DeltaEngine.Content NamespaceDelta Engine Documentation
While the content system is the most important module of the Delta Engine, it is usually completely hidden from the programmer because he will just use the content. Artist and game designers will use the Content Manager Tool to get their content uploaded for their game to use. Accessing content works just as easy, you just say which content name you need and the content system will return it in the format you need for your platform (see PlatformSettings below). This is a fundamentally different thing from all other engines and applications you can find elsewhere! Content is still created and managed by artists and game designers (e.g. they have the editable content, .max or .psd files), but once they upload the final files to use (e.g. .png files for images, .fbx files for 3D models, we call these raw content) they will live in the Delta Engine Content System cloud.

For more information see

Public classContentData
Base class for all content classes. Content is loaded and cached by the ContentLoader. Content can also be part of an entity as a component. Loading and saving content components will however only store and retrieve the content name and type, but not any internal data. View code on GitHub
Public classContentData ContentNameMissing
Public classContentData DoesNotMatchMetaDataType
Public classContentData MustBeCalledFromContentLoader
Public classContentLoader
Loads content types like images, sounds, xml files, levels, etc. Returns cached useable instances and provides quick and easy access to all cached data plus creation of dynamic data. View code on GitHub
Public classContentLoader CachedResourceExistsButIsOfTheWrongType
Public classContentLoader ContentFileDoesNotExist
Public classContentLoader ContentLoaderAlreadyExistsItIsOnlyAllowedToSetBeforeTheAppStarts
Public classContentLoader ContentNameShouldNotHaveExtension
Public classContentLoader ContentNotFound
Public classContentLoaderResolver
Simple factory to provide access to create content data on demand without any resolver. Once the is started it will replace this functionality. ResolverView code on GitHub
Public classContentMetaData
Content files get this meta data enties generated by the ContentService or DiskContentLoader. View code on GitHub
Public classFogSettings
Public classImage
Used in Sprites and 3D models to draw image textures on screen via . MaterialView code on GitHub
Public classImage InvalidNumberOfBytes
Public classImage InvalidNumberOfColors
Public classImageAnimation
Bunch of images used in a sprite animation. Its ContentMetaData entry contains only images. View code on GitHub
Public classImageAnimation NoImagesGivenNeedAtLeastOne
Public classImageCreationData
Provides a way to create an dynamically and fill it with custom pixels. ImageView code on GitHub
Public classMaterial
Displays images or shapes via shaders in 2D or 3D. Always need a shader and a diffuse map, which can be a single , an , or a ImageImageAnimationSpriteSheetView code on GitHub
Public classRenderingCalculator
Given an AtlasRegion and desired UV, DrawArea and FlipMode, it will return the true UV and DrawArea. View code on GitHub
Public classRenderingData
Returned by RenderingCalculator and tells how an image should be rendered. View code on GitHub
Public classShader
Tells the GPU how to render 2D or 3D material data on screen. Usually loaded from content. This base class has no functionality, some common functionality can be found in ShaderWithFormat. Provide multiple framework specific shader codes if creating manually. View code on GitHub
Public classShader ShaderCreationHasFailed
Public classShaderCreationData
Creates shaders from flags, specific framework implemantation can be found in graphics. View code on GitHub
Public classSpriteSheetAnimation
Holds frames inside a single image as opposed to ImageAnimation for rendering animated sprites View code on GitHub
Public classSpriteSheetAnimationCreationData
Public classSunLight

Public interfaceContentCreationData
Allows to create some content types dynamically, for example framework dependant images. View code on GitHub

Public enumerationContentType
Content type for ContentData, for details see View code on GitHub
Public enumerationRenderSizeMode
Normally image sizes for sprites are rendered in the size they were saved, e.g. a 200x100 image is rendered in that size. For easier lay-outing rescaling is possible, e.g. a 256x256 image in 800x480 is rendered as 256x256 in 800x480 resolution or 614x614 pixels in 1920x1080. View code on GitHub
Public enumerationShaderFlags
Multiple values are combined to define a shader. This data is mainly used for fallback generation. For more details see the ShaderEditor to view and edit materials and shaders. For details about shader flags, see View code on GitHub