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    InputManager Class

    Namespace: Stride.Input
    Assembly: Stride.Input.dll

    Manages collecting input from connected input device in the form of IInputDevice objects. Also provides some convenience functions for most commonly used devices

    System.Object → DisposeBase → ComponentBase → InputManager
    Derived from InputManager:

    public class InputManager : ComponentBase, IDisposable, IComponent, IReferencable, ICollectorHolder, IInputEventListener<KeyEvent>, IInputEventListener<PointerEvent>, IInputEventListener<MouseWheelEvent>, IInputEventListener
    Name Description
    Constructors
    InputManager()

    Initializes a new instance of the InputManager class.

    Fields
    GameControllerAxisDeadZone

    The deadzone amount applied to all game controller axes

    Properties
    AbsoluteMouseDelta

    Mouse movement in device coordinates

    AbsoluteMousePosition

    Mouse coordinates in device coordinates

    Accelerometer

    Gets the reference to the accelerometer sensor. The accelerometer measures all the acceleration forces applied on the device.

    Compass

    Gets the reference to the compass sensor. The compass measures the angle between the device top and the north.

    DefaultGamePad

    Gets the first gamepad that was added to the device

    DownButtons

    The mouse buttons that are down

    DownKeys

    The keys that are down

    Events

    All input events that happened since the last frame

    GameControllerCount

    Gets the number of game controllers connected.

    GameControllers

    Gets the collection of connected game controllers

    GamePadCount

    Gets the number of gamepads connected.

    GamePads

    Gets the collection of connected gamepads

    GestureEvents

    Gets the collection of gesture events since the previous updates.

    Gestures

    List of the gestures to recognize.

    Gravity

    Gets the reference to the gravity sensor. The gravity sensor measures the gravity vector applied to the device.

    Gyroscope

    Gets the reference to the gyroscope sensor. The gyroscope measures the rotation speed of the device.

    HasDownKeys

    Determines whether one or more keys are down

    HasDownMouseButtons

    Determines whether one or more of the mouse buttons are down

    HasGameController

    Gets a value indicating whether game controllers are available.

    HasGamePad

    Gets a value indicating whether gamepads are available.

    HasKeyboard

    Gets a value indicating whether the keyboard is available.

    HasMouse

    Gets a value indicating whether the mouse is available.

    HasPointer

    Gets a value indicating whether pointer device is available.

    HasPressedKeys

    Determines whether one or more keys are pressed

    HasPressedMouseButtons

    Determines whether one or more of the mouse buttons are pressed

    HasReleasedKeys

    Determines whether one or more keys are released

    HasReleasedMouseButtons

    Determines whether one or more of the mouse buttons are released

    IsMousePositionLocked

    Gets the value indicating if the mouse position is currently locked or not.

    Keyboard

    Gets the first keyboard device, or null if there is none

    Keyboards

    Gets the collection of connected keyboard inputs

    KeyEvents

    Key events that happened since the last frame

    LastPointerDevice

    Device that is responsible for setting the current MouseDelta and MousePosition

    Mouse

    Gets the first mouse pointer device, or null if there is none

    MouseDelta

    Mouse delta in normalized coordinate space

    MousePosition

    The mouse position in normalized coordinates.

    MouseWheelDelta

    The delta value of the mouse wheel button since last frame.

    Orientation

    Gets the reference to the orientation sensor. The orientation sensor measures orientation of device in the world.

    Pointer

    Gets the first pointer device, or null if there is none

    PointerEvents

    Pointer events that happened since the last frame

    Pointers

    Gets the collection of connected pointing devices (mouses, touchpads, etc)

    PressedButtons

    The mouse buttons that have been pressed since the last frame

    PressedKeys

    The keys that have been pressed since the last frame

    ReleasedButtons

    The mouse buttons that have been released since the last frame

    ReleasedKeys

    The keys that have been released since the last frame

    Sensors

    Gets the collection of connected sensor devices

    Sources

    Input sources

    TextInput

    First device that supports text input, or null if there is none

    UserAcceleration

    Gets the reference to the user acceleration sensor. The user acceleration sensor measures the acceleration produce by the user on the device (no gravity).

    UseRawInput

    Should raw input be used on windows

    VirtualButtonConfigSet

    Gets or sets the configuration for virtual buttons.

    Methods
    AddListener(IInputEventListener)

    Registers an object that listens for certain types of events using the specialized versions of IInputEventListener<TEventType>

    Destroy()
    GetFreeGamePadIndex(IGamePadDevice)

    Suggests an index that is unused for a given IGamePadDevice

    GetGamePadByIndex(Int32)

    Gets the first gamepad with a specific index

    GetGamePadsByIndex(Int32)

    Gets all the gamepads with a specific index

    GetVirtualButton(Int32, Object)

    Gets a binding value for the specified name and the specified config extract from the current VirtualButtonConfigSet.

    Initialize(GameContext)
    IsKeyDown(Keys)

    Determines whether the specified key is being pressed down.

    IsKeyPressed(Keys)

    Determines whether the specified key is pressed since the previous update.

    IsKeyReleased(Keys)

    Determines whether the specified key is released since the previous update.

    IsMouseButtonDown(MouseButton)

    Determines whether the specified mouse button is being pressed down.

    IsMouseButtonPressed(MouseButton)

    Determines whether the specified mouse button is pressed since the previous update.

    IsMouseButtonReleased(MouseButton)

    Determines whether the specified mouse button is released.

    LockMousePosition(Boolean)

    Lock the mouse's position and hides it until the next call to UnlockMousePosition().

    Pause()

    Pause all input sources.

    PoolInputEvent(InputEvent)

    Inserts any registered event back into it's InputEventPool<TEventType>.

    ProcessEvent(KeyEvent)
    ProcessEvent(MouseWheelEvent)
    ProcessEvent(PointerEvent)
    RegisterEventType<TEventType>()

    Registers an input event type to process

    RemoveListener(IInputEventListener)

    Removes a previously registered event listener

    ResetSources()

    Resets the Sources collection back to it's default values

    Resume()

    Resume all input sources.

    Scan()

    Rescans all input devices in order to query new device connected. See remarks.

    TransformPosition(Size2F, RectangleF, Vector2)

    Helper method to transform mouse and pointer event positions to sub rectangles

    UnlockMousePosition()

    Unlock the mouse's position previously locked by calling LockMousePosition(Boolean) and restore the mouse visibility.

    Update(GameTime)
    Events
    DeviceAdded

    Raised when a device was added to the system

    DeviceRemoved

    Raised when a device was removed from the system

    PreUpdateInput

    Raised before new input is sent to their respective event listeners

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    Constructors


    InputManager()

    Initializes a new instance of the InputManager class.

    public InputManager()
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    Fields


    GameControllerAxisDeadZone

    The deadzone amount applied to all game controller axes

    public static float GameControllerAxisDeadZone
    Field Value
    Type Description
    System.Single
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    Properties


    AbsoluteMouseDelta

    Mouse movement in device coordinates

    public Vector2 AbsoluteMouseDelta { get; }
    Property Value
    Type Description
    Vector2

    AbsoluteMousePosition

    Mouse coordinates in device coordinates

    public Vector2 AbsoluteMousePosition { get; }
    Property Value
    Type Description
    Vector2

    Accelerometer

    Gets the reference to the accelerometer sensor. The accelerometer measures all the acceleration forces applied on the device.

    public IAccelerometerSensor Accelerometer { get; }
    Property Value
    Type Description
    IAccelerometerSensor

    Compass

    Gets the reference to the compass sensor. The compass measures the angle between the device top and the north.

    public ICompassSensor Compass { get; }
    Property Value
    Type Description
    ICompassSensor

    DefaultGamePad

    Gets the first gamepad that was added to the device

    public IGamePadDevice DefaultGamePad { get; }
    Property Value
    Type Description
    IGamePadDevice

    DownButtons

    The mouse buttons that are down

    public IReadOnlySet<MouseButton> DownButtons { get; }
    Property Value
    Type Description
    IReadOnlySet<MouseButton>

    DownKeys

    The keys that are down

    public IReadOnlySet<Keys> DownKeys { get; }
    Property Value
    Type Description
    IReadOnlySet<Keys>

    Events

    All input events that happened since the last frame

    public IReadOnlyList<InputEvent> Events { get; }
    Property Value
    Type Description
    System.Collections.Generic.IReadOnlyList<InputEvent>

    GameControllerCount

    Gets the number of game controllers connected.

    public int GameControllerCount { get; }
    Property Value
    Type Description
    System.Int32

    The number of game controllers connected.


    GameControllers

    Gets the collection of connected game controllers

    public IReadOnlyList<IGameControllerDevice> GameControllers { get; }
    Property Value
    Type Description
    System.Collections.Generic.IReadOnlyList<IGameControllerDevice>

    GamePadCount

    Gets the number of gamepads connected.

    public int GamePadCount { get; }
    Property Value
    Type Description
    System.Int32

    The number of gamepads connected.


    GamePads

    Gets the collection of connected gamepads

    public IReadOnlyList<IGamePadDevice> GamePads { get; }
    Property Value
    Type Description
    System.Collections.Generic.IReadOnlyList<IGamePadDevice>

    GestureEvents

    Gets the collection of gesture events since the previous updates.

    public IReadOnlyList<GestureEvent> GestureEvents { get; }
    Property Value
    Type Description
    System.Collections.Generic.IReadOnlyList<GestureEvent>

    The gesture events.


    Gestures

    List of the gestures to recognize.

    public TrackingCollection<GestureConfig> Gestures { get; }
    Property Value
    Type Description
    TrackingCollection<GestureConfig>

    Gravity

    Gets the reference to the gravity sensor. The gravity sensor measures the gravity vector applied to the device.

    public IGravitySensor Gravity { get; }
    Property Value
    Type Description
    IGravitySensor

    Gyroscope

    Gets the reference to the gyroscope sensor. The gyroscope measures the rotation speed of the device.

    public IGyroscopeSensor Gyroscope { get; }
    Property Value
    Type Description
    IGyroscopeSensor

    HasDownKeys

    Determines whether one or more keys are down

    public bool HasDownKeys { get; }
    Property Value
    Type Description
    System.Boolean

    true if one or more keys are down; otherwise, false.


    HasDownMouseButtons

    Determines whether one or more of the mouse buttons are down

    public bool HasDownMouseButtons { get; }
    Property Value
    Type Description
    System.Boolean

    true if one or more of the mouse buttons are down; otherwise, false.


    HasGameController

    Gets a value indicating whether game controllers are available.

    public bool HasGameController { get; }
    Property Value
    Type Description
    System.Boolean

    true if game controllers are available; otherwise, false.


    HasGamePad

    Gets a value indicating whether gamepads are available.

    public bool HasGamePad { get; }
    Property Value
    Type Description
    System.Boolean

    true if gamepads are available; otherwise, false.


    HasKeyboard

    Gets a value indicating whether the keyboard is available.

    public bool HasKeyboard { get; }
    Property Value
    Type Description
    System.Boolean

    true if the keyboard is available; otherwise, false.


    HasMouse

    Gets a value indicating whether the mouse is available.

    public bool HasMouse { get; }
    Property Value
    Type Description
    System.Boolean

    true if the mouse is available; otherwise, false.


    HasPointer

    Gets a value indicating whether pointer device is available.

    public bool HasPointer { get; }
    Property Value
    Type Description
    System.Boolean

    true if pointer devices are available; otherwise, false.


    HasPressedKeys

    Determines whether one or more keys are pressed

    public bool HasPressedKeys { get; }
    Property Value
    Type Description
    System.Boolean

    true if one or more keys are pressed; otherwise, false.


    HasPressedMouseButtons

    Determines whether one or more of the mouse buttons are pressed

    public bool HasPressedMouseButtons { get; }
    Property Value
    Type Description
    System.Boolean

    true if one or more of the mouse buttons are pressed; otherwise, false.


    HasReleasedKeys

    Determines whether one or more keys are released

    public bool HasReleasedKeys { get; }
    Property Value
    Type Description
    System.Boolean

    true if one or more keys are released; otherwise, false.


    HasReleasedMouseButtons

    Determines whether one or more of the mouse buttons are released

    public bool HasReleasedMouseButtons { get; }
    Property Value
    Type Description
    System.Boolean

    true if one or more of the mouse buttons are released; otherwise, false.


    IsMousePositionLocked

    Gets the value indicating if the mouse position is currently locked or not.

    public bool IsMousePositionLocked { get; }
    Property Value
    Type Description
    System.Boolean

    Keyboard

    Gets the first keyboard device, or null if there is none

    public IKeyboardDevice Keyboard { get; }
    Property Value
    Type Description
    IKeyboardDevice

    Keyboards

    Gets the collection of connected keyboard inputs

    public IReadOnlyList<IKeyboardDevice> Keyboards { get; }
    Property Value
    Type Description
    System.Collections.Generic.IReadOnlyList<IKeyboardDevice>

    KeyEvents

    Key events that happened since the last frame

    public IReadOnlyList<KeyEvent> KeyEvents { get; }
    Property Value
    Type Description
    System.Collections.Generic.IReadOnlyList<KeyEvent>

    LastPointerDevice

    Device that is responsible for setting the current MouseDelta and MousePosition

    public IPointerDevice LastPointerDevice { get; }
    Property Value
    Type Description
    IPointerDevice

    Mouse

    Gets the first mouse pointer device, or null if there is none

    public IMouseDevice Mouse { get; }
    Property Value
    Type Description
    IMouseDevice

    MouseDelta

    Mouse delta in normalized coordinate space

    public Vector2 MouseDelta { get; }
    Property Value
    Type Description
    Vector2

    MousePosition

    The mouse position in normalized coordinates.

    public Vector2 MousePosition { get; set; }
    Property Value
    Type Description
    Vector2

    MouseWheelDelta

    The delta value of the mouse wheel button since last frame.

    public float MouseWheelDelta { get; }
    Property Value
    Type Description
    System.Single

    Orientation

    Gets the reference to the orientation sensor. The orientation sensor measures orientation of device in the world.

    public IOrientationSensor Orientation { get; }
    Property Value
    Type Description
    IOrientationSensor

    Pointer

    Gets the first pointer device, or null if there is none

    public IPointerDevice Pointer { get; }
    Property Value
    Type Description
    IPointerDevice

    PointerEvents

    Pointer events that happened since the last frame

    public IReadOnlyList<PointerEvent> PointerEvents { get; }
    Property Value
    Type Description
    System.Collections.Generic.IReadOnlyList<PointerEvent>

    Pointers

    Gets the collection of connected pointing devices (mouses, touchpads, etc)

    public IReadOnlyList<IPointerDevice> Pointers { get; }
    Property Value
    Type Description
    System.Collections.Generic.IReadOnlyList<IPointerDevice>

    PressedButtons

    The mouse buttons that have been pressed since the last frame

    public IReadOnlySet<MouseButton> PressedButtons { get; }
    Property Value
    Type Description
    IReadOnlySet<MouseButton>

    PressedKeys

    The keys that have been pressed since the last frame

    public IReadOnlySet<Keys> PressedKeys { get; }
    Property Value
    Type Description
    IReadOnlySet<Keys>

    ReleasedButtons

    The mouse buttons that have been released since the last frame

    public IReadOnlySet<MouseButton> ReleasedButtons { get; }
    Property Value
    Type Description
    IReadOnlySet<MouseButton>

    ReleasedKeys

    The keys that have been released since the last frame

    public IReadOnlySet<Keys> ReleasedKeys { get; }
    Property Value
    Type Description
    IReadOnlySet<Keys>

    Sensors

    Gets the collection of connected sensor devices

    public IReadOnlyList<ISensorDevice> Sensors { get; }
    Property Value
    Type Description
    System.Collections.Generic.IReadOnlyList<ISensorDevice>

    Sources

    Input sources

    public TrackingCollection<IInputSource> Sources { get; }
    Property Value
    Type Description
    TrackingCollection<IInputSource>

    TextInput

    First device that supports text input, or null if there is none

    public ITextInputDevice TextInput { get; }
    Property Value
    Type Description
    ITextInputDevice

    UserAcceleration

    Gets the reference to the user acceleration sensor. The user acceleration sensor measures the acceleration produce by the user on the device (no gravity).

    public IUserAccelerationSensor UserAcceleration { get; }
    Property Value
    Type Description
    IUserAccelerationSensor

    UseRawInput

    Should raw input be used on windows

    public bool UseRawInput { get; set; }
    Property Value
    Type Description
    System.Boolean

    VirtualButtonConfigSet

    Gets or sets the configuration for virtual buttons.

    public VirtualButtonConfigSet VirtualButtonConfigSet { get; set; }
    Property Value
    Type Description
    VirtualButtonConfigSet

    The current binding.

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    Methods


    AddListener(IInputEventListener)

    Registers an object that listens for certain types of events using the specialized versions of IInputEventListener<TEventType>

    public void AddListener(IInputEventListener listener)
    Parameters
    Type Name Description
    IInputEventListener listener

    The listener to register


    Destroy()

    protected override void Destroy()
    Overrides
    ComponentBase.Destroy()

    GetFreeGamePadIndex(IGamePadDevice)

    Suggests an index that is unused for a given IGamePadDevice

    public int GetFreeGamePadIndex(IGamePadDevice gamePad)
    Parameters
    Type Name Description
    IGamePadDevice gamePad

    The gamepad to find an index for

    Returns
    Type Description
    System.Int32

    The unused gamepad index


    GetGamePadByIndex(Int32)

    Gets the first gamepad with a specific index

    public IGamePadDevice GetGamePadByIndex(int gamePadIndex)
    Parameters
    Type Name Description
    System.Int32 gamePadIndex

    The index of the gamepad

    Returns
    Type Description
    IGamePadDevice

    The gamepad, or null if no gamepad has this index

    Exceptions
    Type Condition
    System.IndexOutOfRangeException

    When gamePadIndex is less than 0


    GetGamePadsByIndex(Int32)

    Gets all the gamepads with a specific index

    public IEnumerable<IGamePadDevice> GetGamePadsByIndex(int gamePadIndex)
    Parameters
    Type Name Description
    System.Int32 gamePadIndex

    The index of the gamepad

    Returns
    Type Description
    System.Collections.Generic.IEnumerable<IGamePadDevice>

    The gamepads, or null if no gamepad has this index

    Exceptions
    Type Condition
    System.IndexOutOfRangeException

    When gamePadIndex is less than 0


    GetVirtualButton(Int32, Object)

    Gets a binding value for the specified name and the specified config extract from the current VirtualButtonConfigSet.

    public virtual float GetVirtualButton(int configIndex, object bindingName)
    Parameters
    Type Name Description
    System.Int32 configIndex

    An index to a VirtualButtonConfig stored in the VirtualButtonConfigSet

    System.Object bindingName

    Name of the binding.

    Returns
    Type Description
    System.Single

    The value of the binding.


    Initialize(GameContext)

    public void Initialize(GameContext gameContext)
    Parameters
    Type Name Description
    GameContext gameContext

    IsKeyDown(Keys)

    Determines whether the specified key is being pressed down.

    public bool IsKeyDown(Keys key)
    Parameters
    Type Name Description
    Keys key

    The key.

    Returns
    Type Description
    System.Boolean

    true if the specified key is being pressed down; otherwise, false.


    IsKeyPressed(Keys)

    Determines whether the specified key is pressed since the previous update.

    public bool IsKeyPressed(Keys key)
    Parameters
    Type Name Description
    Keys key

    The key.

    Returns
    Type Description
    System.Boolean

    true if the specified key is pressed; otherwise, false.


    IsKeyReleased(Keys)

    Determines whether the specified key is released since the previous update.

    public bool IsKeyReleased(Keys key)
    Parameters
    Type Name Description
    Keys key

    The key.

    Returns
    Type Description
    System.Boolean

    true if the specified key is released; otherwise, false.


    IsMouseButtonDown(MouseButton)

    Determines whether the specified mouse button is being pressed down.

    public bool IsMouseButtonDown(MouseButton mouseButton)
    Parameters
    Type Name Description
    MouseButton mouseButton

    The mouse button.

    Returns
    Type Description
    System.Boolean

    true if the specified mouse button is being pressed down; otherwise, false.


    IsMouseButtonPressed(MouseButton)

    Determines whether the specified mouse button is pressed since the previous update.

    public bool IsMouseButtonPressed(MouseButton mouseButton)
    Parameters
    Type Name Description
    MouseButton mouseButton

    The mouse button.

    Returns
    Type Description
    System.Boolean

    true if the specified mouse button is pressed since the previous update; otherwise, false.


    IsMouseButtonReleased(MouseButton)

    Determines whether the specified mouse button is released.

    public bool IsMouseButtonReleased(MouseButton mouseButton)
    Parameters
    Type Name Description
    MouseButton mouseButton

    The mouse button.

    Returns
    Type Description
    System.Boolean

    true if the specified mouse button is released; otherwise, false.


    LockMousePosition(Boolean)

    Lock the mouse's position and hides it until the next call to UnlockMousePosition().

    public void LockMousePosition(bool forceCenter = false)
    Parameters
    Type Name Description
    System.Boolean forceCenter

    If true will make sure that the mouse cursor position moves to the center of the client window

    Remarks

    This function has no effects on devices that does not have mouse


    Pause()

    Pause all input sources.

    public void Pause()

    PoolInputEvent(InputEvent)

    Inserts any registered event back into it's InputEventPool<TEventType>.

    public void PoolInputEvent(InputEvent inputEvent)
    Parameters
    Type Name Description
    InputEvent inputEvent

    The event to insert into it's event pool


    ProcessEvent(KeyEvent)

    public void ProcessEvent(KeyEvent inputEvent)
    Parameters
    Type Name Description
    KeyEvent inputEvent

    ProcessEvent(MouseWheelEvent)

    public void ProcessEvent(MouseWheelEvent inputEvent)
    Parameters
    Type Name Description
    MouseWheelEvent inputEvent

    ProcessEvent(PointerEvent)

    public void ProcessEvent(PointerEvent inputEvent)
    Parameters
    Type Name Description
    PointerEvent inputEvent

    RegisterEventType<TEventType>()

    Registers an input event type to process

    public void RegisterEventType<TEventType>()
        where TEventType : InputEvent, new()
    Type Parameters
    Name Description
    TEventType

    The event type to process


    RemoveListener(IInputEventListener)

    Removes a previously registered event listener

    public void RemoveListener(IInputEventListener listener)
    Parameters
    Type Name Description
    IInputEventListener listener

    The listener to remove


    ResetSources()

    Resets the Sources collection back to it's default values

    public void ResetSources()

    Resume()

    Resume all input sources.

    public void Resume()

    Scan()

    Rescans all input devices in order to query new device connected. See remarks.

    public void Scan()
    Remarks

    This method could take several milliseconds and should be used at specific time in a game where performance is not crucial (pause, configuration screen...etc.)


    TransformPosition(Size2F, RectangleF, Vector2)

    Helper method to transform mouse and pointer event positions to sub rectangles

    public static Vector2 TransformPosition(Size2F fromSize, RectangleF destinationRectangle, Vector2 screenCoordinates)
    Parameters
    Type Name Description
    Size2F fromSize

    the size of the source rectangle

    RectangleF destinationRectangle

    The destination viewport rectangle

    Vector2 screenCoordinates

    The normalized screen coordinates

    Returns
    Type Description
    Vector2

    UnlockMousePosition()

    Unlock the mouse's position previously locked by calling LockMousePosition(Boolean) and restore the mouse visibility.

    public void UnlockMousePosition()
    Remarks

    This function has no effects on devices that does not have mouse


    Update(GameTime)

    public void Update(GameTime gameTime)
    Parameters
    Type Name Description
    GameTime gameTime
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    Events


    DeviceAdded

    Raised when a device was added to the system

    public event EventHandler<DeviceChangedEventArgs> DeviceAdded
    Event Type
    Type Description
    System.EventHandler<DeviceChangedEventArgs>

    DeviceRemoved

    Raised when a device was removed from the system

    public event EventHandler<DeviceChangedEventArgs> DeviceRemoved
    Event Type
    Type Description
    System.EventHandler<DeviceChangedEventArgs>

    PreUpdateInput

    Raised before new input is sent to their respective event listeners

    public event EventHandler<InputPreUpdateEventArgs> PreUpdateInput
    Event Type
    Type Description
    System.EventHandler<InputPreUpdateEventArgs>

    Inherited Members

    ComponentBase.Tags
    ComponentBase.Name
    ComponentBase.ICollectorHolder.Collector
    ComponentBase.OnNameChanged()
    ComponentBase.ToString()
    DisposeBase.Dispose()
    DisposeBase.IsDisposed
    DisposeBase.IReferencable.ReferenceCount
    DisposeBase.IReferencable.AddReference()
    DisposeBase.IReferencable.Release()
    DisposeBase.OnAddReference()
    DisposeBase.OnReleaseReference()

    Extension Methods

    ComponentBaseExtensions.DisposeBy<T>(T, ICollectorHolder)
    ComponentBaseExtensions.RemoveDisposeBy<T>(T, ICollectorHolder)
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