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@ -262,7 +262,7 @@ namespace SpriteLibrary
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/// to GetImageFromName</param>
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/// to GetImageFromName</param>
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/// <param name="UseSmartImages">A parameter stating whether we should cache the image in memory
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/// <param name="UseSmartImages">A parameter stating whether we should cache the image in memory
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/// or simply retrieve it from the resource manager.</param>
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/// or simply retrieve it from the resource manager.</param>
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/// <returns></returns>
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/// <returns>The resource image with the specified name</returns>
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public Image GetImageFromName(string Name, bool UseSmartImages)
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public Image GetImageFromName(string Name, bool UseSmartImages)
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{
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{
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Image MyImage = null;
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Image MyImage = null;
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@ -296,7 +296,7 @@ namespace SpriteLibrary
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/// <summary>
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/// <summary>
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/// Return a list of the image names in the Properties.Resources
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/// Return a list of the image names in the Properties.Resources
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/// </summary>
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/// </summary>
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/// <returns></returns>
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/// <returns>A list of image names in the Properties.Resources</returns>
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public List<string> GetImageNames()
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public List<string> GetImageNames()
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{
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{
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List<string> Names = new List<string>();
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List<string> Names = new List<string>();
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@ -342,7 +342,7 @@ namespace SpriteLibrary
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/// <summary>
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/// <summary>
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/// Load in an XML serialized item from the specified ResourceManager. You will usually make one of these by
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/// Load in an XML serialized item from the specified ResourceManager. You will usually make one of these by
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/// creating an object and using <see cref="SpriteDatabase.WriteToXmlFile">SpriteDatabase.WriteToXmlFile</see> to
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/// creating an object and using <see cref="WriteToXmlFile{T}(string, T)"/> SpriteDatabase.WriteToXmlFile to
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/// save it to a file on your desktop. Then you can drag and drop that file into your project and then use this
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/// save it to a file on your desktop. Then you can drag and drop that file into your project and then use this
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/// LoadObjectFromXmlFile function.
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/// LoadObjectFromXmlFile function.
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/// </summary>
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/// </summary>
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@ -372,14 +372,14 @@ namespace SpriteLibrary
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/// <summary>
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/// <summary>
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/// Writes the given object instance to an XML file.
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/// Writes the given object instance to an XML file.
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/// <para>Only Public properties and variables will be written to the file. These can be any type though, even other classes.</para>
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/// Only Public properties and variables will be written to the file. These can be any type though, even other classes.
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/// <para>If there are public properties/variables that you do not want written to the file, decorate them with the [XmlIgnore] attribute.</para>
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/// If there are public properties/variables that you do not want written to the file, decorate them with the [XmlIgnore] attribute.
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/// <para>Object type must have a parameterless constructor.</para>
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/// Object type must have a parameterless constructor.
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/// </summary>
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/// </summary>
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/// <typeparam name="T">The type of object being written to the file.</typeparam>
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/// <typeparam name="T">The type of object being written to the file.</typeparam>
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/// <param name="filePath">The file path to write the object instance to.</param>
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/// <param name="filePath">The file path to write the object instance to.</param>
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/// <param name="objectToWrite">The object instance to write to the file.</param>
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/// <param name="objectToWrite">The object instance to write to the file.</param>
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internal static void WriteToXmlFile<T>(string filePath, T objectToWrite) where T : new()
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public static void WriteToXmlFile<T>(string filePath, T objectToWrite) where T : new()
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{
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{
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TextWriter writer = null;
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TextWriter writer = null;
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try
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try
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@ -97,7 +97,7 @@ namespace SpriteLibrary
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/// <summary>
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/// <summary>
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/// A generic cloning method that works when everything is public
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/// A generic cloning method that works when everything is public
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/// </summary>
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/// </summary>
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/// <returns></returns>
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/// <returns>A clone of the specified AnimationInfo</returns>
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public AnimationInfo Clone()
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public AnimationInfo Clone()
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{
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{
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return SpriteDatabase.CloneByXMLSerializing<AnimationInfo>(this);
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return SpriteDatabase.CloneByXMLSerializing<AnimationInfo>(this);
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@ -136,7 +136,7 @@ namespace SpriteLibrary
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/// <summary>
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/// <summary>
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/// A generic cloning method that works when everything is public
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/// A generic cloning method that works when everything is public
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/// </summary>
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/// </summary>
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/// <returns></returns>
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/// <returns>A duplicate of the sprite info.</returns>
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public SpriteInfo Clone()
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public SpriteInfo Clone()
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{
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{
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return SpriteDatabase.CloneByXMLSerializing<SpriteInfo>(this);
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return SpriteDatabase.CloneByXMLSerializing<SpriteInfo>(this);
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