Microsoft.Xna.Framework Namespace

Provides commonly needed game classes such as timers and game loops.

Public ClassBoundingFrustumDefines a frustum and helps determine whether forms intersect with it.
Public ClassCurveStores an arbitrary collection of 2D CurveKey points, and provides methods for evaluating features of the curve they define.
Public ClassCurveKeyRepresents a point in a multi-point curve.
Public ClassCurveKeyCollectionContains the CurveKeys making up a Curve.
Public ClassDrawableGameComponentA game component that is notified when it needs to draw itself.
Public ClassFrameworkDispatcherImplements the Windows-specific portion of a FrameworkDispatcher class.
Public ClassGameProvides basic graphics device initialization, game logic, and rendering code.
Public ClassGameComponentBase class for all XNA Framework game components.
Public ClassGameComponentCollectionA collection of game components.
Public ClassGameComponentCollectionEventArgsArguments used with events from the GameComponentCollection.
Public ClassGameServiceContainerA collection of game services.
Public ClassGameTime Snapshot of the game timing state expressed in values that can be used by variable-step (real time) or fixed-step (game time) games.
Public ClassGameWindowThe system window associated with a Game.
Public ClassGraphicsDeviceInformationHolds the settings for creating a graphics device on Windows.
Public ClassGraphicsDeviceManager Handles the configuration and management of the graphics device.
Public ClassLaunchParametersThe start up parameters for launching a Windows Phone or Windows game.
Public ClassMathHelperContains commonly used precalculated values.
Public ClassPreparingDeviceSettingsEventArgsArguments for the GraphicsDeviceManager.PreparingDeviceSettings event.
Public ClassTitleContainerProvides file stream access to the title's default storage location.

Public InterfaceIDrawableDefines the interface for a drawable game component.
Public InterfaceIGameComponentDefines an interface for game components.
Public InterfaceIGraphicsDeviceManagerDefines the interface for an object that manages a GraphicsDevice.
Public InterfaceIUpdateableDefines an interface for a game component that should be updated in Game.Update.

Public StructureBoundingBoxDefines an axis-aligned box-shaped 3D volume.
Public StructureBoundingSphereDefines a sphere.
Public StructureColorRepresents a four-component color using red, green, blue, and alpha data.
Public StructureMatrixDefines a matrix.
Public StructurePlaneDefines a plane.
Public StructurePointDefines a point in 2D space.
Public StructureQuaternionDefines a four-dimensional vector (x,y,z,w), which is used to efficiently rotate an object about the (x, y, z) vector by the angle theta, where w = cos(theta/2).
Public StructureRayDefines a ray.
Public StructureRectangleDefines a rectangle.
Public StructureVector2Defines a vector with two components.
Public StructureVector3Defines a vector with three components.
Public StructureVector4Defines a vector with four components.

Public EnumerationContainmentTypeIndicates the extent to which bounding volumes intersect or contain one another.
Public EnumerationCurveContinuityDefines the continuity of CurveKeys on a Curve.
Public EnumerationCurveLoopTypeDefines how the value of a Curve will be determined for positions before the first point on the Curve or after the last point on the Curve.
Public EnumerationCurveTangentSpecifies different tangent types to be calculated for CurveKey points in a Curve.
Public EnumerationDisplayOrientationDefines the display orientation.
Public EnumerationPlaneIntersectionTypeDescribes the intersection between a plane and a bounding volume.
Public EnumerationPlayerIndexSpecifies the game controller associated with a player.