FlatRedBall
  • 🖥️Downloading FlatRedBall
  • 🏗️Building FlatRedBall From Source
    • Linking Games to FlatRedBall Engine Source
    • Linking FNA
  • ❓Need Help?
  • ✨FlatRedBall Features
  • 🎓Tutorials
    • Introduction To FlatRedBall
    • Quick Start Guide
    • Beefball - A Full FlatRedBall Tutorial Project
      • Creating a FlatRedBall Project
      • Creating an Entity
      • Creating a Screen
      • Controlling an Entity
      • Creating the Screen Collision
      • Advanced PlayerBall Controls
      • Creating the Puck Entity
      • Adding Multiple Players
      • Scoring and Restarting Rounds
      • Scoring Hud
      • Scoring Hud Logic
      • Adding Dashing
    • Platformer Tutorials
      • Platformer Basics
        • Creating an Entity
        • Controlling a Platformer Entity
        • Movement Values
        • Double Jump
      • Checkpoint and Level End
      • Climbing Ladders
      • Doors
      • GroundCollidedAgainst and Movement Values
      • Moving Platforms
      • Multiple Players
      • NPC Dialog
      • Breaking Blocks
        • New Project Setup
        • Creating Level1 Map
        • Creating the Block Entity
        • Block Removal
      • Dealing Damage
        • New Project Setup
        • Enemy Entity
        • Shooting Bullets
        • Damaging the Enemy
      • Enemy Movement
        • New Project Setup
        • Enemy Entity
        • Enemy Input Logic
        • Detecting Platform Edges
      • Ground Type and Water Movement
        • New Project Setup
        • Creating Level1 Map
        • Adding Ice and Water
        • Platformer Movement Values
      • Animation and Platformer Values
        • New Project Setup
        • Creating AnimationLayers
        • Modifying Platformer Values
      • Wall Sliding and Jumping
    • Damage Dealing
      • Setup
      • Team Index
      • Damage Events
      • IDamageArea Removal
      • Melee Damage
    • Entity Variants Using Inheritance
    • FlatRedBall.Forms
      • Getting Started with FlatRedBall.Forms
        • Setup
        • Working with Common Controls
        • Forms vs Gum in Code
      • Forms and Xbox360GamePad
      • Data Binding (BindingContext)
        • BindingContext Property
        • Binding FlatRedBall.Forms
        • Parent and Children Binding using BindingContext
        • ListBox Templates
      • Styling Forms
      • Defining New Forms Types
        • Adding New Types to FlatRedBall.Forms Library
      • Accessing Forms Events in Gum Runtimes
    • Top Down Games
      • Top Down Basics
        • Setup
        • Input Device
        • CurrentMovement
      • Enemy Movement
        • Enemy Pathfinding
        • Direct Enemy Control
      • GroundVelocity
      • Animation
      • Sorting
    • Post Processing
    • Rock Blaster - A Full FlatRedBall Tutorial Project
      • Introduction
      • Setup
      • Game Skeleton
      • Player Entity
      • Player Behavior
      • Rock Entity
      • Collision
      • Rock States
      • HUD
      • Multiple Players
      • Health
      • Health Part 2
      • Destroying Entities
      • Cleaning Up
    • Code-Only Projects (No Editor)
      • Creating a FlatRedBall Project
      • Adding a Circle
      • Loading Textures and Using Sprites
    • Code Tutorials
      • 3D Camera Setup
      • Adding FlatRedBall to a MonoGame/FNA Project
      • Adding WPF to an Existing Game
      • async and await
      • CLR Profiler
      • Collision Jitter
      • Culling
      • Customizing Cursor Visuals
        • Windows Desktop
        • windows-rt
      • Depth Buffer Z Fighting
      • Dictionaries and Enum Keys
      • FlatRedBall XNA in Windows Form
      • Improving Performance
        • CustomActivity Performance
        • Identifying Screen Creation Performance Issues
        • Rendering Performance
        • Manually Updated Objects
          • Introduction
          • Measuring Automatic Updates
          • Measuring Sprite Automatic Updates
          • Manual Particle Systems
      • Object Sorting
      • Pix
      • Rendering Sprites with Shaders
      • Tile-Based Movement
      • Velocity
    • Distribution
      • App Icon
      • Emptying bin Folder Using Probing Path
      • itch.io
      • Release Build
      • Steam
    • FlatRedBall and Velcro Physics
      • Using Velcro Physics with the FlatRedBall Editor
      • Code-Only Velcro Projects
    • FlatRedBall Editor Plugins
      • Introduction to FlatRedBall Plugins
      • Creating a Plugin Project
      • Creating a Plugin Class
      • Adding UI to FlatRedBall
      • Using MVVM
      • Creating a NamedObjectSave-Editing Plugin
      • Adding File Format Support
      • Adding Code Files to a Game Project
      • Errors
      • Exporting a Plugin
    • Additional FlatRedBall Editor Tutorials
      • How to Create a First Person Camera
      • How to Play Sounds
      • How to Share Reference Data Between Screens and Entities
    • Math Tutorials
      • Circle Collision
      • Determining required magnitude for trajectory
      • Introduction to Collision
      • Power of Two
      • Rectangle Collision
      • rotation
      • statistics
      • trigonometry
      • vector
      • matrix
      • interpolation
    • Overworld Tutorials
      • Spinning Mode 7
        • New Project Setup
        • Adding Camera Code
        • Fading In and Out
  • 🎞️Videos
  • 📐FlatRedBall Editor
    • Display Settings
    • Entities
      • BaseEntity
      • Constructor
      • ConvertToManuallyUpdated
      • CreatedByOtherEntities
      • CustomActivity
      • CustomDestroy
      • CustomInitialize
      • Destroying Entities
      • Entity Performance
      • Export Entity
      • Implements IClickable
      • Implements ICollidable
      • Implements IDamageArea
      • Implements IDrawableBatch
      • Implements IGumCollidable
      • Implements IVisible
      • Implements IWindow
        • SlideOnClick
      • Import Entity
      • Inheriting from FlatRedBall Types
      • LayerProvidedByContainer
      • MoveToLayer
      • PooledByFactory
      • Top Down Movement
        • TopDownSpeedMultiplier
      • Use Global Content
    • Events
      • ResolutionRrOrientationChanged
    • Factories
      • CreateNew
      • EntitySpawned
      • Initialize
      • SortAxis
    • Files
      • File Types
        • Animation Chain List (.achx)
        • Comma Separated Values (.csv)
          • Combining .csvs With Entities
          • CreatesDictionary
          • Cross Referencing CSVs
          • Instantiating Custom Types
          • OrderedList
          • SetCreatedClass
            • generate-data-class
          • uniformrowtype
        • Effect (.fx, .fxb)
        • Font (.fnt)
        • JSON (.json)
        • Model (.fbx)
        • MP3
        • Node Network (.nntx)
        • OpenDocument Spreadsheet (.ods)
        • ShapeCollections (.shcx)
        • SplineList (.splx)
        • Texture2D (.png)
        • Wave (.wav)
      • Accessing Files in Code
      • Adding File Objects to Managers
      • Destroy on Unload
      • File Build Tool
      • Folders
      • Global Content Files
      • IsDatabaseForLocalizing
      • IsManuallyUpdated
      • IncludeDirectoryRelativeToContainer
      • LoadedAtRuntime
      • LoadedOnlyWhenReferenced
      • Name
      • Platform Inclusions
      • Project Specific Files
      • RuntimeType
      • SourceFile
      • UseContentPipeline
      • Wildcard Files
    • FileVersion (.gluj)
    • Generated Code
    • Global Content Files
      • LoadAsynchronously
      • Reload
      • Setting Files At Runtime
    • Live Edit
      • Render Targets
    • Menu
      • Content
        • Additional Content
          • Using Runtime Types as Objects
          • creating-runtime-objects
          • runtime-object-charateristics
          • simple-line-of-text-tutorial
        • Introduction
        • pipeline-settings
      • File
        • New Project
      • Edit
        • Find File References
      • Plugins
        • Install Plugin
        • Manage Plugins
      • Project
        • View Projects
      • Settings
        • Camera Settings
        • File Associations
        • File Build Tools
        • Performance Settings
      • Update
        • Introduction
        • glue-reference-menu-frbdk
        • glue-reference-menu-libraries
    • Multi-Platform
      • Synced Projects
      • Changing Main Project Type
      • Android
        • Distribution
        • Setup
      • iOS
        • Certificates and Profiles
        • Copying Projects to Mac
        • Using Xamarin Build Host
      • Switch (Nintendo)
      • Web
    • Objects
      • Object Types
        • AxisAlignedRectangle
        • Camera
        • CameraControllingEntity
        • Circle
        • CollisionRelationship
        • Layer
          • DestinationRectangle
          • Is2D
        • Polygon
        • PositionedObjectList
        • RenderTarget2D
        • ShapeCollection
        • SoundEffectInstance
        • Sprite
        • Text
        • TileNodeNetwork
      • AddToManagers
      • AttachToCamera
      • AttachToContainer
      • CallActivity
      • Collidable Objects
      • EntireFile
      • ExposedInDerived
      • HasPublicProperty
      • IgnoresPausing
      • IncludeInIClickable
      • IncludeInICollidable
      • IsContainer
      • LayerOn
      • Map
      • SetByDerived
      • SourceFile
      • SourceType
    • Plugins
      • glue-gluevault-component-pages-rendertargetrenderer
      • glue-gluevault-component-pages-simple-command-console
      • glue-gluevault-component-pages-squid-gui-integration
      • kalldrexx-interactive-debugging-console
    • Profiling
    • Screens
      • AsyncLoadingState
      • BaseScreen
      • Constructor
      • Creating a New Screen
      • CustomDestroy
      • CustomInitialize
      • DefaultLayer
      • GameScreen
      • IsActivityFinished
      • IsLoadingScreen
      • LoadStaticContent
      • MoveToScreen
      • PauseAdjustedCurrentTime
      • Set as StartUp Screen
      • UnloadsContentManagerWhenDestroyed
    • States
      • InterpolateToState
      • InterpolateToState vs InterpolateBetween
      • State Categories
      • State Classes
      • States and Inheritance
      • Tunneling Category Variables
    • Variables
      • CreatesEvent
      • HasAccompanyingVelocityProperty
      • IsShared
      • Proper Variable Naming
      • SetByDerived
      • Type
      • Variable Order
    • Visual Studio Project (.csproj)
  • 🏃Animation Editor
    • Frame Time
    • Animation Shapes and Collision
  • Tiled
    • Tiled Basics
      • Introduction
      • Creating a GameScreen
      • Adding Collision
      • Colliding Entities Against TileShapeCollections
      • Working with Multiple Levels
      • Creating Entities from Tiles
      • Creating Entities from Object Layers
      • Accessing Tiled Properties
      • Working with Tiled Shapes
    • Tiled Files in Entities
    • TileEntityInstantiator
    • Using TiledObjects.Generated.xml
    • LayeredTileMap
      • Collisions
      • Destroy
      • FromTiledMapSave
      • Z
    • MapDrawableBatch
      • AddTile
      • CoordinateAdjustment
      • GetBottomLeftWorldCoordinateForOrderedTile
      • MergeOntoThis
      • NamedTileOrderedIndexes
      • PaintTile
      • PaintTileTextureCoordinates
      • ParallaxX
      • Paste
      • Properties
      • RemoveQuads
      • RenderingScale
      • SortAxis
    • TiledMapSave
    • TileShapeCollection
      • AddCollisionAtWorld
      • AddCollisionFrom
      • AddCollisionFromTilesWithProperty
      • AddMergedCollisionFromLayer
      • AddMergedCollisionFromTilesWithProperty
      • AdjustRepositionDirectionsOnAddAndRemove
      • CollideAgainst
      • CollideAgainstClosest
      • GetRectangleAtPosition
      • InsertCollidables
      • LastCollisionAxisAlignedRectangles
      • Rectangles
      • RemoveFromManagers
      • RemoveSurroundedCollision
  • 🟩Gum
    • Tutorials
      • Introduction and Setup
      • Screens in Gum
      • Gum Objects in Code
      • Events on Gum Objects
      • Events on Gum Objects Part 2
      • Exposed Variables
      • States
      • Adding Code to Gum Objects
    • Accessing Gum Screens in Code
    • Adding Components to Layers
    • Adding Gum Screens to FlatRedBall
    • Animations in Code
    • Components in FlatRedBall Entities
    • Converting Gum Coordinates
    • Creating Components in Code
    • GraphicalUiElement as IWindow
    • Gum Resolution
    • Gum Properties Tab
    • Gum Animations
      • How to Play Gum Screen Animations
      • Named Events
      • Setting Gum Animationchain Achx in Code
  • 🦴Spine
    • Setup
    • Atlas
    • Changing Spine Textures at Runtime
    • SpineDrawableBatch
      • Event
      • PlayAnimation
      • SetCollision
      • Skeleton
  • ⏸️Aseprite
    • AnimationChainList
  • 🏫API Documentation
    • FlatRedBall Engine
      • AI
        • LineOfSight
          • VisibilityGrid
        • Pathfinding
          • PositionedNode
          • Link
            • Cost
            • NodeLinkingTo
          • NodeNetwork
            • GetPath
            • UpdateShapes
            • Visible
          • TileNodeNetwork
            • AddAndLinkTiledNode
            • AddAndLinkTiledNodeWorld
            • OccupyTileWorld
            • SetCosts
      • Audio
        • AudioManager
          • AreSoundEffectsEnabled
          • CurrentlyPlayingSong
          • MasterSongVolume
          • MasterSoundVolume
          • Play
          • PlaySong
          • PlaySongs
          • StopSong
        • PositionedSound
        • Sound
      • Camera
        • AbsoluteRightXEdge
        • AbsoluteRightXEdgeAt
        • AddLayer
        • AddSpriteToBillboard
        • AspectRatio
        • AttachTo
        • BackgroundColor
        • CameraCullMode
        • ClearMinimumsAndMaximums
        • ClearsDepthBuffer
        • DestinationRectangle
        • DrawsShapes
        • DrawsToScreen
        • DrawsWorld
        • FarClipPlane
        • FieldOfView
        • FixAspectRatioYConstant
        • ForceUpdateDependencies
        • GetViewport
        • IsSpriteInView
        • KeepSpriteInScreen
        • Layer
        • Layers
        • Main
        • MaximumX
        • Orthogonal
        • OrthogonalHeight
        • OrthogonalWidth
        • PixelsPerUnitAt
        • Position
        • PositionRandomlyInView
        • RelativeXEdgeAt
        • RemoveLayer
        • RotationMatrix
        • SetBordersAtZ
        • SetLookAtRotationMatrix
        • SetSplitScreenViewport
        • UpdateViewProjectionMatrix
        • UpVector
        • UsePixelCoordinates
        • UsePixelCoordinates3D
        • View
      • Content
        • ContentLoadBatch
        • AnimationChain
          • AnimationChainListSave
        • ContentManager
          • AddUnloadMethod
          • FileAliases
          • IsAssetLoadedByName
          • Load
          • LoadFromGlobalIfExists
          • Multiple Content Managers
        • Math
          • Geometry
            • ShapeCollectionSave
        • Polygon
          • PolygonSave
        • Scene
          • CameraSave
          • SceneSave
        • SpriteEditorScene
          • Camera
      • Debugging
        • Debugger
          • CommandLineWrite
          • GetFullPerformanceInformation
          • TextBlue
          • WriteAutomaticallyUpdatedObjectInformation
      • Entities
        • CameraControllingEntity
        • IDamageable
        • IDamageArea
      • FlatRedBallServices
        • AddDisposable
        • AddManager
        • CornerGrabbingResize
        • Draw
        • ForceClientSizeUpdates
        • Game
        • GetManagerInformation
        • GlobalContentManager
        • GraphicsOptions
        • Initialize
        • IsLoaded
        • Load
        • Owner
        • Random
        • RenderAll
        • Unload
        • Update
        • WindowHandle
      • Graphics
        • Animation
          • AnimationChain
            • Clone
            • FrameToFrame
            • TotalLength
          • AnimationChainList
          • AnimationController
          • AnimationFrame
            • RelativeX
            • ShapeCollectionSave
            • Texture
          • IAnimationChainAnimatable
            • Animate
            • Animation and Timing
            • AnimationChains
            • AnimationSpeed
            • CurrentChainName
            • CurrentFrameIndex
            • JustChangedFrame
            • JustCycled
            • UseAnimationRelativePosition
        • BitmapFont
          • BMFC File
          • BitmapCharacterInfo
          • FNT File
          • Glyphs
          • LineHeightInPixels
          • RenderToTexture2D
        • BlendOperation
        • ColorOperation
          • Add
          • Color
          • ColorTextureAlpha
          • InterpolateColor
          • Modulate
          • Texture
        • GraphicsOptions
          • Filtering
          • IsFullScreen
          • ResolutionHeight
          • SetFullScreen
          • SetResolution
          • SizeOrOrientationChanged
          • TextureFilter
          • TextureLoadingColorKey
          • UseMultisampling
        • IColorable
          • Alpha
          • BlendOperation
          • Blue
          • ColorOperation
        • IDrawableBatch
          • Z
          • RenderState
        • IVisible
          • IgnoresParentVisibility
        • Layer
          • Layer Membership Details
          • LayerCameraSettings
          • Remove
          • RenderTarget
          • SortType
          • Sprites
          • UsePixelCoordinates
        • LayerCameraSettings
          • OrthogonalWidth
          • TopDestination
        • Particle
          • EmissionSettings
            • Drag
            • PixelSize
            • ScaleX
          • Emitter
        • PostProcessing
          • SwapChain
        • RenderBreak
        • Renderer
          • Draw
          • LastFrameRenderBreakList
          • RenderBreaksAllocatedThisFrame
        • Text
          • AdjustPositionForPixelPerfectDrawing
          • ColorOperation
          • DisplayText
          • GetWidth
          • Font
          • HorizontalAlignment
          • InsertNewLines
          • MaxWidth
          • MaxWidthBehavior
          • NewLineDistance
          • NumberOfLines
          • ScaleX
          • SetColor
          • SetPixelPerfectScale
          • VerticalAlignment
          • Width
        • TextManager
          • AddManuallyUpdated
          • AddText
          • AddToLayer
          • FilterTexts
          • RemoveText
        • Texture
          • RenderTargetSprite
          • ImageData
            • ApplyColorOperation
            • Fill
            • FromTexture2D
      • Gui
        • Cursor
          • Camera
          • ClickNoSlideThreshold
          • CustomUpdate
          • GetRay
          • IngnoreInputThisFrame
          • IsInWindow
          • IsOn
          • IsOn3d
          • PrimaryClick
          • PrimaryClickNoSlide
          • PrimaryPushTime
          • ScreenX
          • SecondaryClick
          • SetControllingGamepad
          • SetJoystickControl
          • TransformationMatrix
          • WindowOver
          • WidowPushed
          • WorldPosition
          • WorldX
          • WorldXAt
          • WorldYAt
          • XForUi
        • GuiManager
          • AddDominantWindow
          • BringsClickedWindowsToFront
          • BringToFront
          • GamepadsForUiControl
          • MakeRegularWindow
          • RemoveWindow
          • SortZAndLayerBased
          • Windows
        • IClickable
        • IInputReceiver
          • IWindow
            • CallClick
            • Enabled
          • ReceiveInput
      • Input
        • AnalogButton
        • AnalogStick
          • IsMaxPositionNormalized
        • DelegateBased1DInput
        • DelegateBased2DInput
        • DelegateBasedPressableInput
        • I1DInput
        • I2DInput
        • IMouseOver
        • InputDeviceBase
        • InputManager
          • ClearAllInput
          • InputReceiver
        • IPressableInput
        • Keyboard
          • Clear
          • ControlPositionedObject
          • Get2DInput
          • GetKey
          • GetStringTyped
          • IgnoreKeyForOneFrame
          • KeyDown
          • KeyPushed
        • Mouse
          • GrabbedPositionedObject
          • IsOn3D
          • ModifyMouseState
          • Restricting Mouse to Screen Bounds
          • SetScreenPosition
        • TouchScreen
          • LastFrameGestures
          • ReadsGestures
        • Windows
          • WindowsInputEventManager
        • Xbox360GamePad
          • ButtonDown
          • ButtonMap
          • ButtonPosition vs Button
          • ButtonPushed
          • ControlPositionedObject
          • CreateDefaultButtonMap
          • Deadzone
          • DeadzoneType
          • FakeIsConnected
          • GamepadLayout
          • IgnoreButtonForOneFrame
      • Instructions
        • DelegateInstruction
        • IInstructable
          • Call
          • Cnstructions
          • Set
        • Instruction
        • InstructionList
          • ExecuteAndRemoveOrCyclePassedInstructions
        • InstructionManager
          • Add
          • AddSafe
          • Instructions
          • MoveThrough
          • MoveTo
          • MoveToAccurate
          • ObjectsIgnoringPausing
          • PauseEngine
          • Pulse
          • RotateToAccurate
        • Reflection
          • LateBinder
          • PropertyCollection
        • MethodInstruction
        • StaticMethodInstruction
      • IO
        • Csv
          • CsvHeader
          • CsvFilemanager
            • Cells with Multiple Lines
            • Color
            • CsvDeserializelist
            • Rows with Lists
          • RuntimeCsvRepresentation
            • FromList
            • GenerateCsvString
        • FileManager
          • BinarySerialize
          • CloneObject
          • FromFileText
          • GetAllFilesInDirectory
          • GetUserFolder
          • InitializeUserFolder
          • RelativeDirectory
          • SaveEmbeddedResource
          • SaveText
          • Standardize
          • UserApplicationDataForThisApplication
          • XmlDeserialize
          • XmlSerialize
      • Localization
        • LocalizationManager
      • Managers
        • IManager
      • Math
        • IAttachableRemovable
        • AttachableList
          • FindByName
          • MakeOneWay
        • Collision
          • CollisionManager
            • Relationships
            • Update
        • Geometry
          • AxisAlignedCube
            • CollideAgainstBounce
          • AxisAlignedRectangle
            • Axis Alignment And Rotation
            • CollideAgainstMoveSoft
            • Color
            • GetRandomPositionInThis
            • KeepThisInsideOf
            • LastMoveCollisionReposition
            • Left
            • RepositionDirections
          • Capsule2D
          • Circle
            • CollideAgainst
            • CollideAgainstBounce
            • CollideAgainstMove
            • IsPointInside
            • LastCollisionTangent
            • LastMoveCollisionReposition
            • ProjectParentVelocityOnLastMoveCollisionTangent
            • Visible
            • Z
          • Colliding a List of Shapes Against Itself
          • FloatRectangle
          • ICollidable
          • IScalable
            • Scale
          • Line
            • Color
            • LastCollisionPoint
            • RelativePoint1
            • SetFromAbsoluteEndpoints
          • Point
          • Polygon
            • AbsolutePointPosition
            • Clone
            • CollideAgainstBounce
            • CollideAgainstMove and Attachments
            • CollideAgainstMove
            • Color
            • CreateEquilateral
            • CreateRectangle
            • ForceUpdateDependencies
            • IsPointInside
            • LastMoveCollisionReposition
            • OptimizeRadius
            • Points
            • Position
            • ProjectParentVelocityOnLastMoveCollisionTangent
            • ScaleBy
            • Thin Polygon Problem
            • VectorFrom
            • Visible
            • Z
          • Segment
            • ClosestPointTo
          • Shape
          • ShapeCollection
            • AttachTo
            • AxisAlignedRectangles
            • CollideAgainst
            • CollideAgainstBounceWithoutSnag
            • CollideAgainstMove
            • CollideAgainstMoveWithoutSnag
            • LastCollisionAxisAlignedRectangles
            • SortAscending
            • Visible
          • ShapeManager
            • AddToLayer
            • Remove
            • ShapeDrawingOrder
          • ShapeMerger
          • Shapes and 2D Collision
          • Sphere
        • IAttachable
          • Attachment Updates in the Engine
          • Detach
          • ParentRotationChangesPosition
          • ParentRotationChangesRotation
          • TopParent
        • IRotatable
          • RotationMatrix
        • MathFunctions
          • AbsoluteToWindow
          • AngleToAngle
          • AngleToVector
          • GetPointInCircle
          • GetPositionAfterTime
          • RegulatAngle
          • RotatePointAroundPoint
          • RoundFloat
          • RoundToInt
          • WidowToAbsolute
        • Paths
          • Path
        • PositionedObjectList
          • Add
          • AttachTo
          • Clear
          • GetFirstAfter
          • GetFirstAfterPosition
          • SortXInsertionAscending
        • Splines
          • Spline
            • GetPositionAtLengthAlongSpline
      • Performance
        • Measurement
          • Section
            • GetAndStartContextAndTime
            • Save
            • ToStringVerbose
      • PositionedObject
        • Acceleration
        • AttachTo
        • Children
        • Clone
        • Drag
        • ForceUpdatedependencies
        • ForceUpdatedependenciesDeep
        • Initialize
        • KeepTrackOfReal
        • LastPosition
        • Mirrored properties
        • ParentRotationChangesPosition
        • ParentRotationChangesRotation
        • Position
        • RelativePosition
        • RelativeRotationZ
        • RelativeVelocity
        • RemoveSelfFromListsBelongingTo
        • RotationZ
        • SetRelativeFromAbsolute
        • TimedActivity
        • TopParent
        • UpdateDependencies
        • Velocity
        • Z
      • Screens
        • Screen
          • ContentManagerName
          • CustomDestroy
          • IsActivityFinished
          • MoveToScreen
          • PauseThisScreen
        • ScreenManager
          • Activity
          • CurrentScreen
          • Start
      • Sprite
        • Alpha
        • AnimateSelf
        • AnimationChains
        • AnimationSpeed
        • Bottom
        • BottomTextureCoordinate
        • Changing a Sprite's Origin
        • ColorOperation
        • CurrentChainName
        • CurrentFrameIndex
        • IgnoreAnimationChainTextureFlip
        • Inheriting from the Sprite Class
        • JustCycled
        • LeftTextureCoordinate
        • PixelSize
        • Position
        • RightTextureCoordinate
        • SetAnimationChain
        • SetScaleXRatioToY
        • Sorting and Overlapping
        • Sprite vs Texture2d
        • Texture Coordinates
        • Texture
        • TextureAddressMode
        • TextureCoordinate
        • TextureFilter
        • TextureScale
        • TimeIntoAnimation
        • TopTextureCoordinate
        • UseAnimationRelativePosition
        • Vertices
        • VerticesForDrawing
        • Visible
      • SpriteList
      • SpriteManager
        • AddDrawableBatch
        • AddManagedInvisibleSprite
        • AddManualSprite
        • AddParticleSprite
        • AddPositionedObject
        • AddSprite
        • AddToLayer
        • AddZBufferedDrawableBatch
        • AddZBufferedSprite
        • AutomaticallyUpdatedSprites
        • Camera
        • ConvertToAutomaticallyUpdated
        • ConvertToManagedInvisible
        • ConvertToManuallyUpdated
        • ConvertToZBufferedSprite
        • DrawableBatches
        • ManagedPositionedObjects
        • ManualUpdate
        • MaxParticleCount
        • MoveToBack
        • OrderedSortType
          • Z
        • OrderedSprites
        • RemoveDrawableBatch
        • RemoveLayer
        • RemovePositionedObject
        • RemoveSprite
        • RemoveSpriteOneWay
        • SortTexturesSecondary
        • SortYSpritesSecondary
        • UnderAllDrawnLayer
      • TimeManager
        • Accumulating Time
        • CurrentScreenSecondsSince
        • CurrentTime
        • Profiling
        • SecondDifference
        • SecondsSince
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  • Introduction
  • Example Code - Changing the Cursor using MonoGame
  • Example Code - Changing the Cursor using Windows Forms and .cur File
  • Example Code - Changing the Cursor using Windows Forms and .png File

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  1. Tutorials
  2. Code Tutorials
  3. Customizing Cursor Visuals

Windows Desktop

PreviousCustomizing Cursor VisualsNextwindows-rt

Last updated 3 months ago

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Introduction

Windows Desktop games can display custom cursors. The default XNA window is a Windows Forms window, so customization of the cursor visuals is done the same as for any other Windows Forms app.

Example Code - Changing the Cursor using MonoGame

MonoGame 3.6 and newer introduces a method for changing the Windows cursor. The cursor can be set from a Texture2D. Assuming CursorTexture is a valid Texture2D:

FlatRedBallServices.Game.IsMouseVisible = true;

int originX = 0;
int originY = 0;

MouseCursor customCursor = MouseCursor.FromTexture2D(CursorTexture, originX, originY);
Mouse.SetCursor(customCursor);

For more information, see the following links:

Example Code - Changing the Cursor using Windows Forms and .cur File

This approach only worked with the original XNA engine, and may work in the future if FRB adds support for MonoGame DirectX. This does not work with DesktopGL projects.

The following code loads a .cur file and sets the window's default cursor:

var cursor = new System.Windows.Forms.Cursor("Content/GlobalContent/Cursor.cur");
System.Windows.Forms.Form asForm =
    (System.Windows.Forms.Form)System.Windows.Forms.Control.FromHandle(this.Window.Handle);
asForm.Cursor = cursor;

Example Code - Changing the Cursor using Windows Forms and .png File

This approach only worked with the original XNA engine, and may work in the future if FRB adds support for MonoGame DirectX. This does not work with DesktopGL projects.

.cur files have a 32x32 pixel size limit. This can be bypassed by loading a .png into a Bitmap object, then using that object to construct a Cursor, as shown in the following code:

// code obtained from StackOverflow, as posted by user "Nick"
// http://stackoverflow.com/questions/550918/change-cursor-hotspot-in-winforms-net
public struct IconInfo
{
    public bool fIcon;
    public int xHotspot;
    public int yHotspot;
    public IntPtr hbmMask;
    public IntPtr hbmColor;
}
[DllImport("user32.dll")]
[return: MarshalAs(UnmanagedType.Bool)]
public static extern bool GetIconInfo(IntPtr hIcon, ref IconInfo pIconInfo);
[DllImport("user32.dll")]
public static extern IntPtr CreateIconIndirect(ref IconInfo icon);

/// <summary>
/// Create a cursor from a bitmap without resizing and with the specified
/// hot spot
/// </summary>
static System.Windows.Forms.Cursor CreateCursor(System.Drawing.Bitmap bmp, int xHotSpot, int yHotSpot)
{
    IntPtr ptr = bmp.GetHicon();
    IconInfo tmp = new IconInfo();
    GetIconInfo(ptr, ref tmp);
    tmp.xHotspot = xHotSpot;
    tmp.yHotspot = yHotSpot;
    tmp.fIcon = false;
    ptr = CreateIconIndirect(ref tmp);
    return new System.Windows.Forms.Cursor(ptr);
}

void Initialize()
{
    var bitmap = 
        (System.Drawing.Bitmap)System.Drawing.Bitmap.FromFile("Content/GlobalContent/SmallCursor.png");
    var cursor = CreateCursor(bitmap, 0, 0);
}
🎓
https://docs.monogame.net/api/Microsoft.Xna.Framework.Input.Mouse.html#Microsoft_Xna_Framework_Input_Mouse_SetCursor_Microsoft_Xna_Framework_Input_MouseCursor_
https://docs.monogame.net/api/Microsoft.Xna.Framework.Input.MouseCursor.html