsoft XNA bool representation of this Boolean
            </summary>
            <param name="boolean">The Boolean to convert.</param>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Boolean.TrueFalse">
            <summary>
            An integer value to represent True or False.
            1 = True, 0 = False.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.GraphicsOptions.TextureLoadingColorKey">
            <summary>
            The texture loading color key
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.GraphicsOptions.IsLoading">
            <summary>
            Set to true to suspend device reset while loading from file
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.GraphicsOptions.SetResolution(System.Int32,System.Int32)">
            <summary>
            Sets the resolution
            </summary>
            <param name="width">The new width</param>
            <param name="height">The new height</param>
        </member>
        <member name="M:FlatRedBall.Graphics.GraphicsOptions.SetFullScreen(System.Int32,System.Int32)">
            <summary>
            Sets the display mode to full-screen and sets the resolution
            </summary>
            <param name="width">The new width</param>
            <param name="height">The new height</param>
        </member>
        <member name="M:FlatRedBall.Graphics.GraphicsOptions.ResetTextureFilter">
            <summary>
            Resets the texture filtering mode on the graphics device
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.GraphicsOptions.SuspendDeviceReset">
            <summary>
            Suspends the device reset when options are changed
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.GraphicsOptions.ResumeDeviceReset">
            <summary>
            Resumes the device reset when options are changed
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.GraphicsOptions.ResetDevice">
            <summary>
            Resets the device
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.GraphicsOptions.SetPresentationParameters(Microsoft.Xna.Framework.Graphics.PresentationParameters@)">
            <summary>
            Sets the presentation parameters
            </summary>
            <param name="presentationParameters">The structure to set parameters in</param>
        </member>
        <member name="M:FlatRedBall.Graphics.GraphicsOptions.Save(System.String)">
            <summary>
            Save the graphics options to a file
            </summary>
            <param name="fileName">The file name of the graphics options file</param>
        </member>
        <member name="M:FlatRedBall.Graphics.GraphicsOptions.FromFile(System.String)">
            <summary>
            Load the graphics options from file
            </summary>
            <param name="fileName">The file name of the graphics options file</param>
        </member>
        <member name="P:FlatRedBall.Graphics.GraphicsOptions.TextureFilter">
            <summary>
            Gets or sets the current texture filter
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.GraphicsOptions.BackgroundColor">
            <summary>
            Gets or sets the background color of all cameras
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.GraphicsOptions.ResolutionWidth">
            <summary>
            Sets the width of the backbuffer and resets the device
            Use SetResolution() to set both width and height simultaneously
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.GraphicsOptions.ResolutionHeight">
            <summary>
            Sets the height of the backbuffer and resets the device
            Use SetResolution() to set both width and height simultaneously
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.GraphicsOptions.IsFullScreen">
            <summary>
            Sets the display mode to full screen
            Use SetFullScreen() to set the full-screen resolution and full-screen simultaneously
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.GraphicsOptions.UseMultiSampling">
            <summary>
            Enables or disables multisampling
            Use SetMultiSampling() to enable multisampling and specify options simultaneously
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.GraphicsOptions.MultiSampleType">
            <summary>
            Gets or sets the multisampling type
            Use SetMultiSampling() to enable multisampling and specify options simultaneously
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Math.Splines.SplineSaveList">
            <summary>
            Save class for lists of Splines. 
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.ErrorLogger">
            <summary>
            Custom implementation of the MSBuild ILogger interface records
            content build errors so we can later display them to the user.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.ErrorLogger.Initialize(Microsoft.Build.Framework.IEventSource)">
            <summary>
            Initializes the custom logger, hooking the ErrorRaised notification event.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.ErrorLogger.Shutdown">
            <summary>
            Shuts down the custom logger.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.ErrorLogger.ErrorRaised(System.Object,Microsoft.Build.Framework.BuildErrorEventArgs)">
            <summary>
            Handles error notification events by storing the error message string.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.ErrorLogger.Errors">
            <summary>
            Gets a list of all the errors that have been logged.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.ErrorLogger.Microsoft#Build#Framework#ILogger#Parameters">
            <summary>
            Implement the ILogger.Parameters property.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.ErrorLogger.Microsoft#Build#Framework#ILogger#Verbosity">
            <summary>
            Implement the ILogger.Verbosity property.
            </summary>
        </member>
        <member name="T:FlatRedBall.Utilities.StringEnum">
            <summary>
            Helper class for working with 'extended' enums using <see cref="T:FlatRedBall.Utilities.StringValueAttribute"/> attributes.
            </summary>
        </member>
        <member name="M:FlatRedBall.Utilities.StringEnum.#ctor(System.Type)">
            <summary>
            Creates a new <see cref="T:FlatRedBall.Utilities.StringEnum"/> instance.
            </summary>
            <param name="enumType">Enum type.</param>
        </member>
        <member name="M:FlatRedBall.Utilities.StringEnum.GetStringValue(System.String)">
            <summary>
            Gets the string value associated with the given enum value.
            </summary>
            <param name="valueName">Name of the enum value.</param>
            <returns>String Value</returns>
        </member>
        <member name="M:FlatRedBall.Utilities.StringEnum.GetStringValues">
            <summary>
            Gets the string values associated with the enum.
            </summary>
            <returns>String value array</returns>
        </member>
        <member name="M:FlatRedBall.Utilities.StringEnum.GetListValues">
            <summary>
            Gets the values as a 'bindable' list datasource.
            </summary>
            <returns>IList for data binding</returns>
        </member>
        <member name="M:FlatRedBall.Utilities.StringEnum.IsStringDefined(System.String)">
            <summary>
            Return the existence of the given string value within the enum.
            </summary>
            <param name="stringValue">String value.</param>
            <returns>Existence of the string value</returns>
        </member>
        <member name="M:FlatRedBall.Utilities.StringEnum.IsStringDefined(System.String,System.Boolean)">
            <summary>
            Return the existence of the given string value within the enum.
            </summary>
            <param name="stringValue">String value.</param>
            <param name="ignoreCase">Denotes whether to conduct a case-insensitive match on the supplied string value</param>
            <returns>Existence of the string value</returns>
        </member>
        <member name="M:FlatRedBall.Utilities.StringEnum.GetStringValue(System.Enum)">
            <summary>
            Gets a string value for a particular enum value.
            </summary>
            <param name="value">Value.</param>
            <returns>String Value associated via a <see cref="T:FlatRedBall.Utilities.StringValueAttribute"/> attribute, or null if not found.</returns>
        </member>
        <member name="M:FlatRedBall.Utilities.StringEnum.Parse(System.Type,System.String)">
            <summary>
            Parses the supplied enum and string value to find an associated enum value (case sensitive).
            </summary>
            <param name="type">Type.</param>
            <param name="stringValue">String value.</param>
            <returns>Enum value associated with the string value, or null if not found.</returns>
        </member>
        <member name="M:FlatRedBall.Utilities.StringEnum.Parse(System.Type,System.String,System.Boolean)">
            <summary>
            Parses the supplied enum and string value to find an associated enum value.
            </summary>
            <param name="type">Type.</param>
            <param name="stringValue">String value.</param>
            <param name="ignoreCase">Denotes whether to conduct a case-insensitive match on the supplied string value</param>
            <returns>Enum value associated with the string value, or null if not found.</returns>
        </member>
        <member name="M:FlatRedBall.Utilities.StringEnum.IsStringDefined(System.Type,System.String)">
            <summary>
            Return the existence of the given string value within the enum.
            </summary>
            <param name="stringValue">String value.</param>
            <param name="enumType">Type of enum</param>
            <returns>Existence of the string value</returns>
        </member>
        <member name="M:FlatRedBall.Utilities.StringEnum.IsStringDefined(System.Type,System.String,System.Boolean)">
            <summary>
            Return the existence of the given string value within the enum.
            </summary>
            <param name="stringValue">String value.</param>
            <param name="enumType">Type of enum</param>
            <param name="ignoreCase">Denotes whether to conduct a case-insensitive match on the supplied string value</param>
            <returns>Existence of the string value</returns>
        </member>
        <member name="P:FlatRedBall.Utilities.StringEnum.EnumType">
            <summary>
            Gets the underlying enum type for this instance.
            </summary>
            <value></value>
        </member>
        <member name="T:FlatRedBall.Utilities.StringValueAttribute">
            <summary>
            Simple attribute class for storing String Values
            </summary>
        </member>
        <member name="M:FlatRedBall.Utilities.StringValueAttribute.#ctor(System.String)">
            <summary>
            Creates a new <see cref="T:FlatRedBall.Utilities.StringValueAttribute"/> instance.
            </summary>
            <param name="value">Value.</param>
        </member>
        <member name="P:FlatRedBall.Utilities.StringValueAttribute.Value">
            <summary>
            Gets the value.
            </summary>
            <value></value>
        </member>
        <member name="T:FlatRedBall.Utilities.CustomBehaviorFunctions">
            <summary>
            Static class containing a collection of common methods used as CustomBehaviors.
            </summary>
        </member>
        <member name="M:FlatRedBall.Utilities.CustomBehaviorFunctions.RemoveWhenInvisible(FlatRedBall.Sprite)">
            <summary>
            Removes the argument Sprite when its Alpha equals 0.
            </summary>
            <param name="sprite">The Sprite to remove.</param>
        </member>
        <member name="M:FlatRedBall.Utilities.CustomBehaviorFunctions.RemoveWhenOutsideOfScreen(FlatRedBall.Sprite)">
            <summary>
            Removes the argument Sprite when it is outside of the default Camera's view (SpriteManager.Camera).
            </summary>
            <param name="sprite">The Sprite to remove.</param>
        </member>
        <member name="M:FlatRedBall.Utilities.CustomBehaviorFunctions.RemoveWhenJustCycled(FlatRedBall.Sprite)">
            <summary>
            Removes teh argument Sprite after it cycles its AnimationChain.  
            </summary>
            <param name="sprite">The Sprite to remove.</param>
        </member>
        <member name="M:FlatRedBall.Utilities.CustomBehaviorFunctions.RemoveWhenAlphaIs1(FlatRedBall.Sprite)">
            <summary>
            Removes the argument Sprite if it is opaque.
            </summary>
            <remarks>
            This method is commonly used with Sprites which have a 
            positive AlphaRate and which should be removed when completely visible.
            </remarks>
            <param name="si">Sprite to remove.</param>\
        </member>
        <member name="T:FlatRedBall.SpriteManager">
            <summary>
            Static manager class which handles the management of Sprites, SpriteFrames, Cameras, and
            other PositionedObjects.
            </summary>
            <remarks>
            The SpriteManager is commonly used in FlatRedBall examples to create Sprites.  Perhaps the most
            common line of code is:
            
                Sprite sprite = SpriteManager.AddSprite("redball.bmp");
            
            Originally the SpriteManager was the only manager class.  For this reason it handled
            some of the functionality which may have normally belonged to classes unrelated to Sprites.
            For example, Cameras are added and managed through the SpriteManager although they are a general
            rendering class which might belong in the Renderer or FlatRedBallServices class.
            </remarks>
        </member>
        <member name="F:FlatRedBall.SpriteManager.mParticleSprites">
            <summary>
            SpriteList filled with valid Sprites at the start of execution.
            </summary>
            <remarks>
            Particle Sprites are defined as Sprites which have a short lifespan and
            are created frequently.  Common uses are smoke, bullets, and explosions.
            </remarks>
        </member>
        <member name="M:FlatRedBall.SpriteManager.SetCurrentCamera(System.Int32)">
            <summary>
            This function is inteded for internal use only during rendering.
            </summary>
            <param name="i"></param>
            <returns></returns>
        </member>
        <member name="M:FlatRedBall.SpriteManager.#cctor">
            <summary>
            Creates a new SpriteManager.  Also creates a new FileManager, TextureManager, and Renderer.
            </summary>
            <param name="game"></param>
        </member>
        <member name="M:FlatRedBall.SpriteManager.IsManaging(FlatRedBall.Sprite)">
            <summary>
            Returns whether the SpriteManager is holding a reference to the argment sprite.
            </summary>
            <param name="sprite">The sprite to check references for.</param>
            <returns>Whether the argument Sprite is referenced by the SpriteManager.</returns>
        </member>
        <member name="M:FlatRedBall.SpriteManager.RemoveDrawableBatch(FlatRedBall.Graphics.IDrawableBatch)">
            <summary>
            Removes the argument DrawableBatch from the internal list and calls its Destroy method.
            </summary>
            <param name="drawableBatch">The DrawableBatch to remove.</param>
        </member>
        <member name="M:FlatRedBall.SpriteManager.RemoveSpritePreserveRelationships(FlatRedBall.Sprite)">
            <summary>
            Removes the Sprite from the SpriteManager but preserves emitters, attachment and children references. 
            </summary>
            <remarks>
            Although the removed Sprite will preserve its parent and children, the parent will 
            no longer see this Sprite as its child, and the children will no longer see this 
            Sprite as their parent.  The preservation of relationships is not a functional one.  Usually
            this method is used to keep relationships alive on a removed Sprite for reattachment at
            a later time.
            </remarks>
            <param name="spriteToRemove">The Sprite to remove.</param>
        </member>
        <member name="M:FlatRedBall.SpriteManager.ReplaceTexture(Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Graphics.Texture2D)">
            <summary>
            Finds all contained Sprites which reference the argument oldTexture and replaces
            the reference with newTexture.
            </summary>
            <remarks>
            This method will preserve all sizes of Sprites even if they use a non-zero PixelSize.
            </remarks>
            <param name="oldTexture">The old Texture2D to replace.</param>
            <param name="newTexture">The new Texture2D to use as a replacement.</param>
        </member>
        <member name="M:FlatRedBall.SpriteManager.UpdateDependencies">
            <summary>
            Updates the dependencies of all contained automatically updated Sprites, Cameras, and SpriteFrames.
            </summary>
        </member>
        <member name="P:FlatRedBall.SpriteManager.AutomaticallyUpdatedSprites">
            <summary>
            A read-only collection of Sprites which are automatically managed
            every frame.
            </summary>
            <remarks>
            Sprites in this list have all of their behavioral properties
            applied automatically.  Examples of these properties include
            Velocity, Acceleration, rotational velocity, and color rates.
            This manage requires overhead which can become a significant portion
            of frame time, so moving Sprites to be manually updated can improve performance.
            
            Most methods which create Sprites will place the created Sprite in this list.
            
            <seealso cref="M:FlatRedBall.SpriteManager.ConvertToAutomaticallyUpdated(FlatRedBall.Sprite)"/>
            <seealso cref="M:FlatRedBall.SpriteManager.ConvertToManuallyUpdated(FlatRedBall.Sprite)"/>
            </remarks>
        </member>
        <member name="P:FlatRedBall.SpriteManager.Camera">
            <summary>
            Gets the default Camera.
            </summary>
            <remarks>
            If your application is only using one Camera, then this Camera can be
            used for all logic.  This Camera is automatically created by the engine,
            so single-camera applications do not need to instantiate their own Camera.
            </remarks>
        </member>
        <member name="P:FlatRedBall.SpriteManager.Cameras">
            <summary>
            The List of all Cameras used by FlatRedBall.  Any Camera in this List is managed and
            renders according to its settings.
            </summary>
            <remarks>
            Adding a Camera to this list will result in the Camera being managed by the engine and
            rendered.  There is no AddCamera method - simply adding the Camera to this list is sufficient
            for adding it to the engine.
            </remarks>
        </member>
        <member name="P:FlatRedBall.SpriteManager.DrawableBatches">
            <summary>
            A read-only collection of IDrawableBatches.
            </summary>
            <remarks>
            <seealso cref="M:FlatRedBall.SpriteManager.AddDrawableBatch(FlatRedBall.Graphics.IDrawableBatch)"/>
            <seealso cref="M:FlatRedBall.SpriteManager.RemoveDrawableBatch(FlatRedBall.Graphics.IDrawableBatch)"/>
            </remarks>
        </member>
        <member name="P:FlatRedBall.SpriteManager.SpriteFrames">
            <summary>
            Read-only collection of SpriteFrames managed by the SpriteManager.
            </summary>
        </member>
        <member name="P:FlatRedBall.SpriteManager.OrderedSortType">
            <summary>
            Gets and sets the sorting type used on Sprites, Text objects, and DrawableBatches
            in the world (not on layers).
            </summary>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Sphere.CollideAgainstMove(FlatRedBall.Math.Geometry.Sphere,System.Single,System.Single)">
            <summary>
            Collision method that returns whether collision has occurred and repositions this and the
            argument Sphere to prevent overlap.
            </summary>
            <param name="sphere">The other Sphere to collide against.</param>
            <param name="thisMass">The mass of the calling Sphere.  This value is used relative to "otherMass".  Both cannot be 0.</param>
            <param name="otherMass">The mass of the argument Sphere.  This value is used relative to "thisMass".  Both cannot be 0.</param>
            <returns>Whether the calling Sphere and the argument Sphere are touching.</returns>
        </member>
        <member name="F:FlatRedBall.Math.Geometry.Polygon.mPoints">
            <summary>
            The points relative to the center of the Polygon.  These
            define the shape and size of the Polygon.
            </summary>
        </member>
        <member name="F:FlatRedBall.Math.Geometry.Polygon.mCenterPoints">
            <summary>
            The midpoint Points used for collision.  These are updated in CollideAgainstMovePreview.
            </summary>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Polygon.CreateEquilateral(System.Int32,System.Single,System.Single)">
            <summary>
            Returns an equilateral shape of numberOfSides sides.
            </summary>
            <remarks>
            The newly-created Polygon is invisible and is not part of the ShapeManager.
            </remarks>
            <param name="numberOfSides">The number of sides of the Polygon.  Must be at least 3.</param>
            <param name="angleOfFirstPoint">The angle relative to the polygon of the first point.</param>
            <returns>The newly-created Polygon.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Polygon.GetPointsInside(FlatRedBall.Math.Geometry.Polygon)">
            <summary>
            Returns a Vector3 array storing all of the points belonging to this instance that are inside the argument
            Polygon.
            </summary>
            <param name="polygon"></param>
            <returns></returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Polygon.GetPoint(System.Int32)">
            <summary>
            Returns the relative position of the point at the argument index.
            </summary>
            <param name="index">The index of the point to get.</param>
            <returns>The point at the argument index.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Polygon.Insert(System.Int32,FlatRedBall.Math.Geometry.Point)">
            <summary>
            Inserts a new point at the given index.  The point will be inserted at object space.
            </summary>
            <remarks>
            This method recreates the internal point list so it is expensive to call repeatedly.
            </remarks>
            <param name="index">Index where the point should be inserted.</param>
            <param name="newPoint">The (object space) point to insert.</param>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Polygon.IsPointInside(Microsoft.Xna.Framework.Vector3@)">
            <summary>
            Returns whether the argument vector is in this polygon.
            </summary>
            <param name="vector">The position of the point</param>
            <returns>Whether the point is inside.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Polygon.ScaleBy(System.Double,System.Double)">
            <summary>
            Scales all points in object space.
            </summary>
            <param name="scaleX">Amount to scale by on the object's X axis.</param>
            <param name="scaleY">Amount to scale by on the object's Y axis.</param>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Polygon.SetPoint(System.Int32,System.Double,System.Double)">
            <summary>
            Changes the position of the point at argument index, recalculates the bounding radius, and raises the
            OnPointsChanged event.
            </summary>
            <param name="index">The index of the point to change.</param>
            <param name="xRelativeToPolygonCenter">The new X position of the point in polygon object space.</param>
            <param name="yRelativeToPolygonCenter">The new Y position of the point in polygon object space.</param>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Polygon.VectorFrom(FlatRedBall.Math.Geometry.Point3D)">
            <summary>
            Returns a vector from the argument vector to the closest point on this.
            </summary>
            <param name="vector">The point to start from.</param>
            <returns>A vector representing the distance from the argument vector to this.</returns>
        </member>
        <member name="F:FlatRedBall.Math.Geometry.Polygon.sThrowAwayInt">
            <summary>
            Returns a vector from the argument point to the closest point on this Polygon.
            </summary>
            <param name="x">The absolute X position of the point to begin the vector at.</param>
            <param name="y">The absolute Y position of the point to begin the vector at.</param>
            <returns>The shortest vector from the argument x,y to the Polygon.</returns>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.Polygon.Points">
            <summary>
            The Position-relative points of the Polygon.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.Polygon.LastMoveCollisionReposition">
            <summary>
            Reports the vector along which this polygon was moved along during the last
            CollideAgainstMove method.
            </summary>
            <remarks>
            This value is reset every time CollideAgainstMove is called whether there is a
            successful collision or not.  If there is no collision, this value is set to 
            Vector3.Zero.  If reactions to collisions such as physics are being implemented
            using this value, then the behavior should be tested and applied after every
            call to CollideAgainstMove.
            <para>
            This value is set on both the instance calling the CollideAgainstMove method
            as well as the argument.
            </para>
            </remarks>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.Polygon.LastCollisionPoint">
            <summary>
            The absolute position where the last collision was detected in a CollieAgainst method.
            </summary>
        </member>
        <member name="E:FlatRedBall.Math.Geometry.Polygon.PointsChanged">
            <summary>
            Event raised when the Points property reference is reset or when the
            SetPoint method is called.
            </summary>
        </member>
        <member name="T:FlatRedBall.ManagedSpriteGroups.Pose">
            <summary>
            A snapshot of a set of rotations, scales, and positions of Sprites in a SpriteRig.
            </summary>
            <remarks>
            These poses are used as keyframes for SpriteRig animation.  SpriteRigs interpolate
            between poses to create fluid animation.
            </remarks>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.Pose.#ctor">
            <summary>
            Creates a new Pose with an empty but instantiated jointStateArray and bodySpriteStateArray.
            </summary>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.Pose.#ctor(System.String,System.Collections.Generic.List{FlatRedBall.ManagedSpriteGroups.JointState},System.Collections.Generic.List{FlatRedBall.ManagedSpriteGroups.BodySpriteState},System.Double)">
            <summary>
            Creates a new Pose with the argument name, jointStateArray, bodySpriteStateArray,
            and time (in milliseconds) from the beginning of the PoseChain.
            </summary>
            <param name="name">Name of the pose.</param>
            <param name="jointStateArray">Reference to the JointStateArray to use.</param>
            <param name="bodySpriteStateArray">Reference to the BodySpriteStateArray to use.</param>
            <param name="time">Time in milliseconds that the Pose should be set from the beginning of the PoseChain.</param>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.Pose.DiffersFrom(FlatRedBall.ManagedSpriteGroups.Pose)">
            <summary>
            Determines whether this instance differs from the argument Pose.
            </summary>
            <remarks>
            This only tests the stored BodySpriteStates and JointStates.  This method
            does not compare the time and name variables.
            </remarks>
            <param name="poseToCompareAgainst">The Pose to compare against.</param>
            <returns>Whether this instance and the argument BodySpriteStates or PoseStates differ.</returns>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.Pose.Set(FlatRedBall.ManagedSpriteGroups.Pose)">
            <summary>
            Set's a particular Pose's poseStateArray, bodySpriteStateArray, and time to the passed argument's corresponding variables.
            </summary>
            <remarks>
            This method does not change the name of the Pose.  It will remain the same after the method is called.
            </remarks>
            <param name="poseToSetTo">The pose from which to copy the information.  This is a shallow copy - members are not cloned, but 
            rather references are copied.</param>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.Pose.Clone">
            <summary>
            Creates a clone of this instance.  
            </summary>
            <remarks>
            The cloned Pose will have its own JointStateArray and BodySpriteState array, but each will
            have the same values.
            </remarks>
            <returns>Reference to the cloned Pose.</returns>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.Pose.Name">
            <summary>
            The name of the Pose.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.Pose.JointStates">
            <summary>
            The state of all of the joints (rotation and relative position) for this pose.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.Pose.BodySpriteStates">
            <summary>
            The state of all of the body Sprites (relative position, scale, and frame) for this pose.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.Pose.Time">
            <summary>
            The number of seconds that the pose should be executed from the beginning of the PoseChain
            </summary>
        </member>
        <member name="T:FlatRedBall.Instructions.ScriptedAnimations.AnimationSequence">
            <summary>
            A list of TimedKeyframeLists which represents an Animation which can be
            played.
            </summary>
            <remarks>
            This class interfaces with the InstructionSetSaveList class when saving/loading.
            </remarks>
        </member>
        <member name="T:FlatRedBall.Instructions.Interpolation.FloatInterpolator">
            <summary>
            An IInterpolator which can interpolate float values.
            </summary>
        </member>
        <member name="T:FlatRedBall.Instructions.InstructionSet">
            <summary>
            Represents a set of KeyframeLists which can be applied to objects or
            used to perform scripted events.
            </summary>
            <remarks>
            When used to perform scripted events, InstructionSets can be compared
            to texture animation.  There are many levels of Lists in an InstructionSet.
            The following comparison to AnimationChainLists provides some clarity to the
            layers:
            <para>
            InstructionSet (List of KeyframeLists) : AnimationChainList (List of AnimationChains)
            </para>
            <para>
            KeyframeList (List of Keyframes - aka InstructionLists) : AnimationChain (List of AnimationFrames)
            </para>
            <para>
            InstructionList (Applied to an object to change any properties) : AnimationFrame (Applied to an object to change its appearance);
            </para>
            </remarks>
        </member>
        <member name="P:FlatRedBall.Instructions.InstructionSet.Item(System.String)">
            <summary>
            Gets a KeyframeList by name.  Returns null if none is found
            </summary>
            <param name="keyframeListName">Name of the KeyframeList to return.</param>
            <returns>Reference to the KeyframeList with the specified name.</returns>
        </member>
        <member name="T:FlatRedBall.Gui.Cursor">
            <summary>
            The cursor is a controllable graphical icon which can interact with FRB elements and
            stores information about mouse activity.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Cursor.sensitivity">
            <summary>
            Controls how sensitive the cursor is to mouse movements.
            </summary>
            <remarks>
            Default value is 1, so setting the value to 2 will make the mouse
            twice as sensitive.
            </remarks>
        </member>
        <member name="F:FlatRedBall.Gui.Cursor.si">
            <summary>
            The Sprite that the cursor uses to draw itself.
            </summary>
            <remarks>
            This field can be modified to change how the Sprite is drawn.  The following Sprite values modify the cursor:
            
            <para>x - relative to the camera</para>
            <para>y - relative to the camera</para>
            <para>ScaleX</para>
            <para>ScaleY</para>
            <para>RotationX</para>
            <para>RotationY</para>
            <para>RotationZ</para>
            <para>texture</para>
            <para>fade</para>
            <para>visible</para>
            <para>
            Other values will not modify how the Sprite is drawn.
            </para>
            </remarks>
        </member>
        <member name="F:FlatRedBall.Gui.Cursor.tipXOffset">
            <summary>
            The x distance from the center of the Cursor which is used as the cursor's tip for selection.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Cursor.tipYOffset">
            <summary>
            The y distance from the center of the Cursor which is used as the cursor's tip for selection.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Cursor.mWindowSecondaryPushed">
            <summary>
            The window that the cursor was over when the mouse button was pressed.
            </summary>
            <remarks>
            When the secondary (right) mouse button is pushed down, this value is set - either to null 
            if the mouse is not over any Windows or to the Window that the mouse is over.  
            When the secondary mouse button is released (clicked), this value is set to null.  
            This value is useful for clicking on Windows.  Specifically, when the cursor is clicked
            on a Button, the WindowPushed value is tested to make sure that it is the same as 
            the Window clicked on.  This allows for players to push on a Button but move 
            the mouse away and click elsewhere without clicking on the Button originally 
            pushed and without accidentally clicking on other Buttons.  This is also used
            with ToggleButtons to control when they are pressed and unpressed.
            </remarks>
        </member>
        <member name="F:FlatRedBall.Gui.Cursor.StaticPosition">
            <summary>
            If this value is true, the Cursor will not move in response to the mouse or gamepad.
            </summary>
            <remarks>
            This value can be set to true if the Cursor should not move in response to input.
            The staticPosition value is only used by the engine when over the button on an UpDown.  When pushing down
            on an UpDown button, the staticPosition is set to true, and set to false when releasing the mouse button.
            </remarks>
        </member>
        <member name="F:FlatRedBall.Gui.Cursor.mWindowGrabbed">
            <summary>
            The window that the cursor has grabbed.
            </summary>
            <remarks>
            When the mouse button is released, the windowGrabbed reference is set to null.  If a Window is grabbed, it will
            move as the mouse moves.  This is used commonly for dragging on menu bars and scroll bars.  The cursor does
            not recognize which types of Windows can be dragged, so windows must be grabbed through the Cursor.GrabWindow
            method.  The windowGrabbed's onDrag event is fired every frame.
            </remarks>
        </member>
        <member name="F:FlatRedBall.Gui.Cursor.mObjectGrabbed">
            <summary>
            Storage for reference to a grabbed object.
            </summary>
            <remarks>
            This variable has no internal engine functionality.  It merely provies a place to store a reference
            to a grabbed Object - useful in graphical applications where the Cursor can grab and move objects such
            as Sprites or Text objects.
            The ObjectGrabbedRelativeX and ObjectGrabbedRelativeY can also be set to keep the object static after a click rather than
            "snapping" its center to the Cursor's tip.
            <seealso cref="M:FlatRedBall.Gui.Cursor.SetObjectRelativePosition(FlatRedBall.Math.IStaticPositionable)"/>
            </remarks>
        </member>
        <member name="F:FlatRedBall.Gui.Cursor.ObjectGrabbedRelativeX">
            <summary>
            The relative x position of a grabbed object from the center of the cursor.
            </summary>
            <remarks>
            This value can be set through the SetObjectRelativePosition.  
            This value used in the GetCursorPositionForSprite method.
             <seealso cref="M:FlatRedBall.Gui.Cursor.GetCursorPositionForSprite(System.Single@,System.Single@,System.Single)"/>
             <seealso cref="M:FlatRedBall.Gui.Cursor.SetObjectRelativePosition(FlatRedBall.Math.IStaticPositionable)"/>
            </remarks>
        </member>
        <member name="F:FlatRedBall.Gui.Cursor.ObjectGrabbedRelativeY">
            <summary>
            The relative y position of a grabbed object from the center of the cursor.
            </summary>
            <remarks>
            This value can be set through the SetObjectRelativePosition.  
            This value used in the GetCursorPositionForSprite method.
             <seealso cref="M:FlatRedBall.Gui.Cursor.GetCursorPositionForSprite(System.Single@,System.Single@,System.Single)"/>
             <seealso cref="M:FlatRedBall.Gui.Cursor.SetObjectRelativePosition(FlatRedBall.Math.IStaticPositionable)"/>
            </remarks>
        </member>
        <member name="F:FlatRedBall.Gui.Cursor.PrimaryPush">
            <summary>
            Determines whether the primary button was pushed this frame.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Cursor.PrimaryDown">
            <summary>
            Determines whether the primary button is down this frame.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Cursor.PrimaryClick">
            <summary>
            Determines whether the primary button was clicked (released) this frame.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Cursor.PrimaryDoubleClick">
            <summary>
            Determines whether the primary button was double clicked this frame.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Cursor.SecondaryPush">
            <summary>
            Determines whether the secondary button was pushed this frame.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Cursor.SecondaryDown">
            <summary>
            Determines whether the secondary button is down this frame.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Cursor.SecondaryClick">
            <summary>
            Determines whether the secondary button was clicked (released) this frame.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Cursor.SecondaryDoubleClick">
            <summary>
            Determines whether the secondary button was double clicked this frame.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Cursor.mCamera">
            <summary>
            Reference to the camera to which the cursor belongs.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.#ctor(FlatRedBall.Camera)">
            <summary>
            Creates a new Cursor
            </summary>
            <remarks>
            Usually the cursor does not have to be created explicitly.  Calling
            the GuiManager's constructor without a cursor reference (default in the
            FrbTemplate) creates a cursor automatically.  New cursors should only
            be created if multiple cursors are needed, or if you are inheriting
            from the Cursor class.  Usually multiple cursors are only needed
            in games with multiple cameras.
            </remarks>
            <param name="cameraToUse">The camera that the cursor will belong to.</param>
            <param name="formToUse">Reference to the form that the application is running on.</param>
            <param name="inpMan">Reference to the InputManager.</param>
            <param name="SpriteManager">Reference to the SpriteManager</param>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.ActualXVelocityAt(System.Single)">
            <summary>
            Returns the xVelocity of the cursor at a particular Z.
            </summary>
            <remarks>
            As the cursor can control objects at various Z values, this method returns the X velocity
            of the cursor at a paritular Z.  This method assumes that the Camera is unrotated (looking
            down the Z axis.
            </remarks>
            <param name="z">The z value to measure the velocity at.</param>
            <returns>The X velocity at the particular Z.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.ActualYVelocityAt(System.Single)">
            <summary>
            Returns the yVelocity of the cursor at a particular Z.
            </summary>
            <remarks>
            As the cursor can control objects at various Z values, this method returns the Y velocity
            of the cursor at a paritular Z.  This method assumes that the Camera is unrotated (looking
            down the Z axis.
            </remarks>
            <param name="z">The z value to measure the velocity at.</param>
            <returns>The Y velocity at the particular Z.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.GetCursorPosition(System.Single@,System.Single@,System.Single)">
            <summary>
            Modifies the x and y arguments to show the point of the cursor's tip at at the z value.
            </summary>
            <remarks>
            This method assumes that the Camera is unrotated (looking
            down the Z axis).
            </remarks>
            <param name="x">The x value to change.</param>
            <param name="y">The y value to change.</param>
            <param name="z">The z value to use.</param>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.GetCursorPositionForSprite(System.Single@,System.Single@,System.Single)">
            <summary>
            Modifies the x and y arguments to show the position that the grabbed Sprite should be at.
            </summary>
            <remarks>
            This method assumes that the camera's currentFollowingStyle is Camera.LOOKINGSTYLE.DOWNZ.  The x and y
            arguments will represent the location of the cursor's tip and adds the relative Sprite positions.
            
            <seealso cref="M:FlatRedBall.Gui.Cursor.SetObjectRelativePosition(FlatRedBall.Math.IStaticPositionable)"/>
            </remarks>
            <param name="x"></param>
            <param name="y"></param>
            <param name="z"></param>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.GetCursorPosition(FlatRedBall.PositionedObject,System.Single)">
            <summary>
            Gets the cursor's position and sets the argument positionedObject's
            x and y values to the cursor's position at the argument Z value.
            </summary>
            <remarks>
            This is a simple way to set the position of an object
            to the cursor's position.
            </remarks>
            <param name="positionedObject">Reference to the positioned object.</param>
            <param name="z">The Z value at which the position should be set.</param>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.GetSpriteOver``1(System.Collections.Generic.IList{``0})">
            <summary>
            Returns the Sprite the cursor is over giving preference to the closest Sprite to the Camera.
            </summary>
            <remarks>
            This method will not return inactive Sprites (Sprites with the .active variable set to false).  To consider inactives as well
            call the GetSpriteOver(SpriteArray, bool) overload.
            </remarks>
            <param name="spriteArray">The SpriteArray to search through.</param>
            <returns>The Sprite that is found, or null if the cursor is not over any Sprites.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.GetSpriteOver``1(System.Collections.Generic.IList{``0},System.Boolean,System.Boolean)">
            <summary>
            Returns the Sprite the cursor is over giving preference to the closest Sprite to the Camera.
            </summary>
            <param name="spriteArray">The SpriteArray to search through.</param>
            <param name="considerInactives">Whether inactive Sprites (Sprites with the .active variable set to false) are considered.</param>
            <returns>The Sprite that is found, or null if the cursor is not over any Sprites.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.GetSpriteOver(System.Collections.Generic.IList{FlatRedBall.SpriteList})">
            <summary>
            Returns the Sprite the cursor is over giving preference to the closest Sprite to the Camera.
            </summary>
            <param name="spriteArrayArray">The SpriteArrayArray to search through.</param>
            <returns>The Sprite that is found, or null if the cursor is not over any Sprites.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.GetSpriteOver(FlatRedBall.Graphics.Layer)">
            <summary>
            Returns the Sprite the cursor is over giving preference to the closest Sprite to the Camera.
            </summary>
            <param name="spriteLayer">The SpriteLayer to search through.</param>
            <returns>The Sprite that is found, or null if the Cursor is not over any Sprites.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.GetSpriteOver(System.Collections.Generic.List{FlatRedBall.ManagedSpriteGroups.SpriteGrid})">
            <summary>
            Returns the Sprite that the cursor is over in the argument SpriteGridArray.
            </summary>
            <param name="sga">Reference to the SpriteGridArray.</param>
            <returns>The Sprite that the cursor is over.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.GrabWindow(FlatRedBall.Gui.Window)">
            <summary>
            Grabs a Window with the Cursor.
            </summary>
            <remarks>
            The windowGrabbed reference will automatically be set to null when the primary button is 
            released (clicked) by the GuiManager.Control method.
            <seealso cref="M:FlatRedBall.Gui.GuiManager.Control"/>
            </remarks>
            <param name="windowToGrab">The Window to grab.</param>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.IsOn(FlatRedBall.Sprite)">
            <summary>
            Determines whether the cursor is on a Sprite, but only considers rotation on the z axis (RotationZ).
            </summary>
            <remarks>
            This method will not consider whether spriteToTest is rotated on the x or y axes, and assumes
            that the camera is looking down the Z axis (the Camera is unrotated).  Cursor.IsOn3D
            works properly for any rotation..
            
            <para>This method will not select Sprites which are closer that the camera's nearClipPlane or
            further than the camera's farClipPlane.</para>
            </remarks>
            <param name="spriteToTest">The Sprite to test if the cursor is over.</param>
            <returns>Whether the cursor is on the Sprite.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.IsOn(FlatRedBall.Graphics.Text)">
            <summary>
            Determines whether the cursor is over a textObject.
            </summary>
            <remarks>
            This method will not consider whether the Text is rotated on the x or y axes, and assumes
            that the cursor is looking down the Z axis(the camera.LookStyle is DOWNZ).  
            
            <para>This method will not select Texts which are closer that the camera's nearClipPlane or
            further than the camera's farClipPlane.</para>
            
            Currently, the method treats the text object as one rectangle, so the width of the Text will be equal
            to the widest line.  For example:
            
            <code>
            // if the text were centered, the collidable area would be as follows
            +-------------------------+
            |       The outline       |
            |represents the collidable|
            |    area of the Text.    |
            |  Notice that the border |
            |    extends to include   |
            |    the longest line.    |
            +-------------------------+
            
            // if the text were left aligned, the area would still be the same:
            +-------------------------+
            |The outline              |
            |represents the collidable|
            |area of the Text.        |
            |Notice that the border   |
            |extends to include       |
            |the longest line.        |
            +-------------------------+
            </code>
            </remarks>
            <param name="textObject">The TextObject to test if the cursor is over.</param>
            <param name="TextManager">Reference to the TextManager which is used to retrieve dimensions of the Text object.</param>
            <returns>Whether the cursor is on the TextObject.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.IsOn(FlatRedBall.Gui.Window)">
            <summary>
            Returns whether the cursor is over the argument windowToTest.
            </summary>
            <remarks>
            This method will work accurately for both GuiManager-drawn Windows
            and SpriteFrame Windows.
            </remarks>
            <param name="windowToTest">Reference to the window to test.</param>
            <returns>Whether the cursor is over the argument Window.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.IsOn``1(``0)">
            <summary>
            Returns whether the cursor is over the argument SpriteFrame.
            </summary>
            <param name="sf">Reference to the SpriteFrame to test.</param>
            <returns>Whether the cursor is over the argument SpriteFrame.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.IsOn3D(FlatRedBall.Sprite)">
            <summary>
            Determines whether the Cursor is on a Sprite.
            </summary>
            <remarks>
            This is the "full featured" version of the IsOn method, considering rotation on all axes for
            both the spriteToTest and the camera.  All lookingStyles are considered and will return accurate results.
            This method is slower than the IsOn method, and if Sprites are facing the camera under its
            default orientation, the IsOn method should be used.
            
            <para>This method will not select Sprites if the cursor is over them on a point
            that is closer that the camera's nearClipPlane or further than the camera's 
            farClipPlane.</para>
            
            </remarks>
            <param name="spriteToTest">The Sprite to test if the Cursor is over.</param>
            <returns>Whether the Cursor is over the Sprite.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.IsOn3D(FlatRedBall.Sprite,Microsoft.Xna.Framework.Vector3@)">
            <summary>
            Determines whether the Cursor is on a Sprite and stores the intersection point in a Vector3.
            </summary>
            <remarks>		
            This is the "full featured" version of the IsOn method, considering rotation on all axes for
            both the spriteToTest and the camera.  All lookingStyles are considered and will return accurate results.
            This method is slower than the IsOn method, and if Sprites are facing the camera under its
            default orientation, the IsOn method should be used.
            
            This method also modifies a Vector3 which marks the intersection point on the Sprite.
            
            <para>This method will not select Sprites if the cursor is over them on a point
            that is closer that the camera's nearClipPlane or further than the camera's 
            farClipPlane.</para>
            </remarks>
            <param name="spriteToTest">The Sprite to test if the Cursor is over.</param>
            <param name="intersectionPoint">The point where the cursor touches the Sprite.</param>
            <returns>Whether the Cursor is on the Sprite.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.IsCursorTexture(System.String)">
            <summary>
            Checks to see if the Cursor's texture matches the passed argument.
            </summary>
            <param name="textureToTest">The texture to compare to.</param>
            <returns>Whether the argument is the same as the Cursor's texture.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.IsInWindow">
            <summary>
            Determines whether the cursor is currently in the active Control which owns the application.
            </summary>
            <returns>Whether the cursor is currently in the active Control which owns the application.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.SetCursor(Microsoft.Xna.Framework.Graphics.Texture2D,System.Single,System.Single,System.Single)">
            <summary>
            Sets the texture, ScaleX and ScaleY, and the tip offsets.
            </summary>
            <remarks>
            This method just sets the properties in one call.  The individual properties can
            also be set individually.
            </remarks>
            <param name="textureToUse">Texture to use.</param>
            <param name="ScaleX">The ScaleX to set.  ScaleY will be set according to the source texture's dimensions.</param>
            <param name="TipXOffset">The relative x value of the tip of the Cursor from its center.</param>
            <param name="TipYOffset">the relative y value of the tip of the Cursor from its center.</param>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.SetJoystickControl(FlatRedBall.Input.Xbox360GamePad)">
            <summary>
            Sets the cursor to be controlled by the joystick rather than the mouse.
            </summary>
            <param name="js">Refernce to the joystick that will control the cursor.</param>
        </member>
        <member name="M:FlatRedBall.Gui.Cursor.SetObjectRelativePosition(FlatRedBall.Math.IStaticPositionable)">
            <summary>
            Tells the Cursor to store the relative position of the Sprite to the Cursor's tip.
            </summary>
            <remarks>
            The relative Sprite position is used in the GetCursorPositionForSprite method.  Relative values
            keep objects from "snapping" to the center of the cursor when grabbed.
            <seealso cref="M:FlatRedBall.Gui.Cursor.GetCursorPositionForSprite(System.Single@,System.Single@,System.Single)"/>
            </remarks>
            <param name="spriteToSetTo">The Sprite that the relative values should be set to.</param>
        </member>
        <member name="P:FlatRedBall.Gui.Cursor.Active">
            <summary>
            Sets whether the cursor is active.
            </summary>
            <remarks>
            An inactive cursor will not move or read any input.
            Setting the active property to false will also clear the following
            fields:
            
            <para>primaryClick</para>
            <para>primaryDoubleClick</para>
            <para>primaryDown</para>
            <para>primaryPush</para>
            <para>secondaryClick</para>
            <para>secondaryDoubleClick</para>
            <para>secondaryDown</para>
            <para>secondaryPush</para>
            
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.Cursor.XForUI">
            <summary>
            The cursor's X position relative to the camera at 100 units away from the camera.
            </summary>
            <remarks>
            As objects can have varying distances away from the camera, when trying to move
            objects with the cursor, it is usually not accurate to say:
            <code>
            someObject.X = cursor.X;
            someObject.Y = cursor.Y;
            </code>
            This will only be accurate if the object is also 100 units away from the camera and
            if the camera is centered on the origin.  The
            x and y values must be passed to the GetCursorPosition method.
            <seealso cref="M:FlatRedBall.Gui.Cursor.GetCursorPosition(System.Single@,System.Single@,System.Single)"/>
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.Cursor.YForUI">
            <summary>
            The cursor's Y position relative to the camera at 100 units away from the camera.
            </summary>
            <remarks>
            As objects can have varying distances away from the camera, when trying to move
            objects with the cursor, it is usually not accurate to say:
            <code>
            someObject.X = cursor.X;
            someObject.Y = cursor.Y;
            </code>
            This will only be accurate if the object is also 100 units away from the camera and
            if the camera is centered on the origin.  The
            x and y values must be passed to the GetCursorPosition method.
            <seealso cref="M:FlatRedBall.Gui.Cursor.GetCursorPosition(System.Single@,System.Single@,System.Single)"/>
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.Cursor.XVelocity">
            <summary>
            The change in x since last frame in world units at 100 units away from the camera.
            </summary>
            <remarks>
            Cursor velocity properties do not counsider bounds; that is, a cursor will still have an xVelocity
            even if it is pressed against the right side of the screen and being moved to the right.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.Cursor.YVelocity">
            <summary>
            The change in y since last frame in world units at 100 units away from the camera.
            </summary>
            <remarks>
            Cursor velocity properties do not counsider bounds; that is, a cursor will still have an xVelocity
            even if it is pressed against the right side of the screen and being moved to the right.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.Cursor.ZVelocity">
            <summary>
            The movement rate of the controlling input (usually mouse) on the z axis.
            </summary>
            <remarks>
            Cursor velocity properties do not counsider bounds; that is, a cursor will still have an xVelocity
            even if it is pressed against the right side of the screen and being moved to the right.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.Cursor.WindowPushed">
            <summary>
            The window that the cursor was over when the mouse button was pressed.
            </summary>
            <remarks>
            When the mouse button is pushed down, this value is set - either to null 
            if the mouse is not over any Windows or to the Window that the mouse is over.  
            When the mouse button is released (clicked), this value is set to null.  
            This value is useful for clicking on Windows.  Specifically, when the cursor is clicked
            on a Button, the WindowPushed value is tested to make sure that it is the same as 
            the Window clicked on.  This allows for players to push on a Button but move 
            the mouse away and click elsewhere without clicking on the Button originally 
            pushed and without accidentally clicking on other Buttons.  This is also used
            with ToggleButtons to control when they are pressed and unpressed.
            </remarks>
        </member>
        <member name="T:FlatRedBall.Graphics.Texture.BitmapList">
            <summary>
            A list of Bitmaps which can be created from a loaded .gif.
            </summary>
            <remarks>
            This class can be created through the FlatRedBallServices.Load method.
            </remarks>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.AnimationKey">
            <summary>
            This template defines a set of animation keys. The keyType member specifies whether the keys are rotation, 
            scale or position keys (using the integers 0, 1, or 2 respectively).
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.AnimationKey.#ctor">
            <summary>
            This template defines a set of animation keys. The keyType member specifies whether the keys are rotation, 
            scale or position keys (using the integers 0, 1, or 2 respectively).
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.AnimationKey.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.AnimationKey.KeyType">
            <summary>
            The Type of Key by an integer value.
            0 - Rotation
            1 - Scale
            2 - Position
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.AnimationKey.nKeys">
            <summary>
            An integer value for the amount of Keys.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.AnimationKey.Keys">
            <summary>
            A TimedFloatKeys array for ths AnimationKey.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Lighting.LightIndexer`1">
            <summary>
            Provides a method of indexing lights without access to the actual lists
            </summary>
            <typeparam name="T">The type of lights</typeparam>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.LightCollection.SetDefaultLighting(FlatRedBall.Graphics.Lighting.LightCollection.DefaultLightingSetup)">
            <summary>
            Sets the lighting to one of the default lighting setups
            </summary>
            <param name="lightingSetup">The lighting setup to use</param>
        </member>
        <member name="P:FlatRedBall.Graphics.Lighting.LightCollection.Name">
            <summary>
            Gets or sets the name of the lighting collection (e.g. Evening)
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.ModelMeshSave">
            <summary>
            Save class for information about ModelMeshes. This contains a list of ModelMeshPartSaves.
            </summary>
        </member>
        <member name="T:FlatRedBall.Attributes.InstanceMember">
            <summary>
            Matches the marked member with the member to set when this instance is loaded through
            the content pipeline.  This attribute is usually applied to ExternalReference objects.
            </summary>
        </member>
        <member name="T:FlatRedBall.Utilities.DebuggingFunctions">
            <summary>
            Class providing methods which can help during debugging.
            </summary>
        </member>
        <member name="T:FlatRedBall.Math.Geometry.Frustum">
            <summary>
            A drawable, 3D volume defining the visible area of a camera.  This can be used to 
            display the visible area of a Camera. 
            </summary>
        </member>
        <member name="T:FlatRedBall.Instructions.Reflection.PropertyCollection">
            <summary>
            Stores a list of properties and values for those properties (PropertyValuePair)
            </summary>
            <remarks>
            This class can be used to either store states of objects or abstract the setting of states.
            </remarks>
        </member>
        <member name="T:FlatRedBall.Input.InputManager">
            <summary>
            Containing functionality for keyboard, mouse, and joystick input.
            </summary>
        </member>
        <member name="F:FlatRedBall.Input.InputManager.mReceivingInput">
            <summary>
            Reference to an IInputReceiver which will have its ReceiveInput method called every frame.
            </summary>
            <remarks>
            If this reference is not null, the reference's ReceiveInput method is called in the InputManager.GetInputState method.
            <seealso cref="!:FlatRedBall.InputManager.GetInputState"/>
            <seealso cref="T:FlatRedBall.Gui.IInputReceiver"/>
            </remarks>
        </member>
        <member name="T:FlatRedBall.Gui.VisibilitySetting">
            <summary>
            Settings which can be used to set the visibility of member elements
            depending on the value of another member.
            </summary>
            <remarks>
            This enum is used by MemberVisibleCondition which is used in the 
            PropertyGrid's SetConditionalMemberVisibility method to set how the
            state of one property can impact the visibility of another property.
            </remarks>
        </member>
        <member name="T:FlatRedBall.Gui.PropertyWindowAssociation">
            <summary>
            Base non-generic class for the generic PropertyWindowAssociation class.
            </summary>
            <remarks>
            Contains information about an element in the PropertyGrid.  Information includes the
            UI element displaying the property, its associated Label, the member name, read/write
            permissions, and category.
            </remarks>
        </member>
        <member name="F:FlatRedBall.Gui.PropertyWindowAssociation.Window">
            <summary>
            The window that allows for editing of the property.
            </summary>
            <remarks>
            Fore example, a bool property would have a ComboBox.
            </remarks>
        </member>
        <member name="F:FlatRedBall.Gui.PropertyWindowAssociation.IsViewable">
            <summary>
            When a property is not a base type understood by
            the PropertyGrid it is represented by a button.  These
            properties can then be viewed in their own PropertyGrid.
            Even if CanWrite is false on these properties the user should
            still be able to view them.  If CanWrite is false but this is 
            true then the UI (button) representing this property will be enabled.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.PropertyWindowAssociation.ChildFloatingWindow">
            <summary>
            The window that allows for more detailed editing of an object.
            This window will appear if the user clicks on an "Edit Property" button.
            </summary>
            <remarks>
            Some types like ints and floats have natural representations, but other custom
            types do not.  Therefore if a member that the PropertyGrid does not how to display
            is included, then the PropertyGrid will show a button that says "Edit Property".  Pressing
            this button will bring up a new window which will show the details of an object in a new PropertyGrid
            or ListBox.  This will hold the reference to the window.
            
            Holding the reference not only eliminates some garbage collection and memory allocation, but it also allows
            the user to get a reference to it to add events for custom behavior.
            </remarks>
        </member>
        <member name="E:FlatRedBall.Gui.PropertyWindowAssociation.ChangeEvent">
            <summary>
            Raised whenever a property is changed through the PropertyGrid.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.PropertyWindowAssociation`1">
            <summary>
            Generic class storing associations between UI elements and settings for the member
            in the PropertyGrid.
            </summary>
            <remarks>
            <seealso cref="T:FlatRedBall.Gui.PropertyWindowAssociation"/>
            </remarks>
            <typeparam name="T">The type of the member being shown.</typeparam>
        </member>
        <member name="T:FlatRedBall.Gui.PropertyGrids.DoublePropertyGrid">
            <summary>
            A StructReferencePropertyGrid used by the FlatRedBall Engine when editing doubles in a ListDisplayWindow.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.OkCancelWindow">
            <summary>
            Summary description for OkCancelWindow.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.PostProcessing.RadialBlur">
            <summary>
            Post processing effect which can be used to perform a radial blur.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.PostProcessing.RadialBlur.mBlurSampleCount">
            <summary>
            The number of samples used in the blur filtering (static for now)
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.RadialBlur.#ctor">
            <summary>
            Internal Constructor (so this class can't be instantiated externally)
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.RadialBlur.ToString">
            <summary>
            Reports this effect's name as a string
            </summary>
            <returns>The effect's name as a string</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.RadialBlur.InitializeEffect">
            <summary>
            Loads the effect
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.RadialBlur.SetSampleParameters">
            <summary>
            Calculates and sets the sampling parameters in the shader
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.RadialBlur.GaussianStrength">
            <summary>
            Controls the strength of the Gaussian blur
            (the standard deviation of the normal curve used for sampling nearby coordinates)
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.RadialBlur.Length">
            <summary>
            Gets or sets the length of the directional blur (in pixels)
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.RadialBlur.CenterX">
            <summary>
            Gets or sets the x value of the point from which the blur originates (in UV coordinates)
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.RadialBlur.CenterY">
            <summary>
            Gets or sets the y value of the point from which the blur originates (in UV coordinates)
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.RadialBlur.Quality">
            <summary>
            Gets or sets the quality of the blur
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.MeshNormals">
            <summary>
            This template defines normals for a mesh. The first array of vectors is the normal vectors themselves, 
            and the second array is an array of indexes specifying which normals should be applied to a given face. 
            The value of the nFaceNormals member should be equal to the number of faces in a mesh.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.MeshNormals.#ctor">
            <summary>
            This template defines normals for a mesh. The first array of vectors is the normal vectors themselves, 
            and the second array is an array of indexes specifying which normals should be applied to a given face. 
            The value of the nFaceNormals member should be equal to the number of faces in a mesh.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.MeshNormals.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.MeshNormals.nNormals">
            <summary>
            A integer value of the amount of Normals for this Mesh.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.MeshNormals.Normals">
            <summary>
            A Vector array of the Normals for this mesh.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.MeshNormals.nFaceNormals">
            <summary>
            An integer value of the Amount of Face Normals.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.MeshNormals.FaceNormals">
            <summary>
            A Mesh Face array of the Face Normals.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Model.ModelVertexInfo">
            <summary>
            Contains information about what fields a model's mesh's vertices provide
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Model.PositionedModel.LodMeshOrder">
            <summary>
            Specifies the ordering and distance of meshes to be used at different LODs
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Model.PositionedModel.mAnimate">
            <summary>
            Whether animation is being performed.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Model.PositionedModel.CustomEffect">
            <summary>
            Specifies a custom effect to use with this model
            (when null, uses Model's internal effects)
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Model.PositionedModel.VertexInformation">
            <summary>
            A list of vertex information, indexed as VertexInformation[mesh#][meshpart#]
            Built during ModelManager.AddModel()
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.PositionedModel.Clone">
            <summary>
            Creates a new PositionedModel which shares the same reference
            for XnaModel and Effects.
            </summary>
            <returns>The newly-created PositionedModel.</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.PositionedModel.ContainsBone(System.String)">
            <summary>
            Checks whether a bone with the specified name exists
            </summary>
            <param name="boneName">The name of the bone</param>
            <returns>Whether or not the bone with the specified name exists</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.PositionedModel.ContainsAnimation(System.String)">
            <summary>
            Checks whether an animation with the specified name exists
            </summary>
            <param name="animationName">The name of the animation</param>
            <returns>Whether or not the animation with the specified name exists</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.PositionedModel.GetAnimation(System.String)">
            <summary>
            Gets an animation controller for the specified animation
            </summary>
            <param name="animationName">The name of the animation</param>
            <returns>An animation controller</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.PositionedModel.GetAnimationNameList">
            <summary>
            Creates and returns a list of animation names
            (use for tools - creates a list, which may be slow for game code)
            </summary>
            <returns>A list of animation names</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.PositionedModel.SetAnimation(System.String,System.String)">
            <summary>
            Sets the animation on the model to the animation with the specified name
            </summary>
            <param name="boneName">The name of the bone to set the animation on</param>
            <param name="animationName">The name of the animation</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.PositionedModel.AddAnimation(FlatRedBall.Graphics.Model.Animation.AnimationController)">
            <summary>
            Adds an animation to the model's ModelAnimator.
            </summary>
            <param name="animationController">The animation controller to add.</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.PositionedModel.AddAnimation(System.String,System.String,System.String,System.Boolean)">
            <summary>
            Adds an animation to the model's ModelAnimator.
            </summary>
            <param name="fileName">The file containing the animation to add.</param>
            <param name="contentManagerName">The name of the content manager.</param>
            <param name="animationName">The name of the animation to add (from the file).</param>
            <param name="setAsCurrentAnimation">Whether to update this.CurrentAnimation to the newly added animation.</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.PositionedModel.ClearBlendAnimation">
            <summary>
            Sets the current blend animation to null
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.PositionedModel.ClearBlendAnimation(System.String)">
            <summary>
            Sets the current blend animation to null
            </summary>
            <param name="boneName">The bone to clear the blend animation on</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.PositionedModel.ClearAnimation">
            <summary>
            Sets the current animation to null
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.PositionedModel.ClearAnimation(System.String)">
            <summary>
            Sets the current animation to null
            </summary>
            <param name="boneName">The bone to clear the animation on</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.PositionedModel.SetBlendAnimation(System.String)">
            <summary>
            Sets the blend-to animation on the model to the animation track with the specified name
            </summary>
            <param name="animationName">The name of the animation</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.PositionedModel.SetBlendAnimation(System.String,System.String)">
            <summary>
            Sets the blend-to animation on the model to the animation track with the specified name
            </summary>
            <param name="boneName">The name of the bone to set the animation on</param>
            <param name="animationName">The name of the animation</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.PositionedModel.SetBlendAmount(System.Single)">
            <summary>
            Sets the blending factor for the current animations on all bones
            </summary>
            <param name="blendFactor">The amount to blend between the current animation and the blend animation, in the range [0,1]</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.PositionedModel.SetBlendAmount(System.String,System.Single)">
            <summary>
            Sets the blending factor for the current animations on all bones
            </summary>
            <param name="boneName">The name of the bone to set the blend amount on</param>
            <param name="blendFactor">The amount to blend between the current animation and the blend animation, in the range [0,1]</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.PositionedModel.BlendTo(System.String,System.Double)">
            <summary>
            Blends to another animation from the current animation, over the specified time
            </summary>
            <param name="animationName">The name of the animation to blend to</param>
            <param name="blendTime">The length of the blend</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.PositionedModel.GetBoneNameList">
            <summary>
            Creates and returns a list of bone names
            (use for tools - creates a list, which may be slow for game code)
            </summary>
            <returns>A list of bone names</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.PositionedModel.SetSpeedFactor(System.String,System.Single)">
            <summary>
            Sets the speed factor for a specific animation
            </summary>
            <param name="animationName">The name of the animation to set the speed factor on</param>
            <param name="speedFactor">The speed of the animation, with 1.0f as normal speed</param>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.PositionedModel.Bones">
            <summary>
            Gets the bones collection for this model
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.PositionedModel.HasAnimation">
            <summary>
            Whether or not this model has animation information
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.PositionedModel.AnimationSpeed">
            <summary>
            Sets the speed factor for all animations
            </summary>
            <param name="speedFactor">The speed of the animation, with 1.0f as normal speed</param>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.PositionedModel.Texture">
            <summary>
            Sets the model's texture
            Will not work if the model is using custom effects or if
            the model loads its own fx files unless you are using
            the same parameter name for texture as BasicEffect uses.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.PositionedModel.LodType">
            <summary>
            Gets or sets the type of LOD drawing to use for this model
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.PositionedModel.TransformationMatrix">
            <summary>
            Gets the transformation (world) matrix for this model
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Model.PositionedModel.LodMeshOrdering.MeshId">
            <summary>
            The index of the mesh in the model's mesh collection
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Model.PositionedModel.LodMeshOrdering.LodDistance">
            <summary>
            The distance after which this mesh will be drawn (up until the next
            mesh's distance, if it exists)
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Model.Animation.BoneKeyframeCollection">
            <summary>
            A collection of BoneKeyFrames that represents an animation track.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.BoneKeyframeCollection.GetIndexByTime(System.Double)">
            <summary>
            Gets the index in the track at the given time.
            </summary>
            <param name="ticks">The time for which the index is found.</param>
            <returns>The index in the track at the given time.</returns>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BoneKeyframeCollection.Duration">
            <summary>
            Gets the duration of the animation track.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.BoneKeyframeCollection.BoneName">
            <summary>
            Gets the name of the bone associated with the animation track.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Model.Animation.BoneKeyframe">
            <summary>
            Represents a keyframe in an animation track.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.BoneKeyframe.#ctor(Microsoft.Xna.Framework.Matrix,System.Double)">
            <summary>
            Creats a new BoneKeyframe.
            </summary>
            <param name="transform">The transform for the keyframe.</param>
            <param name="time">The time in ticks for the keyframe.</param>
        </member>
        <member name="F:FlatRedBall.Graphics.Model.Animation.BoneKeyframe.Transform">
            <summary>
            The transform for the keyframe.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Model.Animation.BoneKeyframe.Time">
            <summary>
            The time for the keyframe.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Model.Animation.AnimationChannelCollection">
            <summary>
            A collection of animation channels or tracks, which are sections of an
            animation that run for one bone.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.AnimationChannelCollection.Item(System.String)">
            <summary>
            Gets the BoneKeyframeCollection that is associated with the given bone.
            </summary>
            <param name="boneName">The name of the bone that contains a track in this
            AnimationChannelCollection.</param>
            <returns>The track associated with the given bone.</returns>
        </member>
        <member name="T:FlatRedBall.Graphics.Model.Animation.AnimationInfo">
            <summary>
            Contains information about an animation.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.AnimationInfo.AffectsBone(System.String)">
            <summary>
            Returns true if the animation contains any tracks that affect the given
            bone.
            </summary>
            <param name="boneName">The bone to test for track information.</param>
            <returns>True if the animation contains any tracks that affect the given
            bone.</returns>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.AnimationInfo.AnimationName">
            <summary>
            The name of the animation.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.AnimationInfo.AnimationChannels">
            <summary>
            Gets a collection of channels that represent the bone animation
            tracks for this animation.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.AnimationInfo.AffectedBones">
            <summary>
            Gets a collection of bones that have tracks in this animation.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.AnimationInfo.Duration">
            <summary>
            Gets the total duration of this animation in ticks.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.AnimationInfo.Name">
            <summary>
            Gets the name of the animation.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Model.Animation.AnimationInfoCollection">
            <summary>
            A collection of AnimationInfo objects.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.AnimationInfoCollection.FromModel(Microsoft.Xna.Framework.Graphics.Model)">
            <summary>
            Gets a collection of animations stored in the model.
            </summary>
            <param name="model">The model that contains the animations.</param>
            <returns>The animations stored in the model.</returns>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.Animation.AnimationInfoCollection.Item(System.Int32)">
            <summary>
            Gets the AnimationInfo object at the given index.
            </summary>
            <param name="index">The index of the AnimationInfo object.</param>
            <returns>The AnimationInfo object at the given index.</returns>
        </member>
        <member name="T:FlatRedBall.Graphics.Lighting.SpotLight">
            <summary>
            NOT IMPLEMENTED - A point light which shines in a volume defined by a cone.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Lighting.PointLight">
            <summary>
            A positioned light with a range.  This light can be used to simulate lights which come from
            a single source as a lightbulb.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Lighting.BasePositionedLight">
            <summary>
            Base class for positioned lights
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Lighting.BasePositionedLight.mDiffuseColor">
            <summary>
            The color of this light.  The default value is (1,1,1).
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Lighting.BasePositionedLight.mSpecularColor">
            <summary>
            The color of this light.  The default value is (0,0,0).
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Lighting.BasePositionedLight.mEnabled">
            <summary>
            Whether or not this light is enabled
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.BasePositionedLight.SetColor(Microsoft.Xna.Framework.Graphics.Color)">
            <summary>
            Sets the color of this light using an XNA Color
            </summary>
            <param name="color">The color of this light</param>
        </member>
        <member name="P:FlatRedBall.Graphics.Lighting.BasePositionedLight.DiffuseColor">
            <summary>
            Gets or sets the RGB color of this light
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Lighting.BasePositionedLight.SpecularColor">
            <summary>
            Gets or sets the RGB color of this light
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Lighting.BasePositionedLight.Enabled">
            <summary>
            Gets or sets whether or not this light is enabled
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Lighting.PointLight.mRange">
            <summary>
            The distance from the light where the light rays have no effect
            on the scene. The default value is 20.  At a future time 0 will be infinite, but this is not currently implemented.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.PointLight.#ctor">
            <summary>
            Creates a point light with the default color (0,0,0) and range (infinite)
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.PointLight.#ctor(Microsoft.Xna.Framework.Graphics.Color,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Creates a point light with the default range (infinite)
            </summary>
            <param name="color">The color of the light</param>
            <param name="position">The position of the light</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.PointLight.#ctor(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Creates a point light with the default range (infinite)
            </summary>
            <param name="color">The color of the light</param>
            <param name="position">The position of the light</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.PointLight.#ctor(Microsoft.Xna.Framework.Graphics.Color,Microsoft.Xna.Framework.Vector3,System.Single)">
            <summary>
            Creates a point light
            </summary>
            <param name="color">The color of the light</param>
            <param name="position">The position of the light</param>
            <param name="range">The distance from the light where the light rays
            have no effect on the scene (0 = infinite).</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.PointLight.#ctor(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Single)">
            <summary>
            Creates a point light
            </summary>
            <param name="color">The color of the light</param>
            <param name="position">The position of the light</param>
            <param name="range">The distance from the light where the light rays
            have no effect on the scene (0 = infinite).</param>
        </member>
        <member name="P:FlatRedBall.Graphics.Lighting.PointLight.Range">
            <summary>
            Gets or sets the distance from the light where the light rays
            have no effect on the scene (0 = infinite).
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Lighting.SpotLight.mInnerAngle">
            <summary>
            The inner cone angle of the spotlight, measured in radians.  The default value is 0.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Lighting.SpotLight.mOuterAngle">
            <summary>
            The outer cone angle of the spotlight, measured in radians.  The default value is PI/4.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.SpotLight.#ctor">
            <summary>
            Creates a spot light with the default color (0,0,0), position,
            direction, inner and outer angles and range (infinite)
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.SpotLight.#ctor(Microsoft.Xna.Framework.Graphics.Color,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Creates a spot light with the default inner and outer angles, range (infinite) and direction
            </summary>
            <param name="color">The color of the light</param>
            <param name="position">The position of the light</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.SpotLight.#ctor(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Creates a spot light with the default inner and outer angles, range (infinite) and direction
            </summary>
            <param name="color">The color of the light</param>
            <param name="position">The position of the light</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.SpotLight.#ctor(Microsoft.Xna.Framework.Graphics.Color,Microsoft.Xna.Framework.Vector3,System.Single)">
            <summary>
            Creates a spot light with the default inner and outer angles and direction
            </summary>
            <param name="color">The color of the light</param>
            <param name="position">The position of the light</param>
            <param name="range">The distance from the light where the light rays
            have no effect on the scene (0 = infinite).</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.SpotLight.#ctor(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Single)">
            <summary>
            Creates a spot light with the default inner and outer angles and direction
            </summary>
            <param name="color">The color of the light</param>
            <param name="position">The position of the light</param>
            <param name="range">The distance from the light where the light rays
            have no effect on the scene (0 = infinite).</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.SpotLight.#ctor(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Single,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Creates a spot light with the default inner and outer angles
            </summary>
            <param name="color">The color of the light</param>
            <param name="position">The position of the light</param>
            <param name="range">The distance from the light where the light rays
            have no effect on the scene (0 = infinite).</param>
            <param name="direction">The direction of the light</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.SpotLight.#ctor(Microsoft.Xna.Framework.Graphics.Color,Microsoft.Xna.Framework.Vector3,System.Single,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Creates a spot light with the default inner and outer angles
            </summary>
            <param name="color">The color of the light</param>
            <param name="position">The position of the light</param>
            <param name="range">The distance from the light where the light rays
            have no effect on the scene (0 = infinite).</param>
            <param name="direction">The direction of the light</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.SpotLight.#ctor(Microsoft.Xna.Framework.Graphics.Color,Microsoft.Xna.Framework.Vector3,System.Single,Microsoft.Xna.Framework.Vector3,System.Single,System.Single)">
            <summary>
            Creates a spot light with the default inner and outer angles
            </summary>
            <param name="color">The color of the light</param>
            <param name="position">The position of the light</param>
            <param name="range">The distance from the light where the light rays
            have no effect on the scene (0 = infinite).</param>
            <param name="direction">The direction of the light</param>
            <param name="innerAngle">The inner cone angle of the spotlight, measured in radians.</param>
            <param name="outerAngle">The inner cone angle of the spotlight, measured in radians.</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.SpotLight.#ctor(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Single,Microsoft.Xna.Framework.Vector3,System.Single,System.Single)">
            <summary>
            Creates a spot light with the default inner and outer angles
            </summary>
            <param name="color">The color of the light</param>
            <param name="position">The position of the light</param>
            <param name="range">The distance from the light where the light rays
            have no effect on the scene (0 = infinite).</param>
            <param name="direction">The direction of the light</param>
            <param name="innerAngle">The inner cone angle of the spotlight, measured in radians.</param>
            <param name="outerAngle">The inner cone angle of the spotlight, measured in radians.</param>
        </member>
        <member name="P:FlatRedBall.Graphics.Lighting.SpotLight.Direction">
            <summary>
            Gets or sets the direction of this light
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Lighting.SpotLight.InnerAngle">
            <summary>
            Gets or sets the inner cone angle of the spotlight, measured in radians.  The default value is 0.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Lighting.SpotLight.OuterAngle">
            <summary>
            Gets or sets the outer cone angle of the spotlight, measured in radians.  The default value is PI/4.
            </summary>
        </member>
        <member name="T:FlatRedBall.ServiceContainer">
            <summary>
            Container class implements the IServiceProvider interface. This is used
            to pass shared services between different components, for instance the
            ContentManager uses it to locate the IGraphicsDeviceService implementation.
            </summary>
        </member>
        <member name="M:FlatRedBall.FlatRedBallServices.InitializeFlatRedBall(Microsoft.Xna.Framework.Game,Microsoft.Xna.Framework.GraphicsDeviceManager)">
            <summary>
            Used to initialize FlatRedBall with a game
            </summary>
            <param name="game">The game</param>
            <param name="graphics">The graphics device manager</param>
        </member>
        <member name="M:FlatRedBall.FlatRedBallServices.InitializeFlatRedBall(Microsoft.Xna.Framework.Game,Microsoft.Xna.Framework.GraphicsDeviceManager,FlatRedBall.Graphics.GraphicsOptions)">
            <summary>
            Used to initialize FlatRedBall with a game and graphics options
            </summary>
            <param name="game">The game</param>
            <param name="graphics">The graphics device manager</param>
            <param name="graphicsOptions">The graphics options to use for this game</param>
        </member>
        <member name="M:FlatRedBall.FlatRedBallServices.InitializeFlatRedBall(Microsoft.Xna.Framework.Graphics.IGraphicsDeviceService,System.IntPtr)">
            <summary>
            Used to intialize FlatRedBall without a game object (e.g. in windows forms projects)
            </summary>
            <param name="graphics">The graphics device service</param>
            <param name="windowHandle">The window handle</param>
        </member>
        <member name="M:FlatRedBall.FlatRedBallServices.InitializeFlatRedBall(Microsoft.Xna.Framework.Graphics.IGraphicsDeviceService,System.IntPtr,FlatRedBall.Graphics.GraphicsOptions)">
            <summary>
            Used to intialize FlatRedBall without a game object (e.g. in windows forms projects) and with graphics options
            </summary>
            <param name="graphics">The graphics device service</param>
            <param name="windowHandle">The window handle</param>
            <param name="graphicsOptions">The graphics options</param>
        </member>
        <member name="M:FlatRedBall.FlatRedBallServices.FinishInitialization(Microsoft.Xna.Framework.Graphics.IGraphicsDeviceService)">
            <summary>
            Basic initialization steps (commond to all initialization methods)
            </summary>
        </member>
        <member name="M:FlatRedBall.FlatRedBallServices.ReplaceFromFileTexture2D(Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Graphics.Texture2D,System.String)">
            <summary>
            Attempts to replace the texture. Will only work if the texture is loaded from file.
            </summary>
            <param name="oldTexture">Reference to the old texture</param>
            <param name="newTexture">Reference to the new texture</param>
            <param name="contentManagerName">The name of the content manager containing the texture</param>
        </member>
        <member name="T:FlatRedBall.Content.CsvReader">
            <summary>
            This class will be instantiated by the XNA Framework Content
            Pipeline to read the specified data type from binary .xnb format.
            
            Unlike the other Content Pipeline support classes, this should
            be a part of your main game project, and not the Content Pipeline
            Extension Library project.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.AnimationChain.AnimationChainListSaveBase`1">
            <summary>
            Base class for AnimationChainListSave and AnimationChainListSaveContent.
            </summary>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.PhysicsPolygon.CreatePointSet">
            <summary>
            Creates a set of points by removing duplicates
            </summary>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.PhysicsPolygon.GetCollisionPointSet(FlatRedBall.Math.Geometry.Polygon)">
            <summary>
            Returns the collision point set of this and another polygon.
            </summary>
            <param name="polygon">The other polygon.</param>
            <returns> The union of the set of all points in this polygon that lie inside the other polygon
            and the set of all points in the other polygon that le inside this one.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.PhysicsPolygon.GetCenterOfPoints(System.Collections.Generic.List{FlatRedBall.Math.Geometry.Point})">
            <summary>
            Finds the center of a point list.
            </summary>
            <param name="points">The points.</param>
            <returns>The center of the list of points.</returns>
        </member>
        <member name="T:FlatRedBall.Math.Collision.CollisionEnumerations">
            <summary>
            A class storing enumerations for collisions.
            </summary>
        </member>
        <member name="T:ICSharpCode.SharpZipLib.Zip.Compression.Streams.StreamManipulator">
             <summary>
             This class allows us to retrieve a specified number of bits from
             the input buffer, as well as copy big byte blocks.
            
             It uses an int buffer to store up to 31 bits for direct
             manipulation.  This guarantees that we can get at least 16 bits,
             but we only need at most 15, so this is all safe.
            
             There are some optimizations in this class, for example, you must
             never peek more than 8 bits more than needed, and you must first
             peek bits before you may drop them.  This is not a general purpose
             class but optimized for the behaviour of the Inflater.
            
             authors of the original java version : John Leuner, Jochen Hoenicke
             </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.StreamManipulator.#ctor">
            <summary>
            Constructs a default StreamManipulator with all buffers empty
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.StreamManipulator.PeekBits(System.Int32)">
            <summary>
            Get the next sequence of bits but don't increase input pointer.  bitCount must be
            less or equal 16 and if this call succeeds, you must drop
            at least n - 8 bits in the next call.
            </summary>
            <param name="bitCount">The number of bits to peek.</param>
            <returns>
            the value of the bits, or -1 if not enough bits available.  */
            </returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.StreamManipulator.DropBits(System.Int32)">
            <summary>
            Drops the next n bits from the input.  You should have called PeekBits
            with a bigger or equal n before, to make sure that enough bits are in
            the bit buffer.
            </summary>
            <param name="bitCount">The number of bits to drop.</param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.StreamManipulator.GetBits(System.Int32)">
            <summary>
            Gets the next n bits and increases input pointer.  This is equivalent
            to <see cref="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.StreamManipulator.PeekBits(System.Int32)"/> followed by <see cref="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.StreamManipulator.DropBits(System.Int32)"/>, except for correct error handling.
            </summary>
            <param name="bitCount">The number of bits to retrieve.</param>
            <returns>
            the value of the bits, or -1 if not enough bits available.
            </returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.StreamManipulator.SkipToByteBoundary">
            <summary>
            Skips to the next byte boundary.
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.StreamManipulator.CopyBytes(System.Byte[],System.Int32,System.Int32)">
            <summary>
            Copies bytes from input buffer to output buffer starting
            at output[offset].  You have to make sure, that the buffer is
            byte aligned.  If not enough bytes are available, copies fewer
            bytes.
            </summary>
            <param name="output">
            The buffer to copy bytes to.
            </param>
            <param name="offset">
            The offset in the buffer at which copying starts
            </param>
            <param name="length">
            The length to copy, 0 is allowed.
            </param>
            <returns>
            The number of bytes copied, 0 if no bytes were available.
            </returns>
            <exception cref="T:System.ArgumentOutOfRangeException">
            Length is less than zero
            </exception>
            <exception cref="T:System.InvalidOperationException">
            Bit buffer isnt byte aligned
            </exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.StreamManipulator.Reset">
            <summary>
            Resets state and empties internal buffers
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.StreamManipulator.SetInput(System.Byte[],System.Int32,System.Int32)">
            <summary>
            Add more input for consumption.
            Only call when IsNeedingInput returns true
            </summary>
            <param name="buffer">data to be input</param>
            <param name="offset">offset of first byte of input</param>
            <param name="count">number of bytes of input to add.</param>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Streams.StreamManipulator.AvailableBits">
            <summary>
            Gets the number of bits available in the bit buffer.  This must be
            only called when a previous PeekBits() returned -1.
            </summary>
            <returns>
            the number of bits available.
            </returns>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Streams.StreamManipulator.AvailableBytes">
            <summary>
            Gets the number of bytes available.
            </summary>
            <returns>
            The number of bytes available.
            </returns>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Streams.StreamManipulator.IsNeedingInput">
            <summary>
            Returns true when SetInput can be called
            </summary>
        </member>
        <member name="T:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterHuffman">
            <summary>
            This is the DeflaterHuffman class.
            
            This class is <i>not</i> thread safe.  This is inherent in the API, due
            to the split of Deflate and SetInput.
            
            author of the original java version : Jochen Hoenicke
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterHuffman.pending">
            <summary>
            Pending buffer to use
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterHuffman.#ctor(ICSharpCode.SharpZipLib.Zip.Compression.DeflaterPending)">
            <summary>
            Construct instance with pending buffer
            </summary>
            <param name="pending">Pending buffer to use</param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterHuffman.Reset">
            <summary>
            Reset internal state
            </summary>		
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterHuffman.SendAllTrees(System.Int32)">
            <summary>
            Write all trees to pending buffer
            </summary>
            <param name="blTreeCodes">The number/rank of treecodes to send.</param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterHuffman.CompressBlock">
            <summary>
            Compress current buffer writing data to pending buffer
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterHuffman.FlushStoredBlock(System.Byte[],System.Int32,System.Int32,System.Boolean)">
            <summary>
            Flush block to output with no compression
            </summary>
            <param name="stored">Data to write</param>
            <param name="storedOffset">Index of first byte to write</param>
            <param name="storedLength">Count of bytes to write</param>
            <param name="lastBlock">True if this is the last block</param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterHuffman.FlushBlock(System.Byte[],System.Int32,System.Int32,System.Boolean)">
            <summary>
            Flush block to output with compression
            </summary>		
            <param name="stored">Data to flush</param>
            <param name="storedOffset">Index of first byte to flush</param>
            <param name="storedLength">Count of bytes to flush</param>
            <param name="lastBlock">True if this is the last block</param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterHuffman.IsFull">
            <summary>
            Get value indicating if internal buffer is full
            </summary>
            <returns>true if buffer is full</returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterHuffman.TallyLit(System.Int32)">
            <summary>
            Add literal to buffer
            </summary>
            <param name="literal">Literal value to add to buffer.</param>
            <returns>Value indicating internal buffer is full</returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterHuffman.TallyDist(System.Int32,System.Int32)">
            <summary>
            Add distance code and length to literal and distance trees
            </summary>
            <param name="distance">Distance code</param>
            <param name="length">Length</param>
            <returns>Value indicating if internal buffer is full</returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterHuffman.BitReverse(System.Int32)">
            <summary>
            Reverse the bits of a 16 bit value.
            </summary>
            <param name="toReverse">Value to reverse bits</param>
            <returns>Value with bits reversed</returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterHuffman.Tree.Reset">
            <summary>
            Resets the internal state of the tree
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterHuffman.Tree.CheckEmpty">
            <summary>
            Check that all frequencies are zero
            </summary>
            <exception cref="T:ICSharpCode.SharpZipLib.SharpZipBaseException">
            At least one frequency is non-zero
            </exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterHuffman.Tree.SetStaticCodes(System.Int16[],System.Byte[])">
            <summary>
            Set static codes and length
            </summary>
            <param name="staticCodes">new codes</param>
            <param name="staticLengths">length for new codes</param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterHuffman.Tree.BuildCodes">
            <summary>
            Build dynamic codes and lengths
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterHuffman.Tree.GetEncodedLength">
            <summary>
            Get encoded length
            </summary>
            <returns>Encoded length, the sum of frequencies * lengths</returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterHuffman.Tree.CalcBLFreq(ICSharpCode.SharpZipLib.Zip.Compression.DeflaterHuffman.Tree)">
            <summary>
            Scan a literal or distance tree to determine the frequencies of the codes
            in the bit length tree.
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterHuffman.Tree.WriteTree(ICSharpCode.SharpZipLib.Zip.Compression.DeflaterHuffman.Tree)">
            <summary>
            Write tree values
            </summary>
            <param name="blTree">Tree to write</param>
        </member>
        <member name="T:FlatRedBall.IO.Csv.MalformedCsvException">
            <summary>
            Represents the exception that is thrown when a CSV file is malformed.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.MalformedCsvException._message">
            <summary>
            Contains the message that describes the error.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.MalformedCsvException._rawData">
            <summary>
            Contains the raw data when the error occured.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.MalformedCsvException._currentFieldIndex">
            <summary>
            Contains the current field index.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.MalformedCsvException._currentRecordIndex">
            <summary>
            Contains the current record index.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.MalformedCsvException._currentPosition">
            <summary>
            Contains the current position in the raw data.
            </summary>
        </member>
        <member name="M:FlatRedBall.IO.Csv.MalformedCsvException.#ctor">
            <summary>
            Initializes a new instance of the MalformedCsvException class.
            </summary>
        </member>
        <member name="M:FlatRedBall.IO.Csv.MalformedCsvException.#ctor(System.String)">
            <summary>
            Initializes a new instance of the MalformedCsvException class.
            </summary>
            <param name="message">The message that describes the error.</param>
        </member>
        <member name="M:FlatRedBall.IO.Csv.MalformedCsvException.#ctor(System.String,System.Exception)">
            <summary>
            Initializes a new instance of the MalformedCsvException class.
            </summary>
            <param name="message">The message that describes the error.</param>
            <param name="innerException">The exception that is the cause of the current exception.</param>
        </member>
        <member name="M:FlatRedBall.IO.Csv.MalformedCsvException.#ctor(System.String,System.Int32,System.Int64,System.Int32)">
            <summary>
            Initializes a new instance of the MalformedCsvException class.
            </summary>
            <param name="rawData">The raw data when the error occured.</param>
            <param name="currentPosition">The current position in the raw data.</param>
            <param name="currentRecordIndex">The current record index.</param>
            <param name="currentFieldIndex">The current field index.</param>
        </member>
        <member name="M:FlatRedBall.IO.Csv.MalformedCsvException.#ctor(System.String,System.Int32,System.Int64,System.Int32,System.Exception)">
            <summary>
            Initializes a new instance of the MalformedCsvException class.
            </summary>
            <param name="rawData">The raw data when the error occured.</param>
            <param name="currentPosition">The current position in the raw data.</param>
            <param name="currentRecordIndex">The current record index.</param>
            <param name="currentFieldIndex">The current field index.</param>
            <param name="innerException">The exception that is the cause of the current exception.</param>
        </member>
        <member name="M:FlatRedBall.IO.Csv.MalformedCsvException.#ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
            <summary>
            Initializes a new instance of the MalformedCsvException class with serialized data.
            </summary>
            <param name="info">The <see cref="T:SerializationInfo"/> that holds the serialized object data about the exception being thrown.</param>
            <param name="context">The <see cref="T:StreamingContext"/> that contains contextual information about the source or destination.</param>
        </member>
        <member name="M:FlatRedBall.IO.Csv.MalformedCsvException.GetObjectData(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
            <summary>
            When overridden in a derived class, sets the <see cref="T:SerializationInfo"/> with information about the exception.
            </summary>
            <param name="info">The <see cref="T:SerializationInfo"/> that holds the serialized object data about the exception being thrown.</param>
            <param name="context">The <see cref="T:StreamingContext"/> that contains contextual information about the source or destination.</param>
        </member>
        <member name="P:FlatRedBall.IO.Csv.MalformedCsvException.RawData">
            <summary>
            Gets the raw data when the error occured.
            </summary>
            <value>The raw data when the error occured.</value>
        </member>
        <member name="P:FlatRedBall.IO.Csv.MalformedCsvException.CurrentPosition">
            <summary>
            Gets the current position in the raw data.
            </summary>
            <value>The current position in the raw data.</value>
        </member>
        <member name="P:FlatRedBall.IO.Csv.MalformedCsvException.CurrentRecordIndex">
            <summary>
            Gets the current record index.
            </summary>
            <value>The current record index.</value>
        </member>
        <member name="P:FlatRedBall.IO.Csv.MalformedCsvException.CurrentFieldIndex">
            <summary>
            Gets the current field index.
            </summary>
            <value>The current record index.</value>
        </member>
        <member name="P:FlatRedBall.IO.Csv.MalformedCsvException.Message">
            <summary>
            Gets a message that describes the current exception.
            </summary>
            <value>A message that describes the current exception.</value>
        </member>
        <member name="T:FlatRedBall.Instructions.TimedKeyframeList">
            <summary>
            A list of timed keyframes which can be used to play an animation.
            </summary>
        </member>
        <member name="T:FlatRedBall.Instructions.Interpolation.IntInterpolator">
            <summary>
            An IInterpolator which can interpolate integer values.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.GuiManager">
            <summary>
            This handles all of our Gui including Windows, Buttons, ListBoxes, ScrollBars, FileWindows,
            and Cursors.  
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.GuiManager.mDominantWindows">
            <summary>
            A stack of Windows which demand input from the cursor.
            </summary>
            <remarks>
            When a dominantWindow is valid, the cursor will not be able to interact with other windows.  When a
            donimantWindow is made invisible, the GuiManager will automatically remove it from its memory.
            In other words a DominantWindow can be removed either through the traditional Remove methods or by
            setting the Window's Visible property to false.
            </remarks>
        </member>
        <member name="F:FlatRedBall.Gui.GuiManager.mToolTipText">
            <summary>
            Sets the tool tip to show
            </summary>
            <remarks>
            Some UI elements like Buttons automatically show
            a tool tip.  This property can be used to overwrite
            what is shown, or to show tool tips when the user is
            over a non-UI element.
            </remarks>
        </member>
        <member name="M:FlatRedBall.Gui.GuiManager.AddPerishableWindow(FlatRedBall.Gui.Window)">
            <summary>
            Adds a Window to the GuiManager which will disappear the next time
            the user clicks.
            </summary>
            <param name="windowToAdd">The Window to add.</param>
        </member>
        <member name="M:FlatRedBall.Gui.GuiManager.AddDominantWindow(FlatRedBall.Gui.Window)">
            <summary>
            Adds a window as a Dominant Window.  If the window is a regular Window
            already managed by the GuiManager it will be removed from the regularly-managed
            windows.
            </summary>
            <param name="windowToSet">The window to add to the Dominant Window stack.</param>
        </member>
        <member name="M:FlatRedBall.Gui.GuiManager.AddTextureSwitch(Microsoft.Xna.Framework.Graphics.Texture2D)">
             <summary>
             Inserts a texture switch in the rendering of the GUI.  The argument textureToSwitch will be 
             used to draw just the next quad passed as 6 vertices.
             </summary>
             <remarks>
             This method is called from the Draw method of an object that is a Window or inherits from
             Window.  This notifies the GuiManager that the next 6 vertices passed through the
             GuiManager.verts.Write(v); call will be using a different texture.  After those 6
             are drawn, the GuiManager continues to draw the rest of the quads using the regular
             GUI texture.
             
             The important thing to remember is that this method does NOT need to be called in pairs.
            
             </remarks>
             <param name="textureToSwitch">The texture to use for the following quad.</param>
        </member>
        <member name="F:FlatRedBall.Graphics.Particle.RangeType.Component">
            <summary>
            Each individual component (X, Y, Z) had an independent range.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Particle.RangeType.Radial">
            <summary>
            The X and Y components are set according to a random angle spanning a full circle and a radial velocity or rate value.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Particle.RangeType.Spherical">
            <summary>
            The X,Y,and Z components are set according to a random point on a full sphere and a radial velocity or rate value.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Particle.RangeType.Wedge">
            <summary>
            The X and Y components are set according to a random angle within wedge values using a radial velocity or rate value.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Particle.RangeType.Cone">
            <summary>
            The X, Y, and Z components are set according to a random point on a 
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Particle.Emitter">
            <summary>
            An emitter is an invisible object which can create one or more Sprites at a specific 
            rate or on a method call.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Particle.Emitter.mRemovalEvent">
            <summary>
            This is used only in the ParticleEditor.  
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Particle.Emitter.Emit(FlatRedBall.SpriteList)">
            <summary>
            Emits particles as specified by the Emitter class
            </summary>
            <remarks>
            This method initiates one emission of particles.  The number of particles emitted
            depends on the numberPerEmission variable.  This method does not consider emission timing, and the time
            is not recorded for emission timing.  
            
            The argument SpriteList stores all Sprites which were emitted
            during the call.  The Sprites are added regularly, rather than in a one way relationship.  This enables
            modification of emitted particles after the method ends.  null can be passed as an argument
            if specific action is not needed for emitted particles.  Particles are automatically created
            through the SpriteManager as Particle Sprites.
            <seealso cref="M:FlatRedBall.Graphics.Particle.Emitter.TimedEmit"/>
            <seealso cref="M:FlatRedBall.SpriteManager.AddParticleSprite(Microsoft.Xna.Framework.Graphics.Texture2D)"/>
            
            </remarks>
            <param name="spriteList">The list of Sprites (which can be null) to add all Sprites created
            by this call.</param>
        </member>
        <member name="P:FlatRedBall.Graphics.Particle.Emitter.SecondsLasting">
            <summary>
            Specifies the number of seconds that particles will remain on the screen and in memory.  This is only considered
            if the RemovalEvent is set to RemovalEventType.TIMED;
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Particle.Emitter.RemovalEventType.None">
            <summary>
            No removal event specified.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Particle.Emitter.RemovalEventType.OutOfScreen">
            <summary>
            Particles will be removed when out of the screen.
            </summary>
            <remarks>
            This uses the camera's IsSpriteInView method.
            </remarks>
        </member>
        <member name="F:FlatRedBall.Graphics.Particle.Emitter.RemovalEventType.Alpha0">
            <summary>
            Particles will be removed when Alpha is 0
            </summary>
            <remarks>
            Setting the Alpha to 0 manually on a particle created by an emitter with this removal event will
            also remove the Sprite.
            </remarks>
        </member>
        <member name="F:FlatRedBall.Graphics.Particle.Emitter.RemovalEventType.Timed">
            <summary>
            Particles will be removed after a certain amount of time has passed after emission.  This value is set through the
            SecondsLasting property.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Model.EffectParameterProperties">
            <summary>
            Runtime effect property value which can be used to set effects.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.SpriteFrame.SpriteFrameSaveBase`1">
            <summary>
            Serves as the base class for SpriteFrameSave and SpriteFrameSaveContent.
            </summary>
            <typeparam name="T">The type of the ParentSprite.  This is generic because
            for SpriteFrameSave the generic type is SpriteSave, but for SpriteFrameSaveContent the
            generic type is SpriteSaveContent.</typeparam>
        </member>
        <member name="F:FlatRedBall.Content.SpriteFrame.SpriteFrameSaveBase`1.BorderSides">
            <summary>
            The BorderSides that this instance represents.
            </summary>
            <remarks>
            <seealso cref="T:FlatRedBall.ManagedSpriteGroups.SpriteFrame.BorderSides"/>
            </remarks>
        </member>
        <member name="F:FlatRedBall.Content.SpriteFrame.SpriteFrameSaveBase`1.ParentSprite">
            <summary>
            The SpriteSaveBase that stores most of the Properties for the SpriteSave.
            </summary>
            <remarks>
            The SpriteSaveBase is used as a storage of properties because nearly all of its
            properties are also used by SpriteFrames.  Therefore, to prevent a lot of copy/paste,
            this class is used to store properties.
            </remarks>
        </member>
        <member name="T:FlatRedBall.Content.Model.MaterialSaveBase">
            <summary>
            Represents the base class for saving material information.
            </summary>
            <remarks>
            This class is used as the base class for the MaterialSave class.  This is used 
            as the base class for MaterialSave (runtime save class) and MaterialSaveContent 
            (content pipeline class).
            </remarks>
        </member>
        <member name="F:FlatRedBall.Content.Model.MaterialSaveBase.EffectFiles">
            <summary>
            The ordered list of effects to apply to Models.
            </summary>
            <remarks>
            The ordering is performed by Mesh and by MeshPart.  That is, if there were
            a PositionedModel with multiple Meshes and multiple MeshParts per mesh, then
            the application might go as follows:
            
            model.Mesh[0].MeshPart[0].Effect = EffectFrom(EffectFiles[0]);
            model.Mesh[0].MeshPart[1].Effect = EffectFrom(EffectFiles[1]);
            model.Mesh[1].MeshPart[0].Effect = EffectFrom(EffectFiles[2]);
            model.Mesh[1].MeshPart[1].Effect = EffectFrom(EffectFiles[3]);
            model.Mesh[1].MeshPart[2].Effect = EffectFrom(EffectFiles[4]);
            // And so on
            <seealso cref="M:FlatRedBall.Content.Model.MaterialSave.ApplyToModel(Microsoft.Xna.Framework.Graphics.Model,System.String)"/>
            </remarks>
        </member>
        <member name="F:FlatRedBall.Content.Model.MaterialSaveBase.EffectParameterFiles">
            <summary>
            The ordered list of EffectParameterLists to apply.
            </summary>
            <remarks>
            See the EffectFiles documentation for an example of the order in which
            the EffectParameterFiles are applied.
            <seealso cref="M:FlatRedBall.Content.Model.MaterialSave.ApplyToModel(Microsoft.Xna.Framework.Graphics.Model,System.String)"/>
            </remarks>
        </member>
        <member name="F:FlatRedBall.Content.Model.MaterialSaveBase.FileName">
            <summary>
            The .matx file that this instance was created from if created from a file.
            </summary>
            <remarks>
            The MaterialSaveBase stores its source file name so that it can re-save itself
            easily if it is embedded in another file like a .scnx file.
            </remarks>
        </member>
        <member name="T:FlatRedBall.Content.MemberMapping">
            <summary>
            Delegate representing the method that is to be called for a property to be mapped.
            This can be applied by specific type or by generic type.
            </summary>
            <param name="objectInfo">The member info of the object being mapped.</param>
            <param name="objectValue">The instance being mapped.</param>
        </member>
        <member name="T:FlatRedBall.Content.LightReader">
            <summary>
            This class will be instantiated by the XNA Framework Content
            Pipeline to read the specified data type from binary .xnb format.
            
            Unlike the other Content Pipeline support classes, this should
            be a part of your main game project, and not the Content Pipeline
            Extension Library project.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.AI.Pathfinding.PositionedNodeSave">
            <summary>
            Save class for the PositionedNode class.  This class is used in the
            .nntx (Node Network XML) file type.
            </summary>
        </member>
        <member name="T:FlatRedBall.Math.Geometry.FloatRectangle">
            <summary>
            A rectangle class using floats for its bounds.  
            </summary>
        </member>
        <member name="F:FlatRedBall.Math.Geometry.FloatRectangle.Default">
            <summary>
            A Rectangle with its top-left point at (0,0) with a width and height of 1.
            </summary>
        </member>
        <member name="T:FlatRedBall.ManagedSpriteGroups.JointState">
            <summary>
            An XML-Serializbale class representing the state of a Joint.  Used in
            the SpriteRigSave class.
            </summary>
        </member>
        <member name="T:FlatRedBall.IO.PaletteInfo">
            <summary>
            Contains an indexed array of Colors to be used by images with ColorType 3 and possibly ColorTypes
            2 and 6.
            </summary>
        </member>
        <member name="T:FlatRedBall.IO.RGB">
            <summary>
            Simple struct used to hold sample values.
            </summary>
        </member>
        <member name="T:FlatRedBall.IO.GifLoader">
            <summary>
            Class responsible for loading GIF files.
            </summary>
            <remarks>
            For information, see:
            http://www.fileformat.info/format/gif/
            </remarks>
        </member>
        <member name="T:FlatRedBall.Graphics.TextField">
            <summary>
            Summary description for TextField.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.PostProcessing.Blur">
            <summary>
            Post processing effect which can be used to blur the screen.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.PostProcessing.Blur.mBlurSampleCount">
            <summary>
            The number of samples used in the blur filtering (static for now)
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.Blur.#ctor">
            <summary>
            Internal Constructor (so this class can't be instantiated externally)
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.Blur.ToString">
            <summary>
            Reports this effect's name as a string
            </summary>
            <returns>The effect's name as a string</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.Blur.InitializeEffect">
            <summary>
            Loads the effect
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.Blur.SetSampleParameters">
            <summary>
            Calculates and sets the sampling parameters in the shader
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.Blur.Draw(FlatRedBall.Camera,Microsoft.Xna.Framework.Graphics.Texture2D@,Microsoft.Xna.Framework.Rectangle@,Microsoft.Xna.Framework.Graphics.Color)">
            <summary>
            Draws the effect
            </summary>
            <param name="screenTexture">The screen texture</param>
            <param name="baseRectangle">The rectangle to draw to</param>
            <param name="clearColor">The background color</param>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.Blur.GaussianStrength">
            <summary>
            Controls the strength of the Gaussian blur
            (the standard deviation of the normal curve used for sampling nearby coordinates)
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.Blur.LinearStrength">
            <summary>
            Controls the strength of the linear blur
            (Scales the sampling points to nearer or farther away)
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.Blur.Quality">
            <summary>
            Gets or sets the quality of the blur
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.Mesh">
            <summary>
            This template defines a simple mesh. The first array is a list of vertices, and the second array defines the faces
            of the mesh by indexing into the vertex array.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Mesh.#ctor">
            <summary>
            This template defines a simple mesh. The first array is a list of vertices, and the second array defines the faces
            of the mesh by indexing into the vertex array.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Mesh.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Mesh.Name">
            <summary>
            The Name of this Mesh.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Mesh.nVertices">
            <summary>
            An integer value of Verticies for this Mesh.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Mesh.Vertices">
            <summary>
            A Vector array of verticies for this Mesh.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Mesh.nFaces">
            <summary>
            An integer value of Faces for this Mesh.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Mesh.Faces">
            <summary>
            A MeshFace array of Faces for this Mesh.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.BatchForwardVectorSorter.Compare(FlatRedBall.Graphics.IDrawableBatch,FlatRedBall.Graphics.IDrawableBatch)">
            <summary>
            Larger comes first.
            </summary>
            <param name="first">The first instance.</param>
            <param name="second">The second instance.</param>
            <returns>-1 if the first comes first, 1 if the second comes first, 0 if they're equal.</returns>
        </member>
        <member name="T:FlatRedBall.Content.Lighting.AmbientLightSave">
            <summary>
            Save class storing AmbientLight information.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Lighting.DirectionalLightSave">
            <summary>
            Save class storing DirectionlLight information.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Lighting.PointLightSave">
            <summary>
            Save class storing PointLight information.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Lighting.SpotLightSave">
            <summary>
            Save class storing SpotLight information
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.AnimationChain.AnimationChainListSave.FromAnimationChainList(FlatRedBall.Graphics.Animation.AnimationChainList)">
            <summary>
            Create a "save" object from a regular animation chain list
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.AI.Pathfinding.LinkSave">
            <summary>
            An XML-Serializable object representing the state of a Link.
            </summary>
        </member>
        <member name="T:FlatRedBall.Network.NetworkManager">
            <summary>
            [Undocumented]
            </summary>
        </member>
        <member name="P:FlatRedBall.Network.NetworkManager.AdditionalLag">
            <summary>
            The amount of time in seconds that the NetworkManager will hold information before sending it.
            This is used to help simulate lag for debugging.
            </summary>
        </member>
        <member name="M:FlatRedBall.Math.Statistics.RandomExtensions.NextFloat(System.Random,System.Single)">
            <summary>
            Returns a float value between 0 and the argument maxValue;
            </summary>
            <param name="maxValue">The max value to return.</param>
            <returns>A value between 0 and the max value.</returns>
        </member>
        <member name="M:FlatRedBall.Math.MathFunctions.AngleToAngle(System.Single,System.Single)">
            <summary>
            Determines the shortest absolute difference between two angles.
            </summary>
            <remarks>
            This method will never return a value with absolute value greater than PI.  It will return 
            either a positive or negative value, keeping all values between positive and negative PI.
            </remarks>
            <param name="angle1">Starting angle in radians.</param>
            <param name="angle2">Ending angle in radians.</param>
            <returns>The number of radians between the two angles.</returns>
        </member>
        <member name="M:FlatRedBall.Math.MathFunctions.ExtractRotationValuesFromMatrix(Microsoft.Xna.Framework.Matrix,System.Single@,System.Single@,System.Single@)">
            <summary>
            Extracts the RotationX, RotationY, and RotationZ values out of a 
            </summary>
            <param name="matrixToExtractFrom">The matrix to get the rotation values out of.</param>
            <param name="RotationX">The RotationX of the Matrix.</param>
            <param name="RotationY">The RotationY of the Matrix.</param>
            <param name="RotationZ">The RotationZ of the Matrix.</param>
        </member>
        <member name="F:FlatRedBall.Math.MathFunctions.frameToFrameInteger">
            <summary>
            Determines the shortest absolute difference between two frames.
            </summary>
            <remarks>
            This method will consider moving forward and backward, as well as cycling from the end
            to the beginning of an AnimationChain.
            </remarks>
            <param name="ac">The animationChain to use when determining the distance.</param>
            <param name="frame1">The first frame.</param>
            <param name="frame2">the second frame.</param>
            <returns></returns>
        </member>
        <member name="M:FlatRedBall.Math.MathFunctions.GetPointOnUnitSphere(System.Random,System.Single@,System.Single@,System.Single@)">
            <summary>
            Returns a random point on the surface of a unit sphere.
            </summary>
            <param name="random">Reference to a Random instance.</param>
            <param name="xPos">The resulting X value.</param>
            <param name="yPos">The resulting Y value.</param>
            <param name="zPos">The resulting Z value.</param>
        </member>
        <member name="M:FlatRedBall.Math.MathFunctions.RegulateAngle(System.Single@)">
            <summary>
            Keeps an angle between 0 and 2*PI.
            </summary>
            <param name="angleToRegulate">The angle to regulate.</param>
        </member>
        <member name="M:FlatRedBall.Math.MathFunctions.RotatePointAroundPoint(System.Single,System.Single,System.Single@,System.Single@,System.Single)">
            <summary>
            Rotates a point around another point by a given number of radians.
            </summary>
            <param name="xBase">X position to rotate around.</param>
            <param name="yBase">Y position to rotate around.</param>
            <param name="xToRotate">X position to rotate (changes).</param>
            <param name="yToRotate">Y position to rotate (changes).</param>
            <param name="angleToChangeBy">Radians to rotate by.</param>
        </member>
        <member name="M:FlatRedBall.Math.MathFunctions.RotatePointAroundPoint(FlatRedBall.Math.Geometry.Point,FlatRedBall.Math.Geometry.Point@,System.Single)">
            <summary>
            Rotates a Point around another Point by a given number of radians.
            </summary>
            <param name="basePoint">Point to rotate around.</param>
            <param name="pointToRotate">Point to rotate (changes position).</param>
            <param name="angleToChangeBy">Radians to rotate by.</param>
        </member>
        <member name="M:FlatRedBall.Math.MathFunctions.NormalizeAngle(System.Single)">
            <summary>
            Wraps an angle from 0 to TwoPi
            </summary>
            <param name="angle">The angle to wrap</param>
            <returns>The new angle</returns>
        </member>
        <member name="T:ICSharpCode.SharpZipLib.Zip.Compression.InflaterHuffmanTree">
            <summary>
            Huffman tree used for inflation
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.InflaterHuffmanTree.defLitLenTree">
            <summary>
            Literal length tree
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.InflaterHuffmanTree.defDistTree">
            <summary>
            Distance tree
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.InflaterHuffmanTree.#ctor(System.Byte[])">
            <summary>
            Constructs a Huffman tree from the array of code lengths.
            </summary>
            <param name = "codeLengths">
            the array of code lengths
            </param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.InflaterHuffmanTree.GetSymbol(ICSharpCode.SharpZipLib.Zip.Compression.Streams.StreamManipulator)">
            <summary>
            Reads the next symbol from input.  The symbol is encoded using the
            huffman tree.
            </summary>
            <param name="input">
            input the input source.
            </param>
            <returns>
            the next symbol, or -1 if not enough input is available.
            </returns>
        </member>
        <member name="P:FlatRedBall.Instructions.KeyframeList.Item(System.String)">
            <summary>
            Gets a KeyframeList by name.  Returns null if none is found
            </summary>
            <param name="keyframeName">Name of the KeyframeList to return.</param>
            <returns>Reference to the KeyframeList with the specified name.</returns>
        </member>
        <member name="T:FlatRedBall.Gui.TextInputWindow">
            <summary>
            Summary description for TextInputWindow.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Renderers.SortMode">
            <summary>
            The possible ways to sort objects which should be sorted (Sprites, Texts, IDrawableBatches).
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.MeshTextureCoords">
            <summary>
            This template defines a mesh's texture coordinates
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.MeshTextureCoords.#ctor">
            <summary>
            This template defines a mesh's texture coordinates
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.MeshTextureCoords.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.MeshTextureCoords.ToVector2List(FlatRedBall.Content.Model.XLoader.Templates.MeshTextureCoords)">
            <summary>
            Returns a Microsoft XNA Vector2 List representation of this MeshTextureCoords
            </summary>
            <param name="mtCoords">The MeshTextureCoords to convert.</param>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.MeshTextureCoords.ToVector2Array(FlatRedBall.Content.Model.XLoader.Templates.MeshTextureCoords)">
            <summary>
            Returns a Microsoft XNA Vector2 array representation of this MeshTextureCoords
            </summary>
            <param name="mtCoords">The MeshTextureCoords to convert.</param>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.MeshTextureCoords.mTextureCoords">
            <summary>
            An integer value of the Total amount of Texture Coordinates.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.MeshTextureCoords.TextureCoords">
            <summary>
            A Coords2d array of TextureCoords
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.ColorRGBA">
            <summary>
            This template defines a color object with an alpha component. 
            This is used for the face color in the material template definition.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.ColorRGBA.#ctor">
            <summary>
            This template defines a color object with an alpha component. 
            This is used for the face color in the material template definition.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.ColorRGBA.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.ColorRGBA.ToColor(FlatRedBall.Content.Model.XLoader.Templates.ColorRGBA)">
            <summary>
            Returns a Microsoft XNA Color representation of this ColorRGBA
            </summary>
            <param name="colorRGBA">The ColorRGBA to convert.</param>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.ColorRGBA.ToVector4(FlatRedBall.Content.Model.XLoader.Templates.ColorRGBA)">
            <summary>
            Returns a Microsoft XNA Vector4 representation of this ColorRGBA
            </summary>
            <param name="colorRGBA">The ColorRGBA to convert.</param>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.ColorRGBA.ToVector3(FlatRedBall.Content.Model.XLoader.Templates.ColorRGBA)">
            <summary>
            Returns a Microsoft XNA Vector3 representation of this ColorRGBA
            </summary>
            <param name="colorRGBA">The ColorRGBA to convert.</param>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.ColorRGBA.Red">
            <summary>
            A Float value that represents the Red amount.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.ColorRGBA.Green">
            <summary>
            A Float value that represents the Green amount.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.ColorRGBA.Blue">
            <summary>
            A Float value that represents the Blue amount.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.ColorRGBA.Alpha">
            <summary>
            A Float value that represents the Alpha amount.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.FBXLoader.FBXLoader.LoadModel(System.String,FlatRedBall.Content.ContentManager)">
            <summary>
            A Static Implementation of Loading the Model From The File. It is done this way, so that we can use the IModelLoader
            abstract class for further developement on other type Loaders. This will also allow us to create a standard for loading
            models of other types.
            </summary>
            <param name="assetLocation">The Full path of the location of the model file to load.</param>
            <param name="contentManager">The content manager to use when loading the models textures if any.</param>
            <returns>Returns and Microsoft.Xna.Framework.Graphcis.Model implementation of the Load from file model</returns>
        </member>
        <member name="T:FlatRedBall.Content.EffectParameterListReader">
            <summary>
            This class will be instantiated by the XNA Framework Content
            Pipeline to read the specified data type from binary .xnb format.
            
            Unlike the other Content Pipeline support classes, this should
            be a part of your main game project, and not the Content Pipeline
            Extension Library project.
            </summary>
        </member>
        <member name="T:FlatRedBall.Audio.SoundVariableCollection">
            <summary>
            Used to manage variables in a sound
            </summary>
        </member>
        <member name="M:FlatRedBall.Audio.Sound.Play">
            <summary>
            Begins playback of this sound, or resumes playback (if it has been paused)
            </summary>
        </member>
        <member name="M:FlatRedBall.Audio.Sound.Pause">
            <summary>
            Pauses playback of this sound
            </summary>
        </member>
        <member name="M:FlatRedBall.Audio.Sound.Stop">
            <summary>
            Stops playing this sound as authored
            </summary>
        </member>
        <member name="M:FlatRedBall.Audio.Sound.StopImmediately">
            <summary>
            Stops playing this sound immediately
            </summary>
        </member>
        <member name="M:FlatRedBall.Audio.Sound.StopAsAuthored">
            <summary>
            Stops playing this sound as authored in the XACT project
            </summary>
        </member>
        <member name="T:FlatRedBall.Audio.SoundGlobalVariableCollection">
            <summary>
            Used to manage global variables in the audio engine
            </summary>
        </member>
        <member name="M:FlatRedBall.Audio.AudioManager.Initialize(System.String,System.String,System.String)">
            <summary>
            Initializes the audio manager with an XACT audio project
            </summary>
            <param name="settingsFile">The settings file for the audio project (xgs)</param>
            <param name="waveBankFile">The wave bank file for the audio project (xwb)</param>
            <param name="soundBankFile">The sound bank file for the audio project (xsb)</param>
        </member>
        <member name="M:FlatRedBall.Audio.AudioManager.AddSoundBank(System.String)">
            <summary>
            Adds a sound bank
            </summary>
            <param name="soundBankFile">The sound bank to add</param>
        </member>
        <member name="M:FlatRedBall.Audio.AudioManager.AddWaveBank(System.String)">
            <summary>
            Adds a wave bank
            </summary>
            <param name="waveBankFile">The wave bank to add</param>
        </member>
        <member name="M:FlatRedBall.Audio.AudioManager.RemoveSoundBank(System.String)">
            <summary>
            Removes a sound bank
            </summary>
            <param name="soundBankFile">The sound bank to remove</param>
        </member>
        <member name="M:FlatRedBall.Audio.AudioManager.RemoveWaveBank(System.String)">
            <summary>
            Removes a wave bank
            </summary>
            <param name="waveBankFile">The wave bank to remove</param>
        </member>
        <member name="M:FlatRedBall.Audio.AudioManager.HasSoundBank(System.String)">
            <summary>
            Whether or not the given sound bank file has been loaded
            </summary>
            <param name="soundBankFile">The sound bank to check</param>
            <returns>Whether or not the sound bank has been loaded</returns>
        </member>
        <member name="M:FlatRedBall.Audio.AudioManager.HasWaveBank(System.String)">
            <summary>
            Whether or not the given wave bank file has been loaded
            </summary>
            <param name="soundBankFile">The wave bank to check</param>
            <returns>Whether or not the wave bank has been loaded</returns>
        </member>
        <member name="M:FlatRedBall.Audio.AudioManager.GetSound(System.String)">
            <summary>
            Gets a sound
            </summary>
            <param name="soundName">The name of the sound in the XACT project</param>
            <returns>A new sound</returns>
        </member>
        <member name="M:FlatRedBall.Audio.AudioManager.GetSound(System.String,System.String)">
            <summary>
            Gets a sound
            </summary>
            <param name="soundName">The name of the sound in the XACT project</param>
            <param name="soundBankFile">The name of the sound bank to retrieve the sound from</param>
            <returns>A new sound</returns>
        </member>
        <member name="M:FlatRedBall.Audio.AudioManager.GetPositionedSound(System.String)">
            <summary>
            Gets a positioned sound
            </summary>
            <param name="soundName">The name of the sound in the XACT project</param>
            <returns>A new positioned sound</returns>
        </member>
        <member name="M:FlatRedBall.Audio.AudioManager.GetPositionedSound(System.String,System.String)">
            <summary>
            Gets a positioned sound
            </summary>
            <param name="soundName">The name of the sound in the XACT project</param>
            <param name="soundBankFile">The name of the sound bank to retrieve the sound from</param>
            <returns>A new positioned sound</returns>
        </member>
        <member name="M:FlatRedBall.Audio.AudioManager.RemovePositionedSound(FlatRedBall.Audio.PositionedSound)">
            <summary>
            Removes the specified sound from the audio manager
            Warning: The sound will stop being positioned when removed, and will
            stop playing if it goes out of scope.
            </summary>
            <param name="sound">The sound to remove</param>
        </member>
        <member name="M:FlatRedBall.Audio.AudioManager.PlaySound(System.String)">
            <summary>
            Plays a sound immediately
            </summary>
            <param name="soundName">The name of the sound in the XACT project</param>
        </member>
        <member name="M:FlatRedBall.Audio.AudioManager.PlaySound(System.String,System.String)">
            <summary>
            Plays a sound immediately
            </summary>
            <param name="soundName">The name of the sound in the XACT project</param>
            <param name="soundBankFile">The name of the sound bank to retrieve the sound from</param>
        </member>
        <member name="T:FlatRedBall.Attributes.ExternalInstanceList">
            <summary>
            Attribute marking a member in a save class as an external instance.  That is, it should
            be treated as external content by the ObjectReaders and ObjectWriters in the FlatRedBall
            content pipeline.
            </summary>
        </member>
        <member name="F:FlatRedBall.Math.Geometry.Segment.Point1">
            <summary>
            The first point of the segment.  
            </summary>
        </member>
        <member name="F:FlatRedBall.Math.Geometry.Segment.Point2">
            <summary>
            The second point of the segment.
            </summary>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Segment.#ctor(FlatRedBall.Math.Geometry.Point,FlatRedBall.Math.Geometry.Point)">
            <summary>
            Creates a new Segment with the argument points as the endpoints.
            </summary>
            <param name="p1">The first Point.</param>
            <param name="p2">The second Point.</param>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Segment.DistanceTo(FlatRedBall.Math.Geometry.Point,Microsoft.Xna.Framework.Vector3@)">
            <summary>
            Returns the distance to the argument point as well as
            the connectin Vector3 from the Point to this.
            </summary>
            <param name="point">The point to get the distance to.</param>
            <param name="connectingVector">The connecting vector from the argument Pointn to this.</param>
            <returns>The distance between this and the argument Point.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Segment.GetLength">
            <summary>
            Returns the length of the segment.
            </summary>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Segment.IsClosestPointOnEndpoint(FlatRedBall.Math.Geometry.Point@)">
            <summary>
            Determines whether the closest point on the segment lies on one of the endpoints.
            </summary>
            <param name="point">The point to test to.</param>
            <returns>Whether the closest point on this segment to the argument point lies on the endpoints.</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Segment.Intersects(FlatRedBall.Math.Geometry.Segment)">
            <summary>
            Determines whether this segment intersects the argument segment.
            </summary>
            <param name="s2">The segment to test for intersection.</param>
            <returns>Whether the segments intersect (whether they cross).</returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Segment.IntersectionPoint(FlatRedBall.Math.Geometry.Segment@,FlatRedBall.Math.Geometry.Point@)">
            <summary>
            Returns the point where this segment intersects the argument segment.
            </summary>
            <param name="s2">The segment to test for intersection.</param>
            <returns>The point where this segment intersects the
            argument segment.  If the two segments do not touch, the point
            will have both values be double.NAN.
            </returns>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Segment.MoveBy(System.Single,System.Single)">
            <summary>
            Shifts the segment by moving both points by the argument x,y values.
            </summary>
            <param name="x">The number of units to shift the segment by on the x axis.</param>
            <param name="y">The number of units to shift the segment by on the y axis.</param>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.Segment.Normalize">
            <summary>
            Sets the length of the segment to 1 unit by moving the 2nd point.
            </summary>
            <remarks>
            If the segment has 0 length (the endpoints are equal), the method
            does not change the segment; length will remain 0.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.Segment.Slope">
            <summary>
            Returns the geometric slope of the segment.
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.Geometry.Segment.YIntercept">
            <summary>
            Returns the y intercept of the slope.
            </summary>
            <remarks>
            This method treats the segment as a line, so this will return a value even
            though the segment may not cross the x=0 line.
            </remarks>
        </member>
        <member name="T:FlatRedBall.ManagedSpriteGroups.SpriteFrameCustomBehavior">
            <summary>
            Delegate for methods which can be assigned to the SpriteFrame
            for every-frame custom logic.
            </summary>
            <remarks>
            <seealso cref="E:FlatRedBall.ManagedSpriteGroups.SpriteFrame.CustomBehavior"/>
            </remarks>
            <param name="spriteFrame">The SpriteFrame on which the logic should execute.</param>
        </member>
        <member name="T:FlatRedBall.ManagedSpriteGroups.SpriteFrame">
            <summary>
            Visible object with static-width borders.
            </summary>
            <remarks>
            SpriteFrames are often used for creating UI because their static-width
            borders make single-texture UI entities easy to construct and manage.
            <para>
            SpriteFrames achieve a static-width border by 
            
            </para>
            </remarks>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.SpriteFrame.#ctor">
            <summary>
            Constructs a new, empty SpriteFrame.
            </summary>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.SpriteFrame.#ctor(Microsoft.Xna.Framework.Graphics.Texture2D,FlatRedBall.ManagedSpriteGroups.SpriteFrame.BorderSides)">
            <summary>
            Constructs a new SpriteFrame using the argument texture and border sides.
            </summary>
            <remarks>
            SpriteFrames are usually created through the SpriteManager's AddSpriteFrame method.
            <seealso cref="M:FlatRedBall.SpriteManager.AddSpriteFrame(Microsoft.Xna.Framework.Graphics.Texture2D,FlatRedBall.ManagedSpriteGroups.SpriteFrame.BorderSides)"/>
            </remarks>
            <param name="textureToUse">The texture that the SpriteFrame will display.</param>
            <param name="borders">Which sides should be used by the SpriteFrame.</param>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.SpriteFrame.#ctor(Microsoft.Xna.Framework.Graphics.Texture2D,FlatRedBall.ManagedSpriteGroups.SpriteFrame.BorderSides,FlatRedBall.Graphics.Layer)">
            <summary>
            Constructs a new SpriteFrame using the argument texture, border sides, and Layer.
            </summary>
            <param name="textureToUse">The texture that the SpriteFrame will display.</param>
            <param name="borders">Which sides should be used by the SpriteFrame.</param>
            <param name="layerToAddTo">The Layer that the SpriteFrame will be drawn on.</param>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.SpriteFrame.Clone">
            <summary>
            Creates a copy of the SpriteFrame instance.
            </summary>
            <remarks>
            The cloned SpriteFrame will not belong to any of the lists that the original does.
            Since it will not be added to the SpriteManager it will not be drawn and managed.
            To add the SpriteFrame to the engine, call SpriteManager.AddSpriteFrame passing
            the newly created SpriteFrame as the argument.
            <seealso cref="M:FlatRedBall.SpriteManager.AddSpriteFrame(FlatRedBall.ManagedSpriteGroups.SpriteFrame)"/>
            </remarks>
            <returns>The newly-created SpriteFrame.</returns>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.SpriteFrame.DoesCameraRelativeRayIntersect2D(System.Single,System.Single,System.Single,FlatRedBall.Camera)">
            <summary>
            Returns whether a ray starting at the argument Camera's position and travelling through the
            point relative to the Camera specified by the arguments intersects with this instance.
            </summary>
            <remarks>
            This method does not take the camera's rotation into consideration when calculating the ray.
            </remarks>
            <param name="cameraRelativeX">The X position relative to the argument Camera.</param>
            <param name="cameraRelativeY">The Y position relative to the argument Camera.</param>
            <param name="cameraRelativeZ">The Z position relative to the argument Camera.</param>
            <param name="camera">The camera to use for the intersection test.</param>
            <returns>Whether the ray intersects the SpriteFrame.</returns>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.SpriteFrame.IsSpriteComponentOfThis(FlatRedBall.Sprite)">
            <summary>
            Returns whether the argument Sprite is a Sprite used by this instance.
            </summary>
            <param name="sprite">The Sprite to check.</param>
            <returns>Whether the argument Sprite is a component of this.</returns>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.SpriteFrame.ToString">
            <summary>
            Returns a string with information about this instance.
            </summary>
            <returns>The string containing information about this instance.</returns>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.SpriteFrame.UpdateInternalSpriteNames">
            <summary>
            Sets the contained DynamicSpriteFrame to help identify SpriteFrame membership and side.
            </summary>
            <remarks>
            If the SpriteFrame's name is "spriteFrame1", each side will have its name be
            the SpriteFrame's name with a suffix indicating the side that the Sprite represents.
            That is, the center Sprite would be named "spriteFrame1_center", the top
            would be "spriteFrame1_top", and so on.
            
            <para>This method can be used in debugging to help identify whether DynamicSprites belong
            to a SpriteFrame, and if so, which side they represent.  Otherwise, this
            method has no engine functionality.</para>
            </remarks>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.SpriteFrame.Manage">
            <summary>
            Performs the necessary every-frame management of the SpriteFrame.  This
            method is automatically called by the SpriteManager.
            </summary>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.SpriteFrame.RefreshBorders(FlatRedBall.ManagedSpriteGroups.SpriteFrame.BorderSides)">
            <summary>
            Updates the SpriteFrame borders.  This method is called automatically
            whenever the Borders property is changed.
            </summary>
            <param name="borderSides">The new BorderSides to use.</param>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.SpriteFrame.Pause(FlatRedBall.Instructions.InstructionList)">
            <summary>
            Stops all automatic behavior and stores the necessary instructions to 
            resume activity in the argument InstructionList.
            </summary>
            <param name="instructions">The List to store instructions which are executed to
            resume activity.</param>
        </member>
        <member name="E:FlatRedBall.ManagedSpriteGroups.SpriteFrame.CustomBehavior">
            <summary>
            Every-frame automatically raised by the SpriteManager.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.Alpha">
            <summary>
            Controls the SpriteFrame's transparency.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.AlphaRate">
            <summary>
            The rate of change of the alpha component in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.Red">
            <summary>
            The red value to use with the ColorOperation.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.Green">
            <summary>
            The green value to use with the ColorOperation.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.Blue">
            <summary>
            The blue value to use with the color operation.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.RedRate">
            <summary>
            The rate of change of the red component in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.GreenRate">
            <summary>
            The rate of change of the green component in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.BlueRate">
            <summary>
            The rate of change of the blue component in units per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.ColorOperation">
            <summary>
            The color operation to perform using the color component values and 
            Texture (if available).
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.BlendOperation">
            <summary>
            The blend operation to perform using the alpha component value and
            Texture (if available).
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.Animate">
            <summary>
            Whether animation is currently turned on.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.AnimationChains">
            <summary>
            Gets all animations stored in this.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.AnimationSpeed">
            <summary>
            Gets and sets how fast AnimationChains will animate.  Default is 1.  A value
            of 2 will result in AnimationChains animating twice as fast.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.CurrentChain">
            <summary>
            Gets the current AnimationChain.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.CurrentChainIndex">
            <summary>
            Gets and sets the index of the current AnimationChain.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.CurrentChainName">
            <summary>
            Gets the current AnimationChain name or sets the current AnimationChain by name.
            </summary>
            <remarks>
            Setting this property will set the search the SpriteFrame for an AnimationChain with a
            matching name and set it as the current AnimationChain.
            </remarks>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.CurrentFrameIndex">
            <summary>
            Gets and sets the current AnimationFrame index.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.JustChangedFrame">
            <summary>
            Gets whether the current AnimationFrame just changed this frame due to animation.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.JustCycled">
            <summary>
            Gets whether the current AnimationChain just cycled (looped) this frame due to animation.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.UseAnimationRelativePosition">
            <summary>
            Whether the current AnimationFrame's relative position values (RelativeX and RelativeY) are applied
            when animating.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.LayerBelongingTo">
            <summary>
            The Layer that this SpriteFrame belongs to.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.TextureBorderWidth">
            <summary>
            The width of the border in texture coordinates.
            </summary>
            <remarks>
            This defines the section of the texture that should not stretch.  Increasing this value will
            show more of the texture on the outside border Sprites and less on the inside.
            </remarks>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.SpriteBorderWidth">
            <summary>
            The width of the border Sprites in world coordinates.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.Borders">
            <summary>
            The borders that the SpriteFrame uses to display.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.ScaleX">
            <summary>
            The X size of the object.  Measured as the distance from the center of the SpriteFrame 
            to its left and right edges in world coordinates.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.ScaleY">
            <summary>
            The Y size of the SpriteFrame.  Measured as the distance from the center of the SpriteFrame 
            to its top or bottom edges in world coordinates.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.ScaleXVelocity">
            <summary>
            The rate of change of the ScaleX property in units per second.  Default 0.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.ScaleYVelocity">
            <summary>
            The rate of change of the ScaleY property in units per second.  Default 0.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.Visible">
            <summary>
            Whether the SpriteFrame is drawn.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.Texture">
            <summary>
            The texture to be displayed by the SpriteFrame.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.CursorSelectable">
            <summary>
            Whether the instance can be selected by the Cursor.
            </summary>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteFrame.CenterSprite">
            <summary>
            Gets the SpriteFrame's center Sprite.
            </summary>
            <remarks>
            This can be used to modify the SpriteFrame's appearance.
            </remarks>
        </member>
        <member name="T:FlatRedBall.ManagedSpriteGroups.SpriteFrame.BorderSides">
            <summary>
            Defines sides which can be combined to speicfy borders on SpriteFrames.
            </summary>
            <remarks>
            The most common combinations are BorderSides.All, 
            BorderSides.Left | BorderSides.Right, and BorderSides.Top | BorderSides.Bottom.
            </remarks>
        </member>
        <member name="F:FlatRedBall.ManagedSpriteGroups.SpriteFrame.BorderSides.None">
            <summary>
            No border sides - the SpriteFrame will appear similar to a regular Sprite.
            </summary>
        </member>
        <member name="F:FlatRedBall.ManagedSpriteGroups.SpriteFrame.BorderSides.Top">
            <summary>
            Include a border on the top of the SpriteFrame.
            </summary>
        </member>
        <member name="F:FlatRedBall.ManagedSpriteGroups.SpriteFrame.BorderSides.Bottom">
            <summary>
            Include a border on the bottom of the SpriteFrame.
            </summary>
        </member>
        <member name="F:FlatRedBall.ManagedSpriteGroups.SpriteFrame.BorderSides.TopBottom">
            <summary>
            Include a border on the top and bottom of the SpriteFrame.  This is equivalent to 
            BorderSides.Top | BorderSides.Bottom
            </summary>
        </member>
        <member name="F:FlatRedBall.ManagedSpriteGroups.SpriteFrame.BorderSides.Left">
            <summary>
            Include a border on the left of the SpriteFrame.
            </summary>
        </member>
        <member name="F:FlatRedBall.ManagedSpriteGroups.SpriteFrame.BorderSides.Right">
            <summary>
            Include a border on the right of the SpriteFrame.
            </summary>
        </member>
        <member name="F:FlatRedBall.ManagedSpriteGroups.SpriteFrame.BorderSides.LeftRight">
            <summary>
            Include a border on the left and right of the SpriteFrame.  This is equivalent to 
            BorderSides.Right | BorderSides.Left
            </summary>
        </member>
        <member name="F:FlatRedBall.ManagedSpriteGroups.SpriteFrame.BorderSides.TopLeftRight">
            <summary>
            Include a border on the top, left, and right of the SpriteFrame.  This is 
            equivalent to BorderSides.Left | BorderSides.Right | borderSides.Top.
            </summary>
        </member>
        <member name="F:FlatRedBall.ManagedSpriteGroups.SpriteFrame.BorderSides.All">
            <summary>
            Include borders on all sides of the SpriteFrame.  This is equivalent to 
            BorderSides.Right | BorderSides.Left | BorderSides.Top | BorderSides.Bottom.
            </summary>
        </member>
        <member name="T:FlatRedBall.Instructions.Reflection.Operator">
            <summary>
            Enumeration used to define relationships between two values.  Used in MemberCondition.
            </summary>
        </member>
        <member name="T:FlatRedBall.Instructions.Reflection.MemberCondition">
            <summary>
            Base class for the generic MemberCondition class provided for List storage.
            </summary>
        </member>
        <member name="T:FlatRedBall.Instructions.Reflection.MemberCondition`2">
            <summary>
            Class which can be used to query the relationship of a member relative to a value.  This
            can be used in scripting and trigger data.
            </summary>
            <typeparam name="ObjectType">The type of the object containing the property to compare.</typeparam>
            <typeparam name="PropertyType">The type of the property to compare.</typeparam>
        </member>
        <member name="T:FlatRedBall.Instructions.Interpolation.FloatAngleInterpolator">
            <summary>
            An interpolator which interpolates between angle floats.
            </summary>
        </member>
        <member name="T:FlatRedBall.Instructions.InstructionBlueprint">
            <summary>
            A class that can be used to quickly create create identical Instructions for individual targets.
            </summary>
            <remarks>Cannot be serialized as an InstructionBlueprint, but can be converted into an InstructionSave via 
            InstructionSave.FromInstructionBlueprint().</remarks>
        </member>
        <member name="M:FlatRedBall.Instructions.InstructionBlueprint.BuildInstruction(System.Object,System.Double)">
            <summary>
            Builds an Instruction using the information stored in the InstructionBlueprint.
            </summary>
            <param name="target">The object that the returned Instruction will execute on</param>
            <param name="currentTime">The current time to use as an offset for the Instruction's Time of execution</param>
            <throws exception="ArgumentException">If target's type is not this InstructionBlueprint's TargetType</throws>
            <throws exception="NullReferenceException">If this InstructionBlueprint was fully initialized before this call to BuildInstruction.</throws>
            <returns>An Instruction created from this InstructionBlueprint's information</returns>
        </member>
        <member name="T:FlatRedBall.Gui.TextDisplay">
            <summary>
            Summary description for TextDisplay.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.MessageBox">
            <summary>
            Summary description for TextInputWindow.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Particle.EmitterList">
            <summary>
            List of Emitters provoding shortcut methods for interacting with all contained Emittes.
            </summary>
            <remarks>
            This is the runtime object created when loading .emix files.
            </remarks>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.TextureFilename">
            <summary>
            This template allows you to specify the file name of a texture to apply to a mesh or a face. 
            This template should appear within a material object.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.TextureFilename.#ctor">
            <summary>
            This template allows you to specify the file name of a texture to apply to a mesh or a face. 
            This template should appear within a material object.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.TextureFilename.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.TextureFilename.Filename">
            <summary>
            A string representation of where to load the texture from.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.MeshFaceWraps">
            <summary>
            This template is used to define the texture topology of each face in a wrap. 
            The value of the nFaceWrapValues member should be equal to the number of faces in a mesh.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.MeshFaceWraps.#ctor">
            <summary>
            This template is used to define the texture topology of each face in a wrap. 
            The value of the nFaceWrapValues member should be equal to the number of faces in a mesh.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.MeshFaceWraps.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.MeshFaceWraps.nFaceWrapValues">
            <summary>
            An integer value for the value of this MeshFaceWraps
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.MeshFaceWraps.FaceWrapsValues">
            <summary>
            A Boolean2d value for this MeshFaceWrap values.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.FrameTransformMatrix">
            <summary>
            This template defines a local transform for a frame (and all its child objects).
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.FrameTransformMatrix.#ctor">
            <summary>
            This template defines a local transform for a frame (and all its child objects).
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.FrameTransformMatrix.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.FrameTransformMatrix.FrameMatrix">
            <summary>
            A Matrix4x4 value for the Frame.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Model.Material">
            <summary>
            A list of effects and parameters.  
            </summary>
            <remarks>
            This class is generally not used during runtime - it's used in the FlatRedBall content pipeline.
            </remarks>
        </member>
        <member name="T:FlatRedBall.Graphics.Layer">
            <summary>
            Layers are objects which can contain other graphical objects for drawing.  Layers
            are used to create specific ordering and can be used to override depth buffer and
            z-sorted ordering.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Layer.mSprites">
            <summary>
            List of Sprites that belong to this layer.  Sprites should be added
            through SpriteManager.AddToLayer or the AddSprite overloads which 
            include a Layer argument.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Layer.mOverridingFieldOfView">
            <summary>
            Used by the Renderer to override the camera's FieldOfView
            when drawing the layer.  This can be used to give each layer
            a different field of view.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Layer.Batches">
            <summary>
            The Batches referenced by and drawn on the Layer.
            </summary>
            <remarks>
            The Layer stores a regular IDrawableBatch PositionedObjectList
            internally.  Since this internal list is used for drawing
            the layer the engine sorts it every frame.  
            
            For efficiency purposes the internal IDrawableBatch PositionedObjectList
            cannot be sorted.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Graphics.Layer.Models">
            <summary>
            The Models referenced by and drawn on the Layer.
            </summary>
            <remarks>
            The Layer stores a regular PositionedModel PositionedObjectList
            internally.  Since this internal list is used for drawing
            the layer the engine sorts it every frame.  
            
            For efficiency purposes the internal PositionedModel PositionedObjectList
            cannot be sorted.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Graphics.Layer.OverridingFieldOfView">
            <summary>
            The FieldOfView to use when drawing this Layer.  If the value is
            float.NaN (default) then the Camera's FieldOfView is used.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Layer.Sprites">
            <summary>
            The Sprites referenced by and drawn on the Layer.
            </summary>
            <remarks>
            The Layer stores a regular SpriteList internally.  Since
            this internal list is used for drawing the layer the engine
            sorts it every frame.  
            
            For efficiency purposes the internal SpriteList cannot be sorted.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Graphics.Layer.Texts">
            <summary>
            The Texts referenced by and drawn on the Layer.
            </summary>
            <remarks>
            The Layer stores a regular Text PositionedObjectList
            internally.  Since this internal list is used for drawing 
            the layer the engine sorts it every frame.  
            
            For efficiency purposes the internal Text PositionedObjectList 
            cannot be sorted.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Graphics.Layer.Visible">
            <summary>
            Whether the SpriteLayer is visible.
            </summary>
            <remarks>
            This does not set the contained Sprite's visible value to false.
            </remarks>
        </member>
        <member name="T:FlatRedBall.Content.MaterialReader">
            <summary>
            This class will be instantiated by the XNA Framework Content
            Pipeline to read the specified data type from binary .xnb format.
            
            Unlike the other Content Pipeline support classes, this should
            be a part of your main game project, and not the Content Pipeline
            Extension Library project.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Instructions.AnimationSequenceSave">
            <summary>
            Save class which stores AnimationSequence information.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.AnimationChainListReader">
            <summary>
            Reader class used in the FlatRedBall Content Pipeline to convert compiled
            AnimationChainLists to the runtime instances.
            </summary>
        </member>
        <member name="M:FlatRedBall.Math.Geometry.ShapeMerger.Merge(FlatRedBall.Math.Geometry.Polygon,FlatRedBall.Math.Geometry.Polygon)">
            <summary>
            Modifies the first Polygon so that it is the result of both merged polygons.  
            This method assumes that the polygons collide and that both are drawn
            clockwise.
            </summary>
            <param name="polygon">The first polygon.  This one will be modified.</param>
            <param name="otherPolygon">The second polygon which will not be modified.</param>
        </member>
        <member name="M:FlatRedBall.Math.Collision.HeightMap.#ctor(System.String,System.String)">
            <summary>
            Creates a height map from a texture
            </summary>
            <param name="texturePath">The path to the texture</param>
        </member>
        <member name="M:FlatRedBall.Math.Collision.HeightMap.#ctor(System.String,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.Model)">
            <summary>
            Creates a height map from a model (heightmap will be available next frame)
            </summary>
            <param name="width">The desired width of the heightmap (resolution)</param>
            <param name="height">The desired height of the heightmap (resolution)</param>
            <param name="model">The model to render for the heightmap</param>
        </member>
        <member name="M:FlatRedBall.Math.Collision.HeightMap.#ctor(System.String,System.Int32,System.Int32,FlatRedBall.Graphics.Model.PositionedModel)">
            <summary>
            Creates a height map from a model (heightmap will be available next frame)
            </summary>
            <param name="width">The desired width of the heightmap (resolution)</param>
            <param name="height">The desired height of the heightmap (resolution)</param>
            <param name="model">The model to render for the heightmap</param>
        </member>
        <member name="P:FlatRedBall.Math.Collision.HeightMap.IsInitialized">
            <summary>
            Whether or not this heightmap has finished initialization
            </summary>
        </member>
        <member name="P:FlatRedBall.Math.Collision.HeightMap.Item(System.Single,System.Single)">
            <summary>
            Gets a height value at a specified coordinate
            </summary>
            <param name="x">The x coordinate</param>
            <param name="y">The y coordinate</param>
            <returns>The z value</returns>
        </member>
        <member name="P:FlatRedBall.Math.Collision.HeightMap.RawData">
            <summary>
            Gets the raw data for this heightmap
            </summary>
        </member>
        <member name="T:FlatRedBall.IO.PngLoader">
            <summary>
            Notes:  Interlaced pngs are now fully supported 
                    Only the chunks of data that are outlined in the Png specification as Critical Chunks are supported.
            
            TODO:   Allow use of the CRC values to check the validity of the Chunk data
                    Consider implementing the Ancillary Chunks since chunks like gAMA can drastically change visible colors.
            </summary>
        </member>
        <member name="M:FlatRedBall.IO.PngLoader.FormUint(System.IO.Stream@)">
            <summary>
            Arranges and combines the byte values stored in byte[] bytes in order to form
            a uint.
            </summary>
            <param name="bytes">A byte[] of length 4 to be formed into a uint.</param>
            <returns>The uint represented by byte[] bytes.</returns>
        </member>
        <member name="M:FlatRedBall.IO.PngLoader.GetBytesPerPixel(FlatRedBall.IO.PngLoader.HeaderInfo)">
            <summary>
            Uses the ColorType and Bitdepth of this image to calculate the number of bytes per pixel.
            </summary>
            <param name="header">The HeaderInfo containing IHDR data for this image</param>
            <returns>The number of BytesPerPixel in this image.</returns>
        </member>
        <member name="M:FlatRedBall.IO.PngLoader.ReadFile(System.IO.Stream)">
            <summary>
            Reads the data in the given Stream and stores it in a byte[] that is then trimmed and returned.
            </summary>
            <param name="stream">A read-enabled Stream that is reading from a .png file.</param>
            <returns>A byte[] containing the file being read through Stream stream.</returns>
        </member>
        <member name="M:FlatRedBall.IO.PngLoader.LoadFile(System.String)">
            <summary>
            Loads a file (hopefully a .png image) into a byte[].
            </summary>
            <param name="fileName">The name of the .png file to be loaded</param>
            <returns>A Byte[] containing the file referred to by fileName.</returns>
        </member>
        <member name="M:FlatRedBall.IO.PngLoader.ReverseFilterSub(System.Byte[]@,System.UInt32,System.UInt32,System.Single,System.Byte)">
            <summary>
            Reverses the filtering done on a scanline of pixels that have been filtered using Method 0 (Subtract)
            </summary>
            <param name="image">A reference to the byte[] containing the image(decompressed)</param>
            <param name="pointer">The index of the byte where this scanline begins(after the filter byte)</param>
            <param name="bps">The number of bits per scanline.</param>
            <param name="bpp">The number of bytes per pixel</param>
            <param name="bitDepth">The number of bits per sample</param>
        </member>
        <member name="M:FlatRedBall.IO.PngLoader.ReverseFilterUp(System.Byte[]@,System.UInt32,System.UInt32,System.Single,System.Byte)">
            <summary>
            Reverses the filtering done on a scanline of pixels that have been filtered using Method 1 (Up)
            </summary>
            <param name="image">A reference to the byte[] containing the image(decompressed)</param>
            <param name="pointer">The index of the byte where this scanline begins(after the filter byte)</param>
            <param name="bps">The number of bits per scanline.</param>
            <param name="bpp">The number of bytes per pixel</param>
            <param name="bitDepth">The number of bits per sample</param>
        </member>
        <member name="M:FlatRedBall.IO.PngLoader.ReverseFilterAverage(System.Byte[]@,System.UInt32,System.UInt32,System.Single,System.Byte)">
            <summary>
            Reverses the filtering done on a scanline of pixels that have been filtered using Method 2 (Average)
            </summary>
            <param name="image">A reference to the byte[] containing the image(decompressed)</param>
            <param name="pointer">The index of the byte where this scanline begins(after the filter byte)</param>
            <param name="bps">The number of bits per scanline.</param>
            <param name="bpp">The number of bytes per pixel</param>
            <param name="bitDepth">The number of bits per sample</param>
        </member>
        <member name="M:FlatRedBall.IO.PngLoader.ReverseFilterPaeth(System.Byte[]@,System.UInt32,System.UInt32,System.Single,System.Byte)">
            <summary>
            Reverses the filtering done on a scanline of pixels that have been filtered using Method 3 (Paeth)
            </summary>
            <param name="image">A reference to the byte[] containing the image(decompressed)</param>
            <param name="pointer">The index of the byte where this scanline begins(after the filter byte)</param>
            <param name="bps">The number of bits per scanline.</param>
            <param name="bpp">The number of bytes per pixel</param>
            <param name="bitDepth">The number of bits per sample</param>
        </member>
        <member name="M:FlatRedBall.IO.PngLoader.PaethPredictor(System.Int32,System.Int32,System.Int32)">
            <summary>
            A helper for the ReverseFilterPaeth method
            </summary>
            <param name="left"></param>
            <param name="up"></param>
            <param name="upLeft"></param>
            <returns></returns>
        </member>
        <member name="M:FlatRedBall.IO.PngLoader.ReverseFiltering(System.Byte[],FlatRedBall.IO.PngLoader.HeaderInfo)">
            <summary>
            Calls the appropriate Reverse Filtering methods to return the image to its original state.
            </summary>
            <param name="image">The byte[] containing the filtered(but decompressed) image.</param>
            <param name="header">A HeaderInfo struct containing IHDR data for this image.</param>
            <returns>A byte[] containing the restored, original image(in bytes)</returns>
        </member>
        <member name="M:FlatRedBall.IO.PngLoader.GetChunkData(System.IO.Stream@,System.UInt32)">
            <summary>
            Reads the bytes of a chunk's ChunkData segment from the Stream and returns it in a
            byte[].
            </summary>
            <param name="file">A Stream pointing to the .png image's data.</param>
            <param name="length">The given length of the ChunkData (Should be the value provided by the Chunk).</param>
            <returns>A byte[] containing ChunkData from the Stream</returns>
        </member>
        <member name="M:FlatRedBall.IO.PngLoader.ConvertToType(System.UInt32)">
            <summary>
            Converts a 4-byte uint into an enumerated ChunkType
            </summary>
            <param name="type">The 4-byte value read from the .png image to signify a Chunk type</param>
            <returns>The enumerated ChunkType matching the uint passed in</returns>
        </member>
        <member name="M:FlatRedBall.IO.PngLoader.GetNextChunk(System.IO.Stream@,System.Collections.Generic.List{FlatRedBall.IO.PngLoader.Chunk}@)">
            <summary>
            Reads the length, type, data and CRC of the next chunk in the file, and then forms a Chunk
            struct using this data.
            </summary>
            <param name="file">A Stream pointing to the byte data of the .png image.</param>
            <param name="chunks">A reference to the List of chunks that this Chunk will be stored in.</param>
            <returns>True if the Chunk read isn't the IEND chunk AND the end of the file hasn't been reached.</returns>
        </member>
        <member name="M:FlatRedBall.IO.PngLoader.ReadHeader(System.Collections.Generic.List{FlatRedBall.IO.PngLoader.Chunk}@)">
            <summary>
            Processes the IHDR chunk by reading and storing all of its information in a HeaderInfo struct.
            </summary>
            <param name="chunks">A List containing all of the Chunks for this .png image</param>
            <returns>A HeaderInfo struct containing all of the information of this images IHDR chunk</returns>
        </member>
        <member name="M:FlatRedBall.IO.PngLoader.ReadPalette(FlatRedBall.IO.PngLoader.Chunk,FlatRedBall.IO.PaletteInfo@)">
            <summary>
            Processes the PLTE chunk by reading in all of the indexed color values and storing them in
            a PaletteInfo struct.
            </summary>
            <param name="plte">The Chunk containing the PLTE chunk from the file</param>
            <param name="palette">An unused PaletteInfo struct to be filled by data from plte</param>
        </member>
        <member name="M:FlatRedBall.IO.PngLoader.ProcessChunks(System.Collections.Generic.List{FlatRedBall.IO.PngLoader.Chunk},FlatRedBall.IO.PngLoader.HeaderInfo,FlatRedBall.IO.PaletteInfo@)">
            <summary>
            Takes a List of all of the Chunks in the .png image being loaded (after IHDR is loaded and removed) 
            and processes each Chunk appropriately before returning the compressed image. NOTE: Currently only 
            processes the required Chunks PLTE, IDAT and IEND. Ancillary chunks are currently unsupported.
            </summary>
            <param name="chunks">The List of chunks loaded from the .png image file</param>
            <param name="header">The HeaderInfo loaded from the IHDR chunk</param>
            <param name="palette">An unused PaletteInfo struct to load the PLTE chunk data into</param>
            <returns>A byte[] containing the constructed and decompressed image</returns>
        </member>
        <member name="M:FlatRedBall.IO.PngLoader.CheckSignature(System.IO.Stream@)">
            <summary>
            Checks the first 8 bytes of the file in the given Stream against the standard signature
            for .png images. 
            </summary>
            <param name="file">The byte Stream pointing to data from the .png file</param>
            <returns>True if the Stream file contains a valid .png image</returns>
        </member>
        <member name="M:FlatRedBall.IO.PngLoader.ReadImageData(FlatRedBall.IO.PngLoader.Chunk,System.Byte[]@,System.Int32@)">
            <summary>
            Reads data from the given IDAT chunk and appends it to the List imageData.
            </summary>
            <param name="idat">A Chunk containing a compressed section of the image.</param>
            <param name="imageData">A List of bytes to hold the entire compressed image.</param>
        </member>
        <member name="M:FlatRedBall.IO.PngLoader.ReadStream(ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream@)">
            <summary>
            Reads the decompressed(inflated) image data from an InflaterInputStream that was fed the compressed
            image.
            </summary>
            <param name="array">The byte[] to store the decompressed bytes of the image in.</param>
            <param name="stream">The InflaterInputStream that contains the deflated(compressed) image.</param>
        </member>
        <member name="M:FlatRedBall.IO.PngLoader.BuildPixels(System.Byte[],FlatRedBall.IO.PngLoader.HeaderInfo@,FlatRedBall.IO.PaletteInfo@)">
            <summary>
            Does the remaining work to convert the byte[] containing the image into a Color[] containing colors
            for each pixel. This operation is different for most individual combinations of ColorType and bitDepth 
            and currently only ColorType 2 is supported.
            </summary>
            <param name="image"></param>
            <param name="header"></param>
            <param name="palette"></param>
            <returns></returns>
        </member>
        <member name="M:FlatRedBall.IO.PngLoader.GetPixelData(System.String)">
            <summary>
            Loads a .png image from the fileName given and returns an array of pixel colors.
            </summary>
            <param name="fileName">The name of the .png image to be loaded.</param>
            <returns>
            Returns a Microsoft.Xna.Framework.Graphics.Color[] containing one item(Color) for each pixel
            in the image.</returns>
        </member>
        <member name="T:FlatRedBall.IO.PngLoader.ChunkTypes">
            <summary>
            Binds common .png chunk types to their Hexadecimal values.
            </summary>
        </member>
        <member name="T:FlatRedBall.IO.PngLoader.Chunk">
            <summary>
            Represents a typed chunk of data from the .png image.
            </summary>
        </member>
        <member name="T:FlatRedBall.IO.PngLoader.HeaderInfo">
            <summary>
            Holds all of the information contained in the IHDR chunk of the .png image.
            </summary>
        </member>
        <member name="T:FlatRedBall.IO.BmpLoader">
            <summary>
            Class responsible for creating ImageDatas from BMP files.
            </summary>
        </member>
        <member name="M:FlatRedBall.IO.BmpLoader.GetPixelData(System.String)">
            <summary>
            ImageData takes a fileName (string) and loads the BMP from the file. 
            </summary>
            <param name="fileName"></param>
            <returns>a new ImageData, containing the width, height, and data of the BMP that was loaded</returns>
        </member>
        <member name="M:FlatRedBall.Instructions.InstructionManager.RelativeRotateToAccurate(FlatRedBall.PositionedObject,System.Single,System.Single,System.Single,System.Double)">
            <summary>
            Sets the relative rotational velcoities of a PositionedObject so that it rotates 
            to the desired relative orientation in a given amount of time.
            </summary>
            <remarks>
            This method first sets the relative rotational velocities of the PositionedObject then 
            sets instructions to stop the relative rotational velocities and
            finally sets the rotational values to fix any problems introduced by timing.
            </remarks>
            <param name="positionedObject">The Sprite to rotate.</param>
            <param name="rotX">The final relative rotX value.</param>
            <param name="rotY">The final relative rotY value.</param>
            <param name="rotZ">The final relative rotZ value.</param>
            <param name="secondsToTake">The number of seconds to take in the rotation.</param>
        </member>
        <member name="M:FlatRedBall.Instructions.InstructionManager.UncastedSetMember(System.Object,System.String,System.Object)">
            <summary>
            Sets a member on an uncasted object.  If the type of objectToSetOn is known, use
            LateBinder for performance and safety reasons.
            </summary>
            <param name="objectToSetOn">The object whose field or property should be set.</param>
            <param name="memberName">The name of the field or property to set.</param>
            <param name="valueToSet">The value of the field or property to set.</param>
        </member>
        <member name="M:FlatRedBall.Instructions.InstructionManager.Update(System.Double)">
            <summary>
            Executes contained instructions.
            </summary>
            <param name="currentTime">The number of seconds since the start of application execution.</param>
        </member>
        <member name="P:FlatRedBall.Instructions.InstructionManager.Instructions">
            <summary>
            Holds instructions which will be executed by the InstructionManager
            in its Update method (called automatically by FlatRedBallServices).
            </summary>
            <remarks>
            Instructions for managed PositionedObjects like Sprites and Text objects
            should be added to the object's internal InstructionList.  This prevents instructions
            from referencing removed objects and helps with debugging.  This list should only be used
            on un-managed objects or for instructions which do not associate with a particular object.
            </remarks>        
        </member>
        <member name="P:FlatRedBall.Instructions.InstructionManager.IsExecutingInstructions">
            <summary>
            Whether the (automatically called) Update method executes instructions.  Default true.
            </summary>
        </member>
        <member name="T:FlatRedBall.Instructions.InstructionList">
            <summary>
            List of Instructions which also provides methods for common
            actions such as sorting and executing the contained Instructions.
            </summary>
        </member>
        <member name="M:FlatRedBall.Instructions.InstructionList.Execute">
            <summary>
            Executes all contained Instructions in order of index.
            </summary>
        </member>
        <member name="T:FlatRedBall.Input.Recording.InputEvent`2">
            <summary>
            Information about an input event that has occurred.  This class can be used for playbacks
            or for saving input information.
            </summary>
            <typeparam name="EventType">The event type.  This can be enum values defined by the end user or enums
            provided by other libraries, such as a Keys value representing which key experienced the event.</typeparam>
            <typeparam name="EventValue">The type of actions that can be performed on the given EventType.  For example
            this could be an enum defining whether a key was pressed or released.</typeparam>
        </member>
        <member name="T:FlatRedBall.Utilities.ITimed">
            <summary>
            Interface for an object which has a specified time.
            </summary>
        </member>
        <member name="P:FlatRedBall.Utilities.ITimed.Time">
            <summary>
            The time associated with the object.
            </summary>
        </member>
        <member name="F:FlatRedBall.Input.Mouse.mXAt100Units">
            <summary>
            The camera-relative X coordinate position of the Mouse at 100 units away.
            </summary>
        </member>
        <member name="M:FlatRedBall.Input.Mouse.IsOn(FlatRedBall.Math.Geometry.Circle)">
            <summary>
            Returns whether the Mouse is over the argument Circle.
            </summary>
            <param name="circle">The Circle to check.</param>
            <returns>Whether the mouse is over the argument Circle.</returns>
        </member>
        <member name="M:FlatRedBall.Input.Mouse.IsOn3D``1(``0,System.Boolean,FlatRedBall.Camera,Microsoft.Xna.Framework.Vector3@)">
            <summary>
            Determines whether the Mouse is over the objectToTest argument.
            </summary>
            <remarks>
            If a Text object is passed this method will only work appropriately if 
            the Text object has centered text.  See the IsOn3D overload which takes a Text argument.
            </remarks>
            <typeparam name="T">The type of the first argument.</typeparam>
            <param name="objectToTest">The object to test if the mouse is on.</param>
            <param name="relativeToCamera">Whether the object's Position is relative to the Camera.</param>
            <param name="intersectionPoint">The point where the intersection between the ray casted from the 
            mouse into the distance and the argument objectToTest occurred.</param>
            <returns>Whether the mouse is over the argument objectToTest</returns>
        </member>
        <member name="P:FlatRedBall.Input.Mouse.GrabbedPositionedObject">
            <summary>
            Grabs a PositionedObject.  The PositionedObject will automatically update
            its position according to mouse movement while the reference remains.
            </summary>
        </member>
        <member name="P:FlatRedBall.Input.Mouse.X">
            <summary>
            Returns the client rectangle-relative X pixel coordinate of the cursor.
            </summary>
        </member>
        <member name="P:FlatRedBall.Input.Mouse.Y">
            <summary>
            Returns the client rectangle-Y pixel coordinate of the cursor.
            </summary>
        </member>
        <member name="P:FlatRedBall.Input.Mouse.XChange">
            <summary>
            The number of pixels that the mouse has moved on the
            X axis during the last frame.
            </summary>
        </member>
        <member name="P:FlatRedBall.Input.Mouse.YChange">
            <summary>
            The number of pixels that the mouse has moved on the
            Y axis during the last frame.
            </summary>
        </member>
        <member name="P:FlatRedBall.Input.Mouse.XVelocity">
            <summary>
            The rate of change of the X property in 
            pixels per second.
            </summary>
        </member>
        <member name="P:FlatRedBall.Input.Mouse.YVelocity">
            <summary>
            The rate of change of the Y property in 
            pixels per second.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.PropertyGrids.LongPropertyGrid">
            <summary>
            A StructReferencePropertyGrid used by the FlatRedBall Engine when editing longs in a ListDisplayWindow.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.MultiButtonMessageBox">
            <summary>
            Summary description for MultiButtonMessageBox.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.ComboBox">
            <summary>
            Summary description for ComboBox.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.ComboBox.OnDropDownButtonClick(FlatRedBall.Gui.Window)">
            <summary>
            Event clicked when the dropDownButton is clicked.  If the ListBox is not visible
            it will appear.
            </summary>
            <param name="callingWindow"></param>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.Quaternion">
            <summary>
            Currently unused.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Quaternion.#ctor">
            <summary>
            Currently unused.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Quaternion.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Quaternion.S">
            <summary>
            An angle value for this Quanternion
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Quaternion.V">
            <summary>
            A 3d vector for this Quanterion
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.Matrix4x4">
            <summary>
            This template defines a 4×4 matrix. This is used as a frame transformation matrix.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Matrix4x4.#ctor">
            <summary>
            This template defines a 4×4 matrix. This is used as a frame transformation matrix.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Matrix4x4.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Matrix4x4.ToMatrix(FlatRedBall.Content.Model.XLoader.Templates.Matrix4x4)">
            <summary>
            Returns a Microsoft XNA Matrix representation of this Matrix4x4
            </summary>
            <param name="matrix4x4">The Matrix4x4 to convert.</param>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Matrix4x4.Matrix">
            <summary>
            A float array used as the matrix.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.Coords2d">
            <summary>
            A two dimensional vector used to define a mesh's texture coordinates.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Coords2d.#ctor">
            <summary>
            A two dimensional vector used to define a mesh's texture coordinates.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Coords2d.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Coords2d.ToVector2(FlatRedBall.Content.Model.XLoader.Templates.Coords2d)">
            <summary>
            Returns a Microsoft XNA Vector3 representation of this Vector
            </summary>
            <param name="coords">The Coords2d to convert</param>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Coords2d.U">
            <summary>
            The U Coorinate for Texture Coordinates
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Coords2d.V">
            <summary>
            The V Coorinate for Texture Coordinates
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Model.PositionedBoneCollection">
            <summary>
            Provides access to positioned bones in a model
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.PositionedBoneCollection.DetachAll">
            <summary>
            Detaches all bones from parents/children and destroys the collection
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.PositionedBoneCollection.CreatePositionedBone(System.String)">
            <summary>
            Creates a positioned bone when asking for one that does not exist yet
            </summary>
            <param name="boneName">The name of the bone to get</param>
            <returns>A positioned bone or animated positioned bone</returns>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.PositionedBoneCollection.Item(System.String)">
            <summary>
            Gets the positioned bone with the specified name
            </summary>
            <param name="boneName">The name of the bone</param>
            <returns>A positioned bone</returns>
        </member>
        <member name="T:FlatRedBall.Graphics.Model.PositionedBone">
            <summary>
            A bone that can be attached to
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Model.AnimatedPositionedBone">
            <summary>
            An animated bone that can be attached to
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.ObjectReader">
            <summary>
            Class used by the FlatRedBall pipeline to read in XNBs.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Instructions.KeyframeSave">
            <summary>
            Save class for a Keyframe (A list of Instructions).
            </summary>
        </member>
        <member name="T:FlatRedBall.Math.Statistics.LinearRegression">
            <summary>
            A class which can be used to calculate a best-fit line given a set of points.
            </summary>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.TextureGrid`1.ChangeGrid(System.Single,System.Single)">
            <summary>
            Shifts the position of all textures in the TextureGrid.
            </summary>
            <param name="x">The distance along the x axis to shift the grid.</param>
            <param name="y">The distance along the y axis to shift the grid.</param>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.TextureGrid`1.ReduceGrid(System.Single,System.Single)">
            <summary>
            This "shrinks" the grid if its edges are the same as its baseTexture
            </summary>
            <remarks>
            To use the least amount of memory, TextureGrids only store non-baseTexture strips.
            If the ends of a horizontal strip are the baseTexture, then the strip should be contracted
            inward.  If an entire horizontal strip is the baseTexture, then it should be removed.
            
            Usually, tests should begin from a specific location, as it is usually called after the
            grid is painted.  This method will first check to see if the arguments are on the left or
            right side of a strip.  Then a loop will move inward as long as it continues to encounter
            the base texture.  Once it encounters a non-baseTexture, then it stops, and reduces the
            particular horizontal strip.
            
            If an entire strip is cleared and it is either the top or bottom strip, then it will
            be removed, and the strip above or below (depending on position) will be tested as well.
            If the strip is in the center (not the top or bottom), then it will be reduced, but cannot
            be removed.
            </remarks>
            <param name="yFloat">The y location in absolute coordinates to start the tests at.</param>
            <param name="xFloat">The x location in absolute coordinates to start the tests at.</param>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.TextureGrid`1.ReduceGridAtIndex(System.Int32,System.Int32)">
            <summary>
            This "shrinks" the grid if its edges are the same as its baseTexture
            </summary>
            <remarks>
            To use the least amount of memory, TextureGrids only store non-baseTexture strips.
            If the ends of a horizontal strip are the baseTexture, then the strip should be contracted
            inward.  If an entire horizontal strip is the baseTexture, then it should be removed.
            
            Usually, tests should begin from a specific location, as it is usually called after the
            grid is painted.  This method will first check to see if the arguments are on the left or
            right side of a strip.  Then a loop will move inward as long as it continues to encounter
            the base texture.  Once it encounters a non-baseTexture, then it stops, and reduces the
            particular horizontal strip.
            
            If an entire strip is cleared and it is either the top or bottom strip, then it will
            be removed, and the strip above or below (depending on position) will be tested as well.
            If the strip is in the center (not the top or bottom), then it will be reduced, but cannot
            be removed.
            </remarks>
            <param name="yOn">The y index start the tests at.</param>
            <param name="xOn">The x index to start the tests at.</param>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.TextureGrid`1.TrimGrid">
            <summary>
            Checks the boundaries of the grid and removes any references to textures that match the base Texture2D.
            </summary>
            <remarks>
            This method is called automatically by the ReplaceTexture method so that the structure 
            stays as small as possible afterchanges have been made.  
            </remarks>
        </member>
        <member name="T:FlatRedBall.IO.Csv.MissingFieldCsvException">
            <summary>
            Represents the exception that is thrown when a there is a missing field in a record of the CSV file.
            </summary>
            <remarks>
            MissingFieldException would have been a better name, but there is already a <see cref="T:System.MissingFieldException"/>.
            </remarks>
        </member>
        <member name="M:FlatRedBall.IO.Csv.MissingFieldCsvException.#ctor">
            <summary>
            Initializes a new instance of the MissingFieldCsvException class.
            </summary>
        </member>
        <member name="M:FlatRedBall.IO.Csv.MissingFieldCsvException.#ctor(System.String)">
            <summary>
            Initializes a new instance of the MissingFieldCsvException class.
            </summary>
            <param name="message">The message that describes the error.</param>
        </member>
        <member name="M:FlatRedBall.IO.Csv.MissingFieldCsvException.#ctor(System.String,System.Exception)">
            <summary>
            Initializes a new instance of the MissingFieldCsvException class.
            </summary>
            <param name="message">The message that describes the error.</param>
            <param name="innerException">The exception that is the cause of the current exception.</param>
        </member>
        <member name="M:FlatRedBall.IO.Csv.MissingFieldCsvException.#ctor(System.String,System.Int32,System.Int64,System.Int32)">
            <summary>
            Initializes a new instance of the MissingFieldCsvException class.
            </summary>
            <param name="rawData">The raw data when the error occured.</param>
            <param name="currentPosition">The current position in the raw data.</param>
            <param name="currentRecordIndex">The current record index.</param>
            <param name="currentFieldIndex">The current field index.</param>
        </member>
        <member name="M:FlatRedBall.IO.Csv.MissingFieldCsvException.#ctor(System.String,System.Int32,System.Int64,System.Int32,System.Exception)">
            <summary>
            Initializes a new instance of the MissingFieldCsvException class.
            </summary>
            <param name="rawData">The raw data when the error occured.</param>
            <param name="currentPosition">The current position in the raw data.</param>
            <param name="currentRecordIndex">The current record index.</param>
            <param name="currentFieldIndex">The current field index.</param>
            <param name="innerException">The exception that is the cause of the current exception.</param>
        </member>
        <member name="M:FlatRedBall.IO.Csv.MissingFieldCsvException.#ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
            <summary>
            Initializes a new instance of the MissingFieldCsvException class with serialized data.
            </summary>
            <param name="info">The <see cref="T:SerializationInfo"/> that holds the serialized object data about the exception being thrown.</param>
            <param name="context">The <see cref="T:StreamingContext"/> that contains contextual information about the source or destination.</param>
        </member>
        <member name="T:FlatRedBall.Instructions.Interpolation.LongInterpolator">
            <summary>
            Provides interplation methods for longs.
            </summary>
        </member>
        <member name="M:FlatRedBall.Input.Xbox360GamePad.SetVibration(System.Single,System.Single)">
            <summary>
            Sets the vibration of the game pad.
            </summary>
            <param name="leftMotor">The low-frequency motor.  Set between 0.0f and 1.0f</param>
            <param name="rightMotor">The high-frequency  motor.  Set between 0.0f and 1.0f</param>
            <returns>True if the vibration motors were successfully set; false if the controller
            was unable to process the request.
            </returns>
        </member>
        <member name="P:FlatRedBall.Input.Xbox360GamePad.LeftTrigger">
            <summary>
            Returns the left trigger's current value.  When not pressed this property returns
            0.0f.  When fully pressed this property returns 1.0f;
            </summary>
        </member>
        <member name="P:FlatRedBall.Input.Xbox360GamePad.RightTrigger">
            <summary>
            Returns the right trigger's current value.  When not pressed this property returns
            0.0f.  When fully pressed this property returns 1.0f;
            </summary>
        </member>
        <member name="T:FlatRedBall.Input.Xbox360GamePad.Button">
            <summary>
            Enumeration representing the buttons on the Xbox360 controller.  The values for each
            entry matches the value of the Xbox 360 button index in Managed DirectX.  This improves
            portability between FlatRedBall Managed DirectX and FlatRedBall XNA.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.ToggleButton">
            <summary>
            Summary description for ToggleButton.
            </summary>
            
        </member>
        <member name="T:FlatRedBall.Gui.Button">
            <summary>
            A UI element which displays text and visually responds to pushes.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.Button.mDrawBase">
            <summary>
            Whether the base (center and borders) are drawn
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Button.ButtonPushedState">
            <summary>
            Gets the current ButtonPushedState.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Button.DrawBase">
            <summary>
            Whether the Window draws its base and borders.  Setting to false will only draw the Window's texture.
            </summary>
            <remarks>
            Set this to false if the Button is used to draw a texture.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.Button.Enabled">
            <summary>
            Gets and sets whether the Button can be interacted with.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.Button.FlipHorizontal">
            <summary>
            Gets and sets whether to horizontally flip the overlayed texture.
            </summary>
            <remarks>
            This property only affects the appearance of the Button if SetOverlayTexture is called to change the
            overlay texture.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.Button.FlipVertical">
            <summary>
            Gets and sets whether to horizontally flip the overlayed texture.
            </summary>
            <remarks>
            This property only affects the appearance of the Button if SetOverlayTexture is called to change the
            overlay texture.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.Button.HighlightOnDown">
            <summary>
            Gets and sets whether the button should draw itself lighter when pressed if it
            is referencing an overly texture.  Default value is true.
            </summary>
            <remarks>
            This property has no impact if the button is not referencing an overlay texture.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.Button.Text">
            <summary>
            The string to display and the tool tip text to display when the cursor
            moves over the button.
            </summary>
            <remarks>
            This is only on the Button if the overlay texture is null.  The tool tip will show
            regardless of whether the button is showing a texture or not.
            </remarks>
        </member>
        <member name="P:FlatRedBall.Gui.Button.UpOverlayTexture">
            <summary>
            The overlay texture the button is displaying.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.ToggleButton.Press">
            <summary>
            Presses the ToggleButton down and calls the onClick event.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.ToggleButton.PressNoCall">
            <summary>
            Presses the ToggleButton down but does not call the onClick event.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.PropertyGridMemberSettings">
            <summary>
            Object which holds a list of strings that can be used
            to tell the PropertyGrid which members to exclude when
            creating a new PropertyGrid of a specific type.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.MenuStrip">
            <summary>
            UI Element used to provide compact access to functionality.  Appears in
            most applications as the collection of menus beginning with File, Edit, etc.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.FileTextBox">
            <summary>
            A TextBox-like window which allows the user to browse the folder structure and select a 
            file.  The selected file will appear in the TextBox.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.FileTextBox.SetFileType(System.String)">
            <summary>
            Sets the filetype that the FileWindow can view. 
            </summary>
            <remarks>
            This method also clears all types.  Setting a filter then calling SetFileType clears the filter.
            
            Setting the filetype as "graphic" sets all of the file types that FRB can load.
            <seealso cref="P:FlatRedBall.Gui.FileWindow.Filter"/>
            </remarks>
            <param name="FileType">The file types specified by extension.  </param>
        </member>
        <member name="T:FlatRedBall.Graphics.PostProcessing.Pixellate">
            <summary>
            Performs a pixellate effect on the screen - effectively reducing the resolution
            without recreating render targets.
            </summary>
            <remarks>
            This effect was used frequently on the Super Nintendo, such as during
            transitions.
            </remarks>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.Pixellate.#ctor">
            <summary>
            Internal Constructor (so this class can't be instantiated externally)
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.Pixellate.ToString">
            <summary>
            Reports this effect's name as a string
            </summary>
            <returns>The effect's name as a string</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.PostProcessing.Pixellate.InitializeEffect">
            <summary>
            Loads the effect
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.PostProcessing.Pixellate.Strength">
            <summary>
            Gets or sets the strength of the pixellation (pixel size)
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.Animation">
            <summary>
            This template contains animations referencing a previous frame. It should contain one reference 
            to a frame and at least one set of AnimationKeys. It also can contain an AnimationOptions data object.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Animation.#ctor">
            <summary>
            This template contains animations referencing a previous frame. It should contain one reference 
            to a frame and at least one set of AnimationKeys. It also can contain an AnimationOptions data object.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Animation.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Model.Animation.SkinningType">
            <summary>
            Info on how a model is skinned.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Model.Animation.SkinningType.None">
            <summary>
            No skinning.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Model.Animation.SkinningType.FourBonesPerVertex">
            <summary>
            A max of four influences per vertex.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Model.Animation.SkinningType.EightBonesPerVertex">
            <summary>
            A max of eight influences per vertex.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Model.Animation.SkinningType.TwelveBonesPerVertex">
            <summary>
            A max of twelve influences per vertex.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Model.Animation.Util">
            <summary>
            Provides various animation utilities.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Model.Animation.Util.TICKS_PER_60FPS">
            <summary>
            Ticks per frame at 60 frames per second.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.Util.GetSkinningType(Microsoft.Xna.Framework.Graphics.VertexElement[])">
            <summary>
            Gets info on what skinning info a vertex element array contains.
            </summary>
            <param name="elements">The vertex elements.</param>
            <returns>Info on what type of skinning the elements contain.</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.Util.ReflectMatrix(Microsoft.Xna.Framework.Matrix@)">
            <summary>
            Reflects a matrix across the Z axis by multiplying both the Z
            column and the Z row by -1 such that the Z,Z element stays intact.
            </summary>
            <param name="m">The matrix to be reflected across the Z axis</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.Util.Convert``1(System.Byte[],System.Int32,Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
            <summary>
            Converts from an array of bytes to any vertex type.
            </summary>
            <typeparam name="T">The type of vertex to which we are converting the bytes</typeparam>
            <param name="data">The bytes that will be converted to the vertices</param>
            <param name="vertexSize">The size of one vertex</param>
            <param name="device">Any working device; required to use our conversion hack</param>
            <returns>An array of the converted vertices</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.Util.SlerpMatrix(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix,System.Single)">
            <summary>
            Roughly decomposes two matrices and performs spherical linear interpolation
            </summary>
            <param name="start">Source matrix for interpolation</param>
            <param name="end">Destination matrix for interpolation</param>
            <param name="slerpAmount">Ratio of interpolation</param>
            <returns>The interpolated matrix</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.Util.SlerpMatrix(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@,System.Single,Microsoft.Xna.Framework.Matrix@)">
            <summary>
            Roughly decomposes two matrices and performs spherical linear interpolation
            </summary>
            <param name="start">Source matrix for interpolation</param>
            <param name="end">Destination matrix for interpolation</param>
            <param name="slerpAmount">Ratio of interpolation</param>
            <param name="result">Stores the result of hte interpolation.</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.Util.IsSkinned(Microsoft.Xna.Framework.Graphics.ModelMeshPart)">
            <summary>
            Determines whether or not a ModelMeshPart is skinned.
            </summary>
            <param name="meshPart">The part to check.</param>
            <returns>True if the part is skinned.</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.Util.IsSkinned(Microsoft.Xna.Framework.Graphics.ModelMesh)">
            <summary>
            Determines whether or not a ModelMesh is skinned.
            </summary>
            <param name="mesh">The mesh to check.</param>
            <returns>True if the mesh is skinned.</returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.Animation.Util.IsSkinned(Microsoft.Xna.Framework.Graphics.Model)">
            <summary>
            Determines whether or not a Model is skinned.
            </summary>
            <param name="model">The model to check.</param>
            <returns>True if the model is skinned.</returns>
        </member>
        <member name="T:FlatRedBall.Content.Saves.BitmapFontSave">
            <summary>
            Save class storing information for a BitmapFont.  
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.ModelMaterial.#ctor">
            <summary>
            Model Material Desicribes the Material to use for a Model Mesh Part.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.ModelMaterial.#ctor(System.String,Microsoft.Xna.Framework.Graphics.Color,Microsoft.Xna.Framework.Graphics.Color,Microsoft.Xna.Framework.Graphics.Color,System.Single,System.Single)">
            <summary>
            Model Material Desicribes the Material to use for a Model Mesh Part.
            </summary>
            <param name="textureFileName">The texture file name of the location of the texture to use</param>
            <param name="diffuseColor">The diffuse color to use when no Texture is to be used.</param>
            <param name="specularColor">The Color of the specular highlighting</param>
            <param name="emissiveColor">The Color of the ModelMesh part will emit</param>
            <param name="specularPower">The amount of Specular Color to Show.</param>
            <param name="glossiness">How "Shiny" the specularity will be.</param>
        </member>
        <member name="P:FlatRedBall.Content.Model.ModelMaterial.TextureFileName">
            <summary>
            The File name and location of the texture file to use, when setting the Texture on the 
            ModelMeshes Default Effect.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.ModelMaterial.DiffuseColor">
            <summary>
            The Default Diffuse Color to use, when No Texture is Available for the Mesh Part.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.ModelMaterial.SpecularColor">
            <summary>
            The Default Specular Color to use.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.ModelMaterial.EmissiveColor">
            <summary>
            The Default Emissive Color to use.
            </summary>        
        </member>
        <member name="P:FlatRedBall.Content.Model.ModelMaterial.SpecularPower">
            <summary>
            The Amount of power to force the Specular Color to use, within the ModelMeshes Default Effect.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.ModelMaterial.Glossiness">
            <summary>
            The Shininess of the Specular Color within the ModelMeshes Default Effect.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.ModelMaterial.Material_ID">
            <summary>
            The Material ID, that is within the Models Effect Collection
            </summary>
        </member>
        <member name="M:FlatRedBall.TimeManager.Initialize">
            <summary>
            Allows the game component to perform any initialization it needs to before starting
            to run.  This is where it can query for any required services and load content.
            </summary>
        </member>
        <member name="M:FlatRedBall.TimeManager.StartSumTiming">
             <summary>
             Begins Sum Timing
             </summary>
             <remarks>
             <code>
             
             StartSumTiming();
             
             foreach(Sprite sprite in someSpriteArray)
             {
                 SumTimeRefresh();
                 PerformSomeFunction(sprite);
                 SumTimeSection("PerformSomeFunction time:");
             
             
                 SumTimeRefresh();
                 PerformSomeOtherFunction(sprite);
                 SumTimeSection("PerformSomeOtherFunction time:);
             
             }
             </code>
            
             </remarks>
        </member>
        <member name="M:FlatRedBall.TimeManager.TimeSection">
            <summary>
            Stores an unnamed timed section.
            </summary>
            <remarks>
            A timed section is the amount of time (in seconds) since the last time either Update
            or TimeSection has been called.  The sections are reset every time Update is called.
            The sections can be retrieved through the GetTimedSections method.
            <seealso cref="!:FRB.TimeManager.GetTimedSection"/>
            </remarks>
        </member>
        <member name="M:FlatRedBall.TimeManager.TimeSection(System.String)">
            <summary>
            Stores an named timed section.
            </summary>
            <remarks>
            A timed section is the amount of time (in seconds) since the last time either Update
            or TimeSection has been called.  The sections are reset every time Update is called.
            The sections can be retrieved through the GetTimedSections method.
            <seealso cref="!:FRB.TimeManager.GetTimedSection"/>
            </remarks>
            <param name="label">The label for the timed section.</param>
        </member>
        <member name="M:FlatRedBall.TimeManager.Update(Microsoft.Xna.Framework.GameTime)">
            <summary>
            Allows the game component to update itself.
            </summary>
            <param name="time">Provides a snapshot of timing values.</param>
        </member>
        <member name="T:FlatRedBall.Math.Collision.HeightMapPostProcessor">
            <summary>
            Height map post-processor, used to dump heightmap texture to data structure
            </summary>
        </member>
        <member name="F:FlatRedBall.Math.Collision.HeightMapPostProcessor.mHeightMap">
            <summary>
            The height map to copy data to
            </summary>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.SpriteRig.Clone">
            <summary>
            Add clone method
            Author: Chakkapun Singto-ngam, Extend Interactive Co.,Ltd.
            </summary>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.SpriteRig.AnimateSelf">
            <summary>
            Performs Animation logic.  This is called by the Manage() method.
            </summary>
        </member>
        <member name="M:FlatRedBall.ManagedSpriteGroups.SpriteRig.StopAllAnimation">
            <summary>
            Stops all velocities related to animation and removes all instructions used for animation.  Does not set the animate property to false.
            </summary>
            <remarks>
            This function stops the following:
            <para> - Joint relative velocity</para>
            <para> - Joint RotationZVelocity</para>
            <para> - BodySprite scale velocity</para>
            <para> - BodySprite relative velocity</para>
            This function is used to stop animation activity on joints which may be ignored
            in the current PoseChain.  Simply setting animate to false will not necessarily stop
            all activity as this only stops animation affected by the current PoseChain.
            </remarks>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteRig.Animate">
            <summary>
            Gets and sets the bool determining whether the SpriteRig should animate.
            </summary>
            <remarks>
            Insert remarks here. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
            !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
            !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
            !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
            !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
            !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
            !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
            !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
            </remarks>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteRig.Root">
            <summary>
            The Sprite which is often used to move the SpriteRig.  The root should
            be the topParent of any Sprite in the SpriteRig unless it is attached to
            another Sprite which is not part of the SpriteRig.
            </summary>
            <remarks>
            The root does not belong to either the mJoints or bodySprites SpriteArray;
            however, when the SpriteRig is saved, the root is included in the bodySprite array.
            </remarks>
        </member>
        <member name="P:FlatRedBall.ManagedSpriteGroups.SpriteRig.AnimationSpeed">
            <summary>
            Sets how fast the SpriteRig animates.
            </summary>
            <remarks>
            Setting the animationSpeed to 0 sets the animate bool to 0.  Setting the animationSpeed to any value
            except 0 sets the animate bool to true.
            <seealso cref="P:FlatRedBall.ManagedSpriteGroups.SpriteRig.Animate"/>
            </remarks>
        </member>
        <member name="M:FlatRedBall.Graphics.Texture.ImageData.RemoveRow(System.Int32)">
            <summary>
            Removes the index row from the contained data.  Row 0 is the top of the texture.
            </summary>
            <param name="rowToRemove">The index of the row to remove.  Index 0 is the top row.</param>
        </member>
        <member name="T:ICSharpCode.SharpZipLib.Zip.Compression.Streams.OutputWindow">
            <summary>
            Contains the output from the Inflation process.
            We need to have a window so that we can refer backwards into the output stream
            to repeat stuff.<br/>
            Author of the original java version : John Leuner
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.OutputWindow.Write(System.Int32)">
            <summary>
            Write a byte to this output window
            </summary>
            <param name="value">value to write</param>
            <exception cref="T:System.InvalidOperationException">
            if window is full
            </exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.OutputWindow.Repeat(System.Int32,System.Int32)">
            <summary>
            Append a byte pattern already in the window itself
            </summary>
            <param name="length">length of pattern to copy</param>
            <param name="distance">distance from end of window pattern occurs</param>
            <exception cref="T:System.InvalidOperationException">
            If the repeated data overflows the window
            </exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.OutputWindow.CopyStored(ICSharpCode.SharpZipLib.Zip.Compression.Streams.StreamManipulator,System.Int32)">
            <summary>
            Copy from input manipulator to internal window
            </summary>
            <param name="input">source of data</param>
            <param name="length">length of data to copy</param>
            <returns>the number of bytes copied</returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.OutputWindow.CopyDict(System.Byte[],System.Int32,System.Int32)">
            <summary>
            Copy dictionary to window
            </summary>
            <param name="dictionary">source dictionary</param>
            <param name="offset">offset of start in source dictionary</param>
            <param name="length">length of dictionary</param>
            <exception cref="T:System.InvalidOperationException">
            If window isnt empty
            </exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.OutputWindow.GetFreeSpace">
            <summary>
            Get remaining unfilled space in window
            </summary>
            <returns>Number of bytes left in window</returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.OutputWindow.GetAvailable">
            <summary>
            Get bytes available for output in window
            </summary>
            <returns>Number of bytes filled</returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.OutputWindow.CopyOutput(System.Byte[],System.Int32,System.Int32)">
            <summary>
            Copy contents of window to output
            </summary>
            <param name="output">buffer to copy to</param>
            <param name="offset">offset to start at</param>
            <param name="len">number of bytes to count</param>
            <returns>The number of bytes copied</returns>
            <exception cref="T:System.InvalidOperationException">
            If a window underflow occurs
            </exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.OutputWindow.Reset">
            <summary>
            Reset by clearing window so <see cref="M:ICSharpCode.SharpZipLib.Zip.Compression.Streams.OutputWindow.GetAvailable">GetAvailable</see> returns 0
            </summary>
        </member>
        <member name="T:ICSharpCode.SharpZipLib.Zip.Compression.Inflater">
             <summary>
             Inflater is used to decompress data that has been compressed according
             to the "deflate" standard described in rfc1951.
             
             By default Zlib (rfc1950) headers and footers are expected in the input.
             You can use constructor <code> public Inflater(bool noHeader)</code> passing true
             if there is no Zlib header information
            
             The usage is as following.  First you have to set some input with
             <code>SetInput()</code>, then Inflate() it.  If inflate doesn't
             inflate any bytes there may be three reasons:
             <ul>
             <li>IsNeedingInput() returns true because the input buffer is empty.
             You have to provide more input with <code>SetInput()</code>.
             NOTE: IsNeedingInput() also returns true when, the stream is finished.
             </li>
             <li>IsNeedingDictionary() returns true, you have to provide a preset
                dictionary with <code>SetDictionary()</code>.</li>
             <li>IsFinished returns true, the inflater has finished.</li>
             </ul>
             Once the first output byte is produced, a dictionary will not be
             needed at a later stage.
            
             author of the original java version : John Leuner, Jochen Hoenicke
             </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.DECODE_HEADER">
            <summary>
            These are the possible states for an inflater
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.CPLENS">
            <summary>
            Copy lengths for literal codes 257..285
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.CPLEXT">
            <summary>
            Extra bits for literal codes 257..285
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.CPDIST">
            <summary>
            Copy offsets for distance codes 0..29
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.CPDEXT">
            <summary>
            Extra bits for distance codes
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.mode">
            <summary>
            This variable contains the current state.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.readAdler">
            <summary>
            The adler checksum of the dictionary or of the decompressed
            stream, as it is written in the header resp. footer of the
            compressed stream. 
            Only valid if mode is DECODE_DICT or DECODE_CHKSUM.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.neededBits">
            <summary>
            The number of bits needed to complete the current state.  This
            is valid, if mode is DECODE_DICT, DECODE_CHKSUM,
            DECODE_HUFFMAN_LENBITS or DECODE_HUFFMAN_DISTBITS.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.isLastBlock">
            <summary>
            True, if the last block flag was set in the last block of the
            inflated stream.  This means that the stream ends after the
            current block.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.totalOut">
            <summary>
            The total number of inflated bytes.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.totalIn">
            <summary>
            The total number of bytes set with setInput().  This is not the
            value returned by the TotalIn property, since this also includes the
            unprocessed input.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.noHeader">
            <summary>
            This variable stores the noHeader flag that was given to the constructor.
            True means, that the inflated stream doesn't contain a Zlib header or 
            footer.
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.#ctor">
            <summary>
            Creates a new inflater or RFC1951 decompressor
            RFC1950/Zlib headers and footers will be expected in the input data
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.#ctor(System.Boolean)">
            <summary>
            Creates a new inflater.
            </summary>
            <param name="noHeader">
            True if no RFC1950/Zlib header and footer fields are expected in the input data
            
            This is used for GZIPed/Zipped input.
            
            For compatibility with
            Sun JDK you should provide one byte of input more than needed in
            this case.
            </param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.Reset">
            <summary>
            Resets the inflater so that a new stream can be decompressed.  All
            pending input and output will be discarded.
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.DecodeHeader">
            <summary>
            Decodes a zlib/RFC1950 header.
            </summary>
            <returns>
            False if more input is needed.
            </returns>
            <exception cref="T:ICSharpCode.SharpZipLib.SharpZipBaseException">
            The header is invalid.
            </exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.DecodeDict">
            <summary>
            Decodes the dictionary checksum after the deflate header.
            </summary>
            <returns>
            False if more input is needed.
            </returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.DecodeHuffman">
            <summary>
            Decodes the huffman encoded symbols in the input stream.
            </summary>
            <returns>
            false if more input is needed, true if output window is
            full or the current block ends.
            </returns>
            <exception cref="T:ICSharpCode.SharpZipLib.SharpZipBaseException">
            if deflated stream is invalid.
            </exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.DecodeChksum">
            <summary>
            Decodes the adler checksum after the deflate stream.
            </summary>
            <returns>
            false if more input is needed.
            </returns>
            <exception cref="T:ICSharpCode.SharpZipLib.SharpZipBaseException">
            If checksum doesn't match.
            </exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.Decode">
            <summary>
            Decodes the deflated stream.
            </summary>
            <returns>
            false if more input is needed, or if finished.
            </returns>
            <exception cref="T:ICSharpCode.SharpZipLib.SharpZipBaseException">
            if deflated stream is invalid.
            </exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.SetDictionary(System.Byte[])">
            <summary>
            Sets the preset dictionary.  This should only be called, if
            needsDictionary() returns true and it should set the same
            dictionary, that was used for deflating.  The getAdler()
            function returns the checksum of the dictionary needed.
            </summary>
            <param name="buffer">
            The dictionary.
            </param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.SetDictionary(System.Byte[],System.Int32,System.Int32)">
            <summary>
            Sets the preset dictionary.  This should only be called, if
            needsDictionary() returns true and it should set the same
            dictionary, that was used for deflating.  The getAdler()
            function returns the checksum of the dictionary needed.
            </summary>
            <param name="buffer">
            The dictionary.
            </param>
            <param name="index">
            The index into buffer where the dictionary starts.
            </param>
            <param name="count">
            The number of bytes in the dictionary.
            </param>
            <exception cref="T:System.InvalidOperationException">
            No dictionary is needed.
            </exception>
            <exception cref="T:ICSharpCode.SharpZipLib.SharpZipBaseException">
            The adler checksum for the buffer is invalid
            </exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.SetInput(System.Byte[])">
            <summary>
            Sets the input.  This should only be called, if needsInput()
            returns true.
            </summary>
            <param name="buffer">
            the input.
            </param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.SetInput(System.Byte[],System.Int32,System.Int32)">
            <summary>
            Sets the input.  This should only be called, if needsInput()
            returns true.
            </summary>
            <param name="buffer">
            The source of input data
            </param>
            <param name="index">
            The index into buffer where the input starts.
            </param>
            <param name="count">
            The number of bytes of input to use.
            </param>
            <exception cref="T:System.InvalidOperationException">
            No input is needed.
            </exception>
            <exception cref="T:System.ArgumentOutOfRangeException">
            The index and/or count are wrong.
            </exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.Inflate(System.Byte[])">
            <summary>
            Inflates the compressed stream to the output buffer.  If this
            returns 0, you should check, whether IsNeedingDictionary(),
            IsNeedingInput() or IsFinished() returns true, to determine why no
            further output is produced.
            </summary>
            <param name="buffer">
            the output buffer.
            </param>
            <returns>
            The number of bytes written to the buffer, 0 if no further
            output can be produced.
            </returns>
            <exception cref="T:System.ArgumentOutOfRangeException">
            if buffer has length 0.
            </exception>
            <exception cref="T:System.FormatException">
            if deflated stream is invalid.
            </exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.Inflate(System.Byte[],System.Int32,System.Int32)">
            <summary>
            Inflates the compressed stream to the output buffer.  If this
            returns 0, you should check, whether needsDictionary(),
            needsInput() or finished() returns true, to determine why no
            further output is produced.
            </summary>
            <param name="buffer">
            the output buffer.
            </param>
            <param name="offset">
            the offset in buffer where storing starts.
            </param>
            <param name="count">
            the maximum number of bytes to output.
            </param>
            <returns>
            the number of bytes written to the buffer, 0 if no further output can be produced.
            </returns>
            <exception cref="T:System.ArgumentOutOfRangeException">
            if count is less than 0.
            </exception>
            <exception cref="T:System.ArgumentOutOfRangeException">
            if the index and / or count are wrong.
            </exception>
            <exception cref="T:System.FormatException">
            if deflated stream is invalid.
            </exception>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.IsNeedingInput">
            <summary>
            Returns true, if the input buffer is empty.
            You should then call setInput(). 
            NOTE: This method also returns true when the stream is finished.
            </summary>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.IsNeedingDictionary">
            <summary>
            Returns true, if a preset dictionary is needed to inflate the input.
            </summary>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.IsFinished">
            <summary>
            Returns true, if the inflater has finished.  This means, that no
            input is needed and no output can be produced.
            </summary>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.Adler">
            <summary>
            Gets the adler checksum.  This is either the checksum of all
            uncompressed bytes returned by inflate(), or if needsDictionary()
            returns true (and thus no output was yet produced) this is the
            adler checksum of the expected dictionary.
            </summary>
            <returns>
            the adler checksum.
            </returns>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.TotalOut">
            <summary>
            Gets the total number of output bytes returned by Inflate().
            </summary>
            <returns>
            the total number of output bytes.
            </returns>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.TotalIn">
            <summary>
            Gets the total number of processed compressed input bytes.
            </summary>
            <returns>
            The total number of bytes of processed input bytes.
            </returns>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Inflater.RemainingInput">
            <summary>
            Gets the number of unprocessed input bytes.  Useful, if the end of the
            stream is reached and you want to further process the bytes after
            the deflate stream.
            </summary>
            <returns>
            The number of bytes of the input which have not been processed.
            </returns>
        </member>
        <member name="T:ICSharpCode.SharpZipLib.Zip.Compression.DeflateStrategy">
            <summary>
            Strategies for deflater
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflateStrategy.Default">
            <summary>
            The default strategy
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflateStrategy.Filtered">
            <summary>
            This strategy will only allow longer string repetitions.  It is
            useful for random data with a small character set.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflateStrategy.HuffmanOnly">
            <summary>
            This strategy will not look for string repetitions at all.  It
            only encodes with Huffman trees (which means, that more common
            characters get a smaller encoding.
            </summary>
        </member>
        <member name="T:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine">
            <summary>
            Low level compression engine for deflate algorithm which uses a 32K sliding window
            with secondary compression from Huffman/Shannon-Fano codes.
            </summary>
        </member>
        <member name="T:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants">
            <summary>
            This class contains constants used for deflation.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.DEBUGGING">
            <summary>
            Set to true to enable debugging
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.STORED_BLOCK">
            <summary>
            Written to Zip file to identify a stored block
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.STATIC_TREES">
            <summary>
            Identifies static tree in Zip file
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.DYN_TREES">
            <summary>
            Identifies dynamic tree in Zip file
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.PRESET_DICT">
            <summary>
            Header flag indicating a preset dictionary for deflation
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.DEFAULT_MEM_LEVEL">
            <summary>
            Sets internal buffer sizes for Huffman encoding
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.MAX_MATCH">
            <summary>
            Internal compression engine constant
            </summary>		
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.MIN_MATCH">
            <summary>
            Internal compression engine constant
            </summary>		
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.MAX_WBITS">
            <summary>
            Internal compression engine constant
            </summary>		
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.WSIZE">
            <summary>
            Internal compression engine constant
            </summary>		
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.WMASK">
            <summary>
            Internal compression engine constant
            </summary>		
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.HASH_BITS">
            <summary>
            Internal compression engine constant
            </summary>		
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.HASH_SIZE">
            <summary>
            Internal compression engine constant
            </summary>		
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.HASH_MASK">
            <summary>
            Internal compression engine constant
            </summary>		
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.HASH_SHIFT">
            <summary>
            Internal compression engine constant
            </summary>		
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.MIN_LOOKAHEAD">
            <summary>
            Internal compression engine constant
            </summary>		
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.MAX_DIST">
            <summary>
            Internal compression engine constant
            </summary>		
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.PENDING_BUF_SIZE">
            <summary>
            Internal compression engine constant
            </summary>		
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.DEFLATE_STORED">
            <summary>
            Internal compression engine constant
            </summary>		
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.DEFLATE_FAST">
            <summary>
            Internal compression engine constant
            </summary>		
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.DEFLATE_SLOW">
            <summary>
            Internal compression engine constant
            </summary>		
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.MAX_BLOCK_SIZE">
            <summary>
            Internal compression engine constant
            </summary>		
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.GOOD_LENGTH">
            <summary>
            Internal compression engine constant
            </summary>		
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.MAX_LAZY">
            <summary>
            Internal compression engine constant
            </summary>		
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.NICE_LENGTH">
            <summary>
            Internal compression engine constant
            </summary>		
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.MAX_CHAIN">
            <summary>
            Internal compression engine constant
            </summary>		
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterConstants.COMPR_FUNC">
            <summary>
            Internal compression engine constant
            </summary>		
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.#ctor(ICSharpCode.SharpZipLib.Zip.Compression.DeflaterPending)">
            <summary>
            Construct instance with pending buffer
            </summary>
            <param name="pending">
            Pending buffer to use
            </param>>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.Deflate(System.Boolean,System.Boolean)">
            <summary>
            Deflate drives actual compression of data
            </summary>
            <param name="flush">True to flush input buffers</param>
            <param name="finish">Finish deflation with the current input.</param>
            <returns>Returns true if progress has been made.</returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.SetInput(System.Byte[],System.Int32,System.Int32)">
            <summary>
            Sets input data to be deflated.  Should only be called when <code>NeedsInput()</code>
            returns true
            </summary>
            <param name="buffer">The buffer containing input data.</param>
            <param name="offset">The offset of the first byte of data.</param>
            <param name="count">The number of bytes of data to use as input.</param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.NeedsInput">
            <summary>
            Determines if more <see cref="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.SetInput(System.Byte[],System.Int32,System.Int32)">input</see> is needed.
            </summary>		
            <returns>Return true if input is needed via <see cref="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.SetInput(System.Byte[],System.Int32,System.Int32)">SetInput</see></returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.SetDictionary(System.Byte[],System.Int32,System.Int32)">
            <summary>
            Set compression dictionary
            </summary>
            <param name="buffer">The buffer containing the dictionary data</param>
            <param name="offset">The offset in the buffer for the first byte of data</param>
            <param name="length">The length of the dictionary data.</param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.Reset">
            <summary>
            Reset internal state
            </summary>		
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.ResetAdler">
            <summary>
            Reset Adler checksum
            </summary>		
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.SetLevel(System.Int32)">
            <summary>
            Set the deflate level (0-9)
            </summary>
            <param name="level">The value to set the level to.</param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.FillWindow">
            <summary>
            Fill the window
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.InsertString">
            <summary>
            Inserts the current string in the head hash and returns the previous
            value for this hash.
            </summary>
            <returns>The previous hash value</returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.FindLongestMatch(System.Int32)">
             <summary>
             Find the best (longest) string in the window matching the 
             string starting at strstart.
            
             Preconditions:
             <code>
             strstart + MAX_MATCH &lt;= window.length.</code>
             </summary>
             <param name="curMatch"></param>
             <returns>True if a match greater than the minimum length is found</returns>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.head">
            <summary>
            Hashtable, hashing three characters to an index for window, so
            that window[index]..window[index+2] have this hash code.  
            Note that the array should really be unsigned short, so you need
            to and the values with 0xffff.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.prev">
            <summary>
            <code>prev[index &amp; WMASK]</code> points to the previous index that has the
            same hash code as the string starting at index.  This way 
            entries with the same hash code are in a linked list.
            Note that the array should really be unsigned short, so you need
            to and the values with 0xffff.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.strstart">
            <summary>
            Points to the current character in the window.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.lookahead">
            <summary>
            lookahead is the number of characters starting at strstart in
            window that are valid.
            So window[strstart] until window[strstart+lookahead-1] are valid
            characters.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.window">
            <summary>
            This array contains the part of the uncompressed stream that 
            is of relevance.  The current character is indexed by strstart.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.compressionFunction">
            <summary>
            The current compression function.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.inputBuf">
            <summary>
            The input data for compression.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.totalIn">
            <summary>
            The total bytes of input read.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.inputOff">
            <summary>
            The offset into inputBuf, where input data starts.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.inputEnd">
            <summary>
            The end offset of the input data.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.adler">
            <summary>
            The adler checksum
            </summary>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.Adler">
            <summary>
            Get current value of Adler checksum
            </summary>		
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.TotalIn">
            <summary>
            Total data processed
            </summary>		
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.DeflaterEngine.Strategy">
            <summary>
            Get/set the <see cref="T:ICSharpCode.SharpZipLib.Zip.Compression.DeflateStrategy">deflate strategy</see>
            </summary>		
        </member>
        <member name="T:ICSharpCode.SharpZipLib.Zip.Compression.Deflater">
             <summary>
             This is the Deflater class.  The deflater class compresses input
             with the deflate algorithm described in RFC 1951.  It has several
             compression levels and three different strategies described below.
            
             This class is <i>not</i> thread safe.  This is inherent in the API, due
             to the split of deflate and setInput.
             
             author of the original java version : Jochen Hoenicke
             </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.BEST_COMPRESSION">
            <summary>
            The best and slowest compression level.  This tries to find very
            long and distant string repetitions.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.BEST_SPEED">
            <summary>
            The worst but fastest compression level.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.DEFAULT_COMPRESSION">
            <summary>
            The default compression level.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.NO_COMPRESSION">
            <summary>
            This level won't compress at all but output uncompressed blocks.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.DEFLATED">
            <summary>
            The compression method.  This is the only method supported so far.
            There is no need to use this constant at all.
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.#ctor">
            <summary>
            Creates a new deflater with default compression level.
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.#ctor(System.Int32)">
            <summary>
            Creates a new deflater with given compression level.
            </summary>
            <param name="level">
            the compression level, a value between NO_COMPRESSION
            and BEST_COMPRESSION, or DEFAULT_COMPRESSION.
            </param>
            <exception cref="T:System.ArgumentOutOfRangeException">if lvl is out of range.</exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.#ctor(System.Int32,System.Boolean)">
            <summary>
            Creates a new deflater with given compression level.
            </summary>
            <param name="level">
            the compression level, a value between NO_COMPRESSION
            and BEST_COMPRESSION.
            </param>
            <param name="noZlibHeaderOrFooter">
            true, if we should suppress the Zlib/RFC1950 header at the
            beginning and the adler checksum at the end of the output.  This is
            useful for the GZIP/PKZIP formats.
            </param>
            <exception cref="T:System.ArgumentOutOfRangeException">if lvl is out of range.</exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.Reset">
            <summary>
            Resets the deflater.  The deflater acts afterwards as if it was
            just created with the same compression level and strategy as it
            had before.
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.Flush">
            <summary>
            Flushes the current input block.  Further calls to deflate() will
            produce enough output to inflate everything in the current input
            block.  This is not part of Sun's JDK so I have made it package
            private.  It is used by DeflaterOutputStream to implement
            flush().
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.Finish">
            <summary>
            Finishes the deflater with the current input block.  It is an error
            to give more input after this method was called.  This method must
            be called to force all bytes to be flushed.
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.SetInput(System.Byte[])">
            <summary>
            Sets the data which should be compressed next.  This should be only
            called when needsInput indicates that more input is needed.
            If you call setInput when needsInput() returns false, the
            previous input that is still pending will be thrown away.
            The given byte array should not be changed, before needsInput() returns
            true again.
            This call is equivalent to <code>setInput(input, 0, input.length)</code>.
            </summary>
            <param name="input">
            the buffer containing the input data.
            </param>
            <exception cref="T:System.InvalidOperationException">
            if the buffer was finished() or ended().
            </exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.SetInput(System.Byte[],System.Int32,System.Int32)">
            <summary>
            Sets the data which should be compressed next.  This should be
            only called when needsInput indicates that more input is needed.
            The given byte array should not be changed, before needsInput() returns
            true again.
            </summary>
            <param name="input">
            the buffer containing the input data.
            </param>
            <param name="offset">
            the start of the data.
            </param>
            <param name="count">
            the number of data bytes of input.
            </param>
            <exception cref="T:System.InvalidOperationException">
            if the buffer was Finish()ed or if previous input is still pending.
            </exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.SetLevel(System.Int32)">
            <summary>
            Sets the compression level.  There is no guarantee of the exact
            position of the change, but if you call this when needsInput is
            true the change of compression level will occur somewhere near
            before the end of the so far given input.
            </summary>
            <param name="level">
            the new compression level.
            </param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.GetLevel">
            <summary>
            Get current compression level
            </summary>
            <returns>Returns the current compression level</returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.SetStrategy(ICSharpCode.SharpZipLib.Zip.Compression.DeflateStrategy)">
            <summary>
            Sets the compression strategy. Strategy is one of
            DEFAULT_STRATEGY, HUFFMAN_ONLY and FILTERED.  For the exact
            position where the strategy is changed, the same as for
            SetLevel() applies.
            </summary>
            <param name="strategy">
            The new compression strategy.
            </param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.Deflate(System.Byte[])">
            <summary>
            Deflates the current input block with to the given array.
            </summary>
            <param name="output">
            The buffer where compressed data is stored
            </param>
            <returns>
            The number of compressed bytes added to the output, or 0 if either
            IsNeedingInput() or IsFinished returns true or length is zero.
            </returns>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.Deflate(System.Byte[],System.Int32,System.Int32)">
            <summary>
            Deflates the current input block to the given array.
            </summary>
            <param name="output">
            Buffer to store the compressed data.
            </param>
            <param name="offset">
            Offset into the output array.
            </param>
            <param name="length">
            The maximum number of bytes that may be stored.
            </param>
            <returns>
            The number of compressed bytes added to the output, or 0 if either
            needsInput() or finished() returns true or length is zero.
            </returns>
            <exception cref="T:System.InvalidOperationException">
            If Finish() was previously called.
            </exception>
            <exception cref="T:System.ArgumentOutOfRangeException">
            If offset or length don't match the array length.
            </exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.SetDictionary(System.Byte[])">
            <summary>
            Sets the dictionary which should be used in the deflate process.
            This call is equivalent to <code>setDictionary(dict, 0, dict.Length)</code>.
            </summary>
            <param name="dictionary">
            the dictionary.
            </param>
            <exception cref="T:System.InvalidOperationException">
            if SetInput () or Deflate () were already called or another dictionary was already set.
            </exception>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.SetDictionary(System.Byte[],System.Int32,System.Int32)">
            <summary>
            Sets the dictionary which should be used in the deflate process.
            The dictionary is a byte array containing strings that are
            likely to occur in the data which should be compressed.  The
            dictionary is not stored in the compressed output, only a
            checksum.  To decompress the output you need to supply the same
            dictionary again.
            </summary>
            <param name="dictionary">
            The dictionary data
            </param>
            <param name="index">
            The index where dictionary information commences.
            </param>
            <param name="count">
            The number of bytes in the dictionary.
            </param>
            <exception cref="T:System.InvalidOperationException">
            If SetInput () or Deflate() were already called or another dictionary was already set.
            </exception>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.level">
            <summary>
            Compression level.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.noZlibHeaderOrFooter">
            <summary>
            If true no Zlib/RFC1950 headers or footers are generated
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.state">
            <summary>
            The current state.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.totalOut">
            <summary>
            The total bytes of output written.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.pending">
            <summary>
            The pending output.
            </summary>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.engine">
            <summary>
            The deflater engine.
            </summary>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.Adler">
            <summary>
            Gets the current adler checksum of the data that was processed so far.
            </summary>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.TotalIn">
            <summary>
            Gets the number of input bytes processed so far.
            </summary>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.TotalOut">
            <summary>
            Gets the number of output bytes so far.
            </summary>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.IsFinished">
            <summary>
            Returns true if the stream was finished and no more output bytes
            are available.
            </summary>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Zip.Compression.Deflater.IsNeedingInput">
            <summary>
            Returns true, if the input buffer is empty.
            You should then call setInput(). 
            NOTE: This method can also return true when the stream
            was finished.
            </summary>
        </member>
        <member name="T:ICSharpCode.SharpZipLib.Checksums.IChecksum">
            <summary>
            Interface to compute a data checksum used by checked input/output streams.
            A data checksum can be updated by one byte or with a byte array. After each
            update the value of the current checksum can be returned by calling
            <code>getValue</code>. The complete checksum object can also be reset
            so it can be used again with new data.
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Checksums.IChecksum.Reset">
            <summary>
            Resets the data checksum as if no update was ever called.
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Checksums.IChecksum.Update(System.Int32)">
            <summary>
            Adds one byte to the data checksum.
            </summary>
            <param name = "value">
            the data value to add. The high byte of the int is ignored.
            </param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Checksums.IChecksum.Update(System.Byte[])">
            <summary>
            Updates the data checksum with the bytes taken from the array.
            </summary>
            <param name="buffer">
            buffer an array of bytes
            </param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Checksums.IChecksum.Update(System.Byte[],System.Int32,System.Int32)">
            <summary>
            Adds the byte array to the data checksum.
            </summary>
            <param name = "buffer">
            The buffer which contains the data
            </param>
            <param name = "offset">
            The offset in the buffer where the data starts
            </param>
            <param name = "count">
            the number of data bytes to add.
            </param>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Checksums.IChecksum.Value">
            <summary>
            Returns the data checksum computed so far.
            </summary>
        </member>
        <member name="T:FlatRedBall.IO.Csv.ParseErrorEventArgs">
            <summary>
            Provides data for the <see cref="M:CsvReader.ParseError"/> event.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.ParseErrorEventArgs._error">
            <summary>
            Contains the error that occured.
            </summary>
        </member>
        <member name="F:FlatRedBall.IO.Csv.ParseErrorEventArgs._action">
            <summary>
            Contains the action to take.
            </summary>
        </member>
        <member name="M:FlatRedBall.IO.Csv.ParseErrorEventArgs.#ctor(System.Exception,FlatRedBall.IO.Csv.ParseErrorAction)">
            <summary>
            Initializes a new instance of the ParseErrorEventArgs class.
            </summary>
            <param name="error">The error that occured.</param>
            <param name="defaultAction">The default action to take.</param>
        </member>
        <member name="P:FlatRedBall.IO.Csv.ParseErrorEventArgs.Error">
            <summary>
            Gets the error that occured.
            </summary>
            <value>The error that occured.</value>
        </member>
        <member name="P:FlatRedBall.IO.Csv.ParseErrorEventArgs.Action">
            <summary>
            Gets or sets the action to take.
            </summary>
            <value>The action to take.</value>
        </member>
        <member name="T:FlatRedBall.Instructions.MethodInstruction">
            <summary>
            Base abstract class for the generic MethodInstruction class.
            </summary>
            <remarks>
            This class is provided to support lists of MethodInstructions.
            </remarks>
        </member>
        <member name="T:FlatRedBall.Instructions.MethodInstruction`1">
            <summary>
            Generic Instruction class which calls a method when executed.
            </summary>
            <typeparam name="T">The type of the object which contains the method to be called.</typeparam>
        </member>
        <member name="T:FlatRedBall.Gui.WindowArrayVisibilityListBox">
            <summary>
            Summary description for WindowArrayVisibilityListBox.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.ListDisplayWindow.mExtraChildrenWindows">
            <summary>
            List of windows which are always shown.  This can be used to modify the ListDisplayWindow
            to support more windows and behavior.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.ListDisplayWindow.mTypeList">
            <summary>
            This must be set prior to calling ShowCreationWindow if element creation
            is to be handled by FlatRedBall.
            </summary>
        </member>
        <member name="F:FlatRedBall.Gui.ListDisplayWindow.mUndoInstructions">
            <summary>
            The list that the Grid's UndoInstructions are set to.
            </summary>
        </member>
        <member name="M:FlatRedBall.Gui.ListDisplayWindow.AddWindow(FlatRedBall.Gui.Window)">
            <summary>
            Adds an always-displayed Window to the PropertyGrid.  This window will appear
            after all member-displaying Windows and will automatically be positioned appropriately.
            </summary>
            <param name="windowToAdd">The window to add.</param>
        </member>
        <member name="M:FlatRedBall.Gui.ListDisplayWindow.GetStringForObject(System.Object)">
            <summary>
            Returns the String representation for an object.  The string returns
            depends on whether a string representation has been set for this object and
            whether the object is a FlatRedBall.Utilities.INameable.
            </summary>
            <param name="objectToGetStringFor">The object to get the string representation of.</param>
            <returns>The string representation of the argument.</returns>
        </member>
        <member name="M:FlatRedBall.Gui.ListDisplayWindow.HighlightObjectNoCall(System.Object,System.Boolean)">
            <summary>
            Highlights the argument objectToHighlight, but does not raise the Highlighted event.
            </summary>
            <param name="objectToHighlight">The object to highlight.</param>
            <param name="addToHighlighted">Whether to add the argument to the highlighted items.  If 
            true is passed then mulitple objects can be highlighted.  If false is passed then only the 
            argument will be highlighted.</param>
        </member>
        <member name="P:FlatRedBall.Gui.ListDisplayWindow.AllowCut">
            <summary>
            Whether the ListDisplayWindow has CTRL+X cut and CTRL+V paste functionality.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.ListDisplayWindow.ConsiderAttachments">
            <summary>
            Whether the ListDisplayWindow attempts to display attachments.  If the list
            being displays contains IAttachables and this is true then the tree structure
            will be rerpesented in the CollapseListBox.  Default is false.
            </summary>
        </member>
        <member name="P:FlatRedBall.Gui.ListDisplayWindow.MemberDisplaying">
            <summary>
            If this ListDisplayWindow was created by a PropertyGrid then
            it is displaying a member that is a List.  MemberDisplaying is
            the string name of the member being displayed.  This defaults
            to null if this Window was not created by a PropertyGrid.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Shadows.ShadowMaker">
            <summary>
            The base class for all shadowing techniques.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Shadows.ShadowMap">
            <summary>
            Ye old shadow mappy.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Shadows.ShadowMap.mLightSourceCamera">
            <summary>
            This is a camera used to render the depth of the scene into the shadow maps depth buffer.
            It is NOT a standard camera and is not used in the standard fashion IE don't try to put it with the other scene cameras.
            The parameters for this camera change based on the camera that this shadow map is owned by.  The idea is that we want to get the best
            resolution that we can for the shadows for what is in view by the main camera.
            Actually, this camera is not used for much at all now except for a place holder
            in the rendering code where a camera is needed.  I could just use the scene camera, but this
            camera is good for debugging stuff.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Shadows.ShadowMap.IsF32Supported">
            <summary>
            Tells us if this system supports the things needed to make our shadow maps.
            </summary>
            <returns></returns>
        </member>
        <member name="M:FlatRedBall.Graphics.Model.ModelManager.CreateModel(System.String,System.String,System.Boolean)">
            <summary>
            Create a new positioned model without adding to engine
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.Model.ModelManager.BasicModelEffect">
            <summary>
            Provides access to the BasicModelEffect.  This should only be used in debugging.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Particle.EmissionSettingsSave">
            <summary>
            Save class for the EmissionSettings class.  This class is used
            in the .emix (Emitter XML) file.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Math.Splines.SplineSave">
            <summary>
            A savable representation of a Spline.  This is used in SplineSaveLists.
            </summary>
        </member>
        <member name="T:FlatRedBall.Audio.PositionedSound">
            <summary>
            A sound which has a position enabling effects such as doppler effect and 
            distance-based volume adjustments.
            </summary>
        </member>
        <member name="M:FlatRedBall.Audio.PositionedSound.Play">
            <summary>
            Begins playback of this sound, or resumes playback (if it has been paused)
            </summary>
        </member>
        <member name="M:FlatRedBall.Audio.PositionedSound.Pause">
            <summary>
            Pauses playback of this sound
            </summary>
        </member>
        <member name="M:FlatRedBall.Audio.PositionedSound.Stop">
            <summary>
            Stops playing this sound immediately
            </summary>
        </member>
        <member name="M:FlatRedBall.Audio.PositionedSound.StopAsAuthored">
            <summary>
            Stops playing this sound as authored in the XACT project
            </summary>
        </member>
        <member name="M:FlatRedBall.Audio.PositionedSound.StopImmediately">
            <summary>
            Stops playing this sound immediately
            </summary>
        </member>
        <member name="P:FlatRedBall.Audio.PositionedSound.DopplerScale">
            <summary>
            Gets or sets a scalar applied to the level of Doppler effect calculated
            between this sound and a listener.
            </summary>
        </member>
        <member name="T:FlatRedBall.Network.NetSprite">
            <summary>
            Summary description for NetSprite.
            </summary>
        </member>
        <member name="T:ICSharpCode.SharpZipLib.Checksums.Adler32">
            <summary>
            Computes Adler32 checksum for a stream of data. An Adler32
            checksum is not as reliable as a CRC32 checksum, but a lot faster to
            compute.
            
            The specification for Adler32 may be found in RFC 1950.
            ZLIB Compressed Data Format Specification version 3.3)
            
            
            From that document:
            
                 "ADLER32 (Adler-32 checksum)
                  This contains a checksum value of the uncompressed data
                  (excluding any dictionary data) computed according to Adler-32
                  algorithm. This algorithm is a 32-bit extension and improvement
                  of the Fletcher algorithm, used in the ITU-T X.224 / ISO 8073
                  standard.
            
                  Adler-32 is composed of two sums accumulated per byte: s1 is
                  the sum of all bytes, s2 is the sum of all s1 values. Both sums
                  are done modulo 65521. s1 is initialized to 1, s2 to zero.  The
                  Adler-32 checksum is stored as s2*65536 + s1 in most-
                  significant-byte first (network) order."
            
             "8.2. The Adler-32 algorithm
            
               The Adler-32 algorithm is much faster than the CRC32 algorithm yet
               still provides an extremely low probability of undetected errors.
            
               The modulo on unsigned long accumulators can be delayed for 5552
               bytes, so the modulo operation time is negligible.  If the bytes
               are a, b, c, the second sum is 3a + 2b + c + 3, and so is position
               and order sensitive, unlike the first sum, which is just a
               checksum.  That 65521 is prime is important to avoid a possible
               large class of two-byte errors that leave the check unchanged.
               (The Fletcher checksum uses 255, which is not prime and which also
               makes the Fletcher check insensitive to single byte changes 0 -
               255.)
            
               The sum s1 is initialized to 1 instead of zero to make the length
               of the sequence part of s2, so that the length does not have to be
               checked separately. (Any sequence of zeroes has a Fletcher
               checksum of zero.)"
            </summary>
            <see cref="T:ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream"/>
            <see cref="!:ICSharpCode.SharpZipLib.Zip.Compression.Streams.DeflaterOutputStream"/>
        </member>
        <member name="F:ICSharpCode.SharpZipLib.Checksums.Adler32.BASE">
            <summary>
            largest prime smaller than 65536
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Checksums.Adler32.#ctor">
            <summary>
            Creates a new instance of the Adler32 class.
            The checksum starts off with a value of 1.
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Checksums.Adler32.Reset">
            <summary>
            Resets the Adler32 checksum to the initial value.
            </summary>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Checksums.Adler32.Update(System.Int32)">
            <summary>
            Updates the checksum with a byte value.
            </summary>
            <param name="value">
            The data value to add. The high byte of the int is ignored.
            </param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Checksums.Adler32.Update(System.Byte[])">
            <summary>
            Updates the checksum with an array of bytes.
            </summary>
            <param name="buffer">
            The source of the data to update with.
            </param>
        </member>
        <member name="M:ICSharpCode.SharpZipLib.Checksums.Adler32.Update(System.Byte[],System.Int32,System.Int32)">
            <summary>
            Updates the checksum with the bytes taken from the array.
            </summary>
            <param name="buffer">
            an array of bytes
            </param>
            <param name="offset">
            the start of the data used for this update
            </param>
            <param name="count">
            the number of bytes to use for this update
            </param>
        </member>
        <member name="P:ICSharpCode.SharpZipLib.Checksums.Adler32.Value">
            <summary>
            Returns the Adler32 data checksum computed so far.
            </summary>
        </member>
        <member name="T:FlatRedBall.IO.Csv.CsvFileManager">
            <summary>
            Class providing methods for interacting with .CSV spreadsheet files.
            </summary>
        </member>
        <member name="M:FlatRedBall.IO.Csv.CsvFileManager.Serialize``1(System.Collections.Generic.List{``0},System.String)">
            <summary>
            Saves a Generic List to a CSV formatted file
            </summary>
            <param name="list">The list to save</param>
             <param name="filename">The destination file</param>
        </member>
        <member name="T:FlatRedBall.Instructions.VelocityValueRelationship">
            <summary>
            Stores the related state, velocity, and acceleration values.
            </summary>
            <remarks>
            This is used when interpolating instructions.
            </remarks>
        </member>
        <member name="T:FlatRedBall.Instructions.StaticMethodInstruction">
            <summary>
            Instruction which calls a Static class' method.
            </summary>
            <remarks>
            This class must be used instead of 
            FlatRedBall.Instructions.MethodInstruction
            because MethodInstruction takes a reference
            to an instance of the object containing the method
            to call.  If the object is a static class then the
            compiler will complain about static objects being used
            as arguments to methods.
            </remarks>
        </member>
        <member name="T:FlatRedBall.Instructions.Reflection.LateBinder`1">
            <summary>
            Provides a simple interface to late bind a class.
            </summary>
            <remarks>The first time you attempt to get or set a property, it will dynamically generate the get and/or set 
            methods and cache them internally.  Subsequent gets uses the dynamic methods without having to query the type's 
            meta data.</remarks>
        </member>
        <member name="M:FlatRedBall.Instructions.Reflection.LateBinder`1.SetProperty``1(`0,System.String,``0)">
            <summary>
            Sets the supplied property on the supplied target
            </summary>
            <typeparam name="K">the type of the value</typeparam>
        </member>
        <member name="M:FlatRedBall.Instructions.Reflection.LateBinder`1.GetProperty``1(`0,System.String)">
            <summary>
            Gets  the supplied property on the supplied target
            </summary>
            <typeparam name="K">The type of the property being returned</typeparam>
        </member>
        <member name="P:FlatRedBall.Instructions.Reflection.LateBinder`1.Target">
            <summary>
            The instance that this binder operates on by default
            </summary>
            <remarks>This can be overridden by the caller explicitly passing a target to the indexer</remarks>
        </member>
        <member name="P:FlatRedBall.Instructions.Reflection.LateBinder`1.Item(System.String)">
            <summary>
            Gets or Sets the supplied property on the contained <seealso cref="P:FlatRedBall.Instructions.Reflection.LateBinder`1.Instance"/>
            </summary>
            <exception cref="T:System.InvalidOperationException">Throws if the contained Instance is null.</exception>
        </member>
        <member name="P:FlatRedBall.Instructions.Reflection.LateBinder`1.Item(`0,System.String)">
            <summary>
            Gets or Sets the supplied property on the supplied target
            </summary>
        </member>
        <member name="T:FlatRedBall.Instructions.Reflection.LateBinder`1.DynamicMethodCompiler">
            <summary>
            provides helper functions for late binding a class
            </summary>
            <remarks>
            Class found here:
            http://www.codeproject.com/useritems/Dynamic_Code_Generation.asp
            </remarks>
        </member>
        <member name="T:FlatRedBall.Content.Instructions.InstructionBlueprintListSave">
            <summary>
            A save class containing a list of InstructionSaves.
            </summary>
        </member>
        <member name="P:FlatRedBall.Input.Recording.KeyboardRecord.TimePlaybackStarted">
            <summary>
            Gets and sets the time that playback started.  Setting this value simulates changing
            when the playback started.
            </summary>
        </member>
        <member name="T:FlatRedBall.Input.AnalogStick">
            <summary>
            A two-axis input device which can return a range of values on both axes.
            </summary>
        </member>
        <member name="F:FlatRedBall.Input.AnalogStick.mDPadOnValue">
            <summary>
            The mDPadOnValue and mDPadOffValue
            values are used to simulate D-Pad control
            with the analog stick.  When the user is above
            the absolute value of the mDPadOnValue then it is
            as if the DPad is held down.  To release the DPad the
            value must come under the off value.  If there was only
            one value then the user could hold the stick near the threshold
            and get rapid on/off values due to the inaccuracy of the analog stick. 
            </summary>
        </member>
        <member name="P:FlatRedBall.Input.AnalogStick.Angle">
            <summary>
            Returns the angle of the analog stick.  0 is to the right, Pi/2 is up, Pi is to the left, and 3*Pi/2 is down.
            </summary>
        </member>
        <member name="P:FlatRedBall.Input.AnalogStick.Magnitude">
            <summary>
            Gets the distance from the center position of the analog stick.
            </summary>
        </member>
        <member name="P:FlatRedBall.Input.AnalogStick.Position">
            <summary>
            The position of the analog stick.  The range for each component is -1 to 1.
            </summary>
        </member>
        <member name="T:FlatRedBall.Input.AnalogButton">
            <summary>
            A button or single-axis input device which can return a range of values like the shoulder triggers.
            </summary>
        </member>
        <member name="P:FlatRedBall.Input.AnalogButton.Position">
            <summary>
            The current value of the AnalogButton.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.PropertyGrids.EnumPropertyGrid`1">
            <summary>
            A StructReferencePropertyGrid used by the FlatRedBall Engine when editing enums in a ListDisplayWindow.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.MenuItem">
            <summary>
            A clickable item in a MenuStrip or item in a sub-menu.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.AnimationOptions">
            <summary>
            This template enables you to set the Direct3D Retained Mode Animation options. 
            The openclosed member can be either 0 for a closed or 1 for an open animation. 
            The positionquality member is used to set the position quality for any position keys specified and can either be 0 
            for spline positions or 1 for linear positions. By default, an animation is closed.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.AnimationOptions.#ctor">
            <summary>
            This template enables you to set the Direct3D Retained Mode Animation options. 
            The openclosed member can be either 0 for a closed or 1 for an open animation. 
            The positionquality member is used to set the position quality for any position keys specified and can either be 0 
            for spline positions or 1 for linear positions. By default, an animation is closed.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.AnimationOptions.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.AnimationOptions.OpenClosed">
            <summary>
            An integer value for whether or not the animation is open or closed.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.AnimationOptions.PositionQuality">
            <summary>
            An integer value for whether or not the animation using spline or linear positions for
            interpolation.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.SceneReader">
            <summary>
            Class used to read Scenes from XNB files.  This class is used when 
            loading Scenes through the content pipeline.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Lighting.LightSaveList">
            <summary>
            Class storing information about a lighting setup which can be XML serialized/deserialized.
            </summary>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.PathfindingFunctions.IsInLineOfSight(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,FlatRedBall.Math.PositionedObjectList{FlatRedBall.Math.Geometry.Polygon})">
            <summary>
            Tests if two vector positions are within line of sight given a collision map.
            </summary>
            <param name="position1">The first world-coordinate position.</param>
            <param name="position2">The second world-coordinate position.</param>
            <param name="collisionMap">The list of polygons used to test if the two positions are within line of sight.</param>
            <returns></returns>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.PathfindingFunctions.IsInLineOfSight(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Single,FlatRedBall.Math.PositionedObjectList{FlatRedBall.Math.Geometry.Polygon})">
            <summary>
            Tests if two vector positions are within line of sight given a collision map.
            </summary>
            <param name="position1">The first world-coordinate position.</param>
            <param name="position2">The second world-coordinate position.</param>
            <param name="collisionThreshold">Distance from position2 to the polygon it's colliding against.
            If a polygon is within this threshold, this will return false.</param>
            <param name="collisionMap">The list of polygons used to test if the two positions are within line of sight.</param>
            <returns></returns>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.PathfindingFunctions.Midpoint(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Returns the midpoint between two Vector3s.
            </summary>
            <param name="position1">The first position.</param>
            <param name="position2">The connecting position.</param>
            <returns>The midpoint between the two positions.</returns>
        </member>
        <member name="M:FlatRedBall.AI.Pathfinding.PathfindingFunctions.OptimalVisiblePoint(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Int32,System.Single,FlatRedBall.Math.PositionedObjectList{FlatRedBall.Math.Geometry.Polygon})">
            <summary>
            Calculates the closest visible point to outOfSightPosition given the currentPosition.
            </summary>
            <param name="currentPosition">The position with which to test Line Of Sight</param>
            <param name="inSightPosition">The connector to the outOfSightPosition with which to find midpoint optimizations.</param>
            <param name="outOfSightPosition">The guide to find the optimal in sight position.</param>
            <param name="numberOfOptimizations">The number of times we will midpoint optimize, higher means closer to optimal.</param>
            <param name="collisionThreshold">Usually the object using the path will be larger than 0, use the size of the collision for testing line of sight.</param>
            <param name="collisionMap">Polygon list which we will use for collision (without it, everything is straight line of sight).</param>
            <returns></returns>
        </member>
        <member name="M:FlatRedBall.IO.FileManager.FileExists(System.String)">
            <summary>
            Returns whether the file exists considering the relative directory.
            </summary>
            <param name="fileName">The file to search for.</param>
            <returns>Whether the argument file exists.</returns>
        </member>
        <member name="M:FlatRedBall.IO.FileManager.FindFileInDirectory(System.String,System.String)">
            <summary>
            Searches the passed directory and all subdirectories for the passed file.
            </summary>
            <param name="fileToFind">The name of the file including extension.</param>
            <param name="directory">The directory to search in, including all subdirectories.</param>
            <returns>The full path of the first file found matching the name, or an empty string if none is found.</returns>
        </member>
        <member name="M:FlatRedBall.IO.FileManager.FindFileInDirectory(System.String)">
            <summary>
            Searches the executable's director and all subdirectories for the passed file.
            </summary>
            <param name="fileToFind">The name of the file which may or may not include an extension.</param>
            <returns>The full path of the first file found matching the name, or an empty string if none is found</returns>
        </member>
        <member name="M:FlatRedBall.IO.FileManager.GetExtension(System.String)">
            <summary>
            Returns the extension in a filename.
            </summary>
            <remarks>
            The extension returned will not contain a period.
            
            <para>
            <code>
            // this code will return a string containing "png", not ".png"
            FileManager.GetExtension(@"FolderName/myImage.png");
            </code>
            </para>
            </remarks>
            <param name="fileName">The filename.</param>
            <returns>Returns the extension or an empty string if no period is found in the filename.</returns>
        </member>
        <member name="M:FlatRedBall.IO.FileManager.GetAllFilesInDirectory(System.String)">
            <summary>
            Returns a List containing all of the files found in a particular directory and its subdirectories.
            </summary>
            <param name="directory">The directory to search in.</param>
            <returns></returns>
        </member>
        <member name="M:FlatRedBall.IO.FileManager.GetAllFilesInDirectory(System.String,System.String)">
            <summary>
            Returns a List containing all files which match the fileType argument which are 
            in the directory argument or a subfolder.  This recurs, returning all files.
            </summary>
            <param name="directory">String representing the directory to search.  If an empty
            string is passed, the method will search starting in the directory holding the .exe.</param>
            <param name="fileType">The file type to search for specified as an extension.  The extension
            can either have a period or not.  That is ".jpg" and "jpg" are both valid fileType arguments.  An empty
            or null value for this parameter will return all files regardless of file type.</param>
            <returns>A list containing all of the files found which match the fileType.</returns>
        </member>
        <member name="M:FlatRedBall.IO.FileManager.GetAllFilesInDirectory(System.String,System.String,System.Int32)">
            <summary>
            Returns a List containing all files which match the fileType argument which are within
            the depthToSearch folder range relative to the directory argument.
            </summary>
            <param name="directory">String representing the directory to search.  If an empty
            string is passed, the method will search starting in the directory holding the .exe.</param>
            <param name="fileType">The file type to search for specified as an extension.  The extension
            can either have a period or not.  That is ".jpg" and "jpg" are both valid fileType arguments.  An empty
            or null value for this parameter will return all files regardless of file type.</param>
            <param name="depthToSearch">The depth to search through.  If the depthToSearch
            is 0, only the argument directory will be searched.</param>
            <returns>A list containing all of the files found which match the fileType.</returns>
        </member>
        <member name="M:FlatRedBall.IO.FileManager.IsGraphicFile(System.String)">
            <summary>
            Determines whether a particular file is a graphical file that can be loaded by the FRB Engine.
            </summary>
            <remarks>
            This method does conducts the simple test of looking at the extension of the filename.  If the extension inaccurately
            represents the actual format of the file, the method may also inaccurately report whether the file is graphical.
            </remarks>
            <param name="fileToTest">The file name to test.</param>
            <returns>Whether the file is a graphic file.</returns>
        </member>
        <member name="M:FlatRedBall.IO.FileManager.RemoveExtension(System.String)">
            <summary>
            Returns the fileName without an extension, or makes no changes if fileName has no extension.
            </summary>
            <param name="fileName">The file name.</param>
            <returns>The file name with extension removed if an extension existed.</returns>
        </member>
        <member name="M:FlatRedBall.IO.FileManager.RemovePath(System.String@)">
            <summary>
            Modifies the fileName by removing its path, or makes no changes if the fileName has no path.
            </summary>
            <param name="fileName">The file name to change</param>
        </member>
        <member name="M:FlatRedBall.IO.FileManager.RemovePath(System.String)">
            <summary>
            Returns the fileName without a path, or makes no changes if the fileName has no path.
            </summary>
            <param name="fileName">The file name.</param>
            <returns>The modified fileName if a path is found.</returns>
        </member>
        <member name="M:FlatRedBall.IO.FileManager.ResetRelativeToCurrentDirectory">
            <summary>
            Sets the relative directory to the current directory.
            </summary>
            <remarks>
            The current directory is not necessarily the same as the directory of the .exe.  If the 
            .exe is called from a different location (such as the command line in a different folder),
            the current directory will differ.
            </remarks>
        </member>
        <member name="P:FlatRedBall.IO.FileManager.RelativeDirectory">
            <summary>
            The directory that FlatRedBall will use when loading assets.  Defaults to the application's directory.
            </summary>
        </member>
        <member name="P:FlatRedBall.IO.FileManager.UserApplicationData">
            <summary>
            Gets the path to the user specific application data directory.
            </summary>
            <remarks>If your game/application will be writing anything to the file system, you will want 
            to do so somewhere in this directory.  The reason for this is because you cannot anticipate
            whether the user will have the needed permissions to write to the directory where the 
            executable lives.</remarks>
            <example>C:\Documents and Settings\&lt;username&gt;\Application Data</example> 
        </member>
        <member name="T:FlatRedBall.Gui.PropertyGrids.BoolPropertyGrid">
            <summary>
            A StructReferencePropertyGrid used by the FlatRedBall Engine when editing bools in a ListDisplayWindow.
            </summary>
        </member>
        <member name="T:FlatRedBall.Gui.ListBoxFunction">
            <summary>
            Delegate for actions to be taken when the user clicks on an icon.
            </summary>
            <param name="collapseItem">The CollapseItem containing the icon that was clicked.</param>
            <param name="listBoxBase">The ListBoxBase containing the CollapseItem that contains the ListBoxIcon.</param>
            <param name="listBoxIcon">The ListboxIcon that was clicked.</param>
        </member>
        <member name="T:FlatRedBall.Gui.EditAndSetButtons">
            <summary>
            UI element used to give the user an option whether to edit an existing 
            instance of an object or to reassign it.
            </summary>
            <remarks>
            This object is usually used in PropertyGrids.
            </remarks>
        </member>
        <member name="T:FlatRedBall.Gui.CollapseWindow">
            <summary>
            Summary description for CollapseWindow.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.RenderTargetTexture.ResolveTexture">
            <summary>
            Resolves the texture by setting the current render target to null (back buffer) and then
            getting the texture from the previously drawing render target
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.RenderTargetTexture.SetOnDevice">
            <summary>
            Sets this render target on the device
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.RenderTargetPair">
            <summary>
            Manages a swappable pair of render targets (of the same surface format)
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.RenderTargetPair.SwitchTarget">
            <summary>
            This switches the currently active render target.
            Use to set this type of target, or switch the currently used
            target of this type.
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.RenderTargetPair.SwitchTarget(Microsoft.Xna.Framework.Graphics.Texture2D@)">
            <summary>
            This switches the currently active render target and gets the
            resolved texture from the previous target.
            Use to set this type of target, or switch the currently used
            target of this type.
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.RenderTargetPair.CurrentRenderTarget">
            <summary>
            Gets the current render target
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.RenderTargetPair.Width">
            <summary>
            Gets the width of this render target pair
            </summary>
        </member>
        <member name="P:FlatRedBall.Graphics.RenderTargetPair.Height">
            <summary>
            Gets the height of this render target pair
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.Vector">
            <summary>
            This template defines a vector
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Vector.#ctor">
            <summary>
            This template defines a vector
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Vector.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.Vector.ToVector3(FlatRedBall.Content.Model.XLoader.Templates.Vector)">
            <summary>
            Returns a Microsoft XNA Vector3 representation of this Vector
            </summary>
            <param name="vector">The Vector to convert</param>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Vector.X">
            <summary>
            The X Cordinate in 3D space.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Vector.Y">
            <summary>
            The Y Cordinate in 3D space.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.Vector.Z">
            <summary>
            The Z Cordinate in 3D space.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Model.XLoader.Templates.FloatKeys">
            <summary>
            This template defines an array of floating-point numbers (floats) and the number of floats in that array. 
            This is used for defining sets of animation keys.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.FloatKeys.#ctor">
            <summary>
            This template defines an array of floating-point numbers (floats) and the number of floats in that array. 
            This is used for defining sets of animation keys.
            </summary>
        </member>
        <member name="M:FlatRedBall.Content.Model.XLoader.Templates.FloatKeys.ToString">
            <summary>
            Returns a string representation of this template.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.FloatKeys.nValues">
            <summary>
            A integer value for the amount of Float values.
            </summary>
        </member>
        <member name="P:FlatRedBall.Content.Model.XLoader.Templates.FloatKeys.Values">
            <summary>
            A float array of the values for the Float Keys.
            </summary>
        </member>
        <member name="T:FlatRedBall.Graphics.Lighting.DirectionalLight">
            <summary>
            A light which containing direction and color information.  This light has no bounds, limits, or source,
            so all objects which can be lit will be lit by directional lights equally.
            </summary>
        </member>
        <member name="F:FlatRedBall.Graphics.Lighting.DirectionalLight.Direction">
            <summary>
            The direction of this light.  The default value is (0,0,-1).
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.DirectionalLight.#ctor">
            <summary>
            Creates a directional light with the default color (0,0,0) and range (infinite)
            </summary>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.DirectionalLight.#ctor(Microsoft.Xna.Framework.Graphics.Color,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Creates a directional light with the default range (infinite)
            </summary>
            <param name="color">The color of the light</param>
            <param name="direction">The direction of the light</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.DirectionalLight.#ctor(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Creates a directional light with the default range (infinite)
            </summary>
            <param name="color">The color of the light</param>
            <param name="direction">The direction of the light</param>
        </member>
        <member name="M:FlatRedBall.Graphics.Lighting.DirectionalLight.CopyTo(Microsoft.Xna.Framework.Graphics.BasicDirectionalLight)">
            <summary>
            Copies this light's settings to a basic directional light
            </summary>
            <param name="basicDirectionalLight">The light to copy settings to</param>
        </member>
        <member name="T:FlatRedBall.Content.Saves.TextSave">
            <summary>
            An XML Serializable class representing the state of a Text.
            </summary>
        </member>
        <member name="T:FlatRedBall.Content.Instructions.Reflection.MemberConditionSave`1">
            <summary>
            A savable class containing the information for a MemberCondition.
            </summary>
            <typeparam name="PropertyType">The type of the property to be compared.</typeparam>
        </member>
        <member name="T:FlatRedBall.Attributes.ExternalInstance">
            <summary>
            Defines a member as an external instance.  Members which are external instances
            are not read by ContentReaders.  Rather they're set by ExternalInstances of referenced
            content such as Texture2Ds.
            </summary>
        </member>
    </members>
</doc>
