<?xml version="1.0"?>
<doc>
    <assembly>
        <name>Blish HUD</name>
    </assembly>
    <members>
        <member name="P:Blish_HUD.ApplicationSettings.ProcessId">
            <summary>
            The PID of the process to overlay.
            </summary>
        </member>
        <member name="P:Blish_HUD.ApplicationSettings.ProcessName">
            <summary>
            The name of the process to overlay (without '.exe').
            </summary>
        </member>
        <member name="P:Blish_HUD.ApplicationSettings.WindowName">
            <summary>
            The name of the window to overlay.
            </summary>
        </member>
        <member name="P:Blish_HUD.ApplicationSettings.MumbleMapName">
            <summary>
            The MumbleLink map name to be used.
            </summary>
        </member>
        <member name="P:Blish_HUD.ApplicationSettings.StartGw2">
            <summary>
            If we should launch Gw2 as part of Blish HUD launching.
            0 = no, 1 = yes, and 2 = yes with autologin.
            </summary>
        </member>
        <member name="P:Blish_HUD.ApplicationSettings.UserSettingsPath">
            <summary>
            The path where Blish HUD will save settings and other files.
            </summary>
        </member>
        <member name="P:Blish_HUD.ApplicationSettings.ProgramDataPath">
            <summary>
            The path used by Blish HUD to store non-user data related to the application.
            </summary>
        </member>
        <member name="P:Blish_HUD.ApplicationSettings.RefPath">
            <summary>
            The path to the ref.dat file.
            </summary>
        </member>
        <member name="P:Blish_HUD.ApplicationSettings.TargetFramerate">
            <summary>
            The frame rate Blish HUD should target when rendering.
            </summary>
        </member>
        <member name="P:Blish_HUD.ApplicationSettings.UnlockFps">
            <summary>
            Unlocks the frame limit allowing Blish HUD to render as fast as possible.  This will cause higher CPU and GPU utilization.
            </summary>
        </member>
        <member name="P:Blish_HUD.ApplicationSettings.DebugEnabled">
            <summary>
            Launches Blish HUD in debug mode.
            </summary>
        </member>
        <member name="P:Blish_HUD.ApplicationSettings.DebugModulePath">
            <summary>
            The path to a module (*.bhm) that will be force loaded when Blish HUD launches.
            </summary>
        </member>
        <member name="P:Blish_HUD.ApplicationSettings.MainProcessId">
            <summary>
            The main Blish HUD process id. Used internally for subprocesses.
            </summary>
        </member>
        <member name="P:Blish_HUD.BlishHud.ActiveGraphicsDeviceManager">
            <summary>
            Exposed through the <see cref="T:Blish_HUD.GraphicsService"/>'s <see cref="P:Blish_HUD.GraphicsService.GraphicsDeviceManager"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.BlishHud.ActiveContentManager">
            <summary>
            Exposed through the <see cref="T:Blish_HUD.ContentService"/>'s <see cref="P:Blish_HUD.ContentService.ContentManager"/>.
            </summary>
        </member>
        <member name="T:Blish_HUD.Common.Gw2.KeyBindings">
            <summary>
            A collection of the built-in GW2 keybindings.
            </summary>
        </member>
        <member name="F:Blish_HUD.Common.Gw2.KeyBindings.Interact">
            <summary>
            General context-sensitive interact prompt.
            Used for interacting with the environment, including Talk, Loot, Revive, etc.
            </summary>
        </member>
        <member name="T:Blish_HUD.Common.UI.Views.StaticPanelView">
            <summary>
            Allows you to pass a static panel as a view.  Primarily used as a stopgap.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.BackButton.Text">
            <summary>
            The primary text of the back button.  Format is "Text: NavTitle"
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.BackButton._navTitle">
            <summary>
            The secondary path of the back button.  Format is "Text: NavTitle"
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Checkbox.Text">
            <summary>
            The text this <see cref="T:Blish_HUD.Controls.Checkbox"/> should show.
            </summary>
        </member>
        <member name="T:Blish_HUD.Controls.Container">
            <summary>
            A control that is capable of having child controls that are drawn when the container is drawn.
            Classes that inherit should be packaged controls that that manage their own controls internally.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Container.VerticalScrollOffset">
            <summary>
            Indicates the vertical offset used when rendering the child <see cref="T:Blish_HUD.Controls.Control"/>s within the <see cref="P:Blish_HUD.Controls.Container.ContentRegion"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Container.HorizontalScrollOffset">
            <summary>
            Indicates the horizontal offset used when rendering the child <see cref="T:Blish_HUD.Controls.Control"/>s within the <see cref="P:Blish_HUD.Controls.Container.ContentRegion"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Container.WidthSizingMode">
            <summary>
            Determines how the width of this
            <see cref="T:Blish_HUD.Controls.Container"/> should be handled.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Container.HeightSizingMode">
            <summary>
            Determines how the height of this
            <see cref="T:Blish_HUD.Controls.Container"/> should be handled.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Container.AutoSizePadding">
            <summary>
            If <see cref="P:Blish_HUD.Controls.Container.HeightSizingMode"/> or <see cref="P:Blish_HUD.Controls.Container.WidthSizingMode"/> is set to
            <see cref="F:Blish_HUD.Controls.SizingMode.AutoSize"/>, then <see cref="P:Blish_HUD.Controls.Container.AutoSizePadding"/> is
            added to the size.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Container.GetDescendants">
            <summary>
            Returns all descendant <see cref="T:Blish_HUD.Controls.Control"/>s of this <see cref="T:Blish_HUD.Controls.Container"/>.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Container.GetChildrenOfType``1">
            <summary>
            Returns all child <see cref="T:Blish_HUD.Controls.Control"/>s of this <see cref="T:Blish_HUD.Controls.Container"/> of type <typeparamref name="T"/>.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Container.AddChild(Blish_HUD.Controls.Control)">
            <summary>
            Attempts to add the provided <see cref="T:Blish_HUD.Controls.Control"/> as a child of the <see cref="T:Blish_HUD.Controls.Container"/>.
            Adding a control this way does not update the <see cref="T:Blish_HUD.Controls.Control"/>'s <see cref="P:Blish_HUD.Controls.Control.Parent"/> making it unsuitable for most situations.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Container.RemoveChild(Blish_HUD.Controls.Control)">
            <summary>
            Attempts to remove the provided <see cref="T:Blish_HUD.Controls.Control"/> from the children of this <see cref="T:Blish_HUD.Controls.Container"/>.
            Removing a control this way does not update the <see cref="T:Blish_HUD.Controls.Control"/>'s <see cref="P:Blish_HUD.Controls.Control.Parent"/> making it unsuitable for most situations.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Container.ClearChildren">
            <summary>
            Safely clears all child <see cref="T:Blish_HUD.Controls.Control"/> from this <see cref="T:Blish_HUD.Controls.Container"/>.
            </summary>
        </member>
        <member name="T:Blish_HUD.Controls.ContextMenuStrip">
            <summary>
            Represents a right-click shortcut menu.  Can be assigned to <see cref="P:Blish_HUD.Controls.Control.Menu"/>.
            </summary>
        </member>
        <member name="T:Blish_HUD.Controls.CaptureType">
            <summary>
            Defines how input should be captured and if that input should be blocked from passing onward to Guild Wars 2.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.CaptureType.Filter">
            <summary>
            Mouse and mouse wheel inputs are intercepted but this control will not block input from passing to Guild Wars 2 or to other Blish HUD controls.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.CaptureType.Keyboard">
            <summary>
            Not implemented.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.CaptureType.Mouse">
            <summary>
            The default <c>CaptureType</c>.
            Intercepts mouse input (allowing for: <see cref="E:Blish_HUD.Controls.Control.LeftMouseButtonPressed"/>, <see cref="E:Blish_HUD.Controls.Control.LeftMouseButtonReleased"/>, <see cref="E:Blish_HUD.Controls.Control.RightMouseButtonPressed"/>,
            <see cref="E:Blish_HUD.Controls.Control.RightMouseButtonReleased"/>, <see cref="E:Blish_HUD.Controls.Control.MouseMoved"/>, <see cref="E:Blish_HUD.Controls.Control.MouseEntered"/>, <see cref="E:Blish_HUD.Controls.Control.MouseLeft"/>).
            Input is also blocked from being sent through to Guild Wars 2 unless the <see cref="F:Blish_HUD.Controls.CaptureType.DoNotBlock"/> flag is also set.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.CaptureType.MouseWheel">
            <summary>
            Intercepts mouse wheel scrolling (allowing for: <see cref="E:Blish_HUD.Controls.Control.MouseWheelScrolled"/>).
            Mouse wheel input is also blocked from being sent through to Guild Wars 2 unless the <see cref="F:Blish_HUD.Controls.CaptureType.DoNotBlock"/> flag is also set.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.CaptureType.DoNotBlock">
            <summary>
            If applied, the control will not block mouse or mouse wheel input from passing to Guild Wars 2 regardless of what input it detects from other flags.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.StandardColors.Default">
             <summary>
             Color of standard text or untinted elements in an enabled control.
            
             The color is white (#FFFFFF).
             </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.StandardColors.DisabledText">
             <summary>
             Color of standard text in a disabled control.
            
             The color is a dark gray (#AAAAAA).
             </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.StandardColors.Tinted">
             <summary>
             A tint often applied to control elements while the control is hovered over.
            
             The color is a light peach (#FFE4B5).
             </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.StandardColors.Shadow">
             <summary>
             Color of text or element shadows.
            
             The color is black (#000000).
             </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.StandardColors.Yellow">
             <summary>
             Color of warning and alert text.  Also the color of lots of floating text.
            
             The color is yellow (#FFFF00).
             </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.StandardColors.Red">
             <summary>
             The color of error text.
            
             The color is red (#F20D13).
             </summary>
        </member>
        <member name="E:Blish_HUD.Controls.Control.Click">
            <summary>
            Alias for <see cref="E:Blish_HUD.Controls.Control.LeftMouseButtonReleased"/> with the difference that it only fires if <see cref="P:Blish_HUD.Controls.Control.Enabled"/> is true.
            </summary>
            <remarks>Fires after <see cref="E:Blish_HUD.Controls.Control.LeftMouseButtonReleased"/> fires.</remarks>
        </member>
        <member name="M:Blish_HUD.Controls.Control.OnLeftMouseButtonPressed(Blish_HUD.Input.MouseEventArgs)">
            <summary>
            Called when a left mouse button press occurs on the <see cref="T:Blish_HUD.Controls.Control"/>.
            If overriding, ensure you call the base method.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Control.OnLeftMouseButtonReleased(Blish_HUD.Input.MouseEventArgs)">
            <summary>
            Called when a left mouse button release occurs on the <see cref="T:Blish_HUD.Controls.Control"/>.
            If overriding, ensure you call the base method.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Control.OnMouseMoved(Blish_HUD.Input.MouseEventArgs)">
            <summary>
            Called when the mouse moves over the <see cref="T:Blish_HUD.Controls.Control"/>.
            If overriding, ensure you call the base method.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Control.OnRightMouseButtonPressed(Blish_HUD.Input.MouseEventArgs)">
            <summary>
            Called when a right mouse button press occurs on the <see cref="T:Blish_HUD.Controls.Control"/>.
            If overriding, ensure you call the base method.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Control.OnRightMouseButtonReleased(Blish_HUD.Input.MouseEventArgs)">
            <summary>
            Called when a right mouse button release occurs on the <see cref="T:Blish_HUD.Controls.Control"/>.
            If overriding, ensure you call the base method.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Control.OnMouseWheelScrolled(Blish_HUD.Input.MouseEventArgs)">
            <summary>
            Called the mouse wheel is scrolled while the mouse is over the <see cref="T:Blish_HUD.Controls.Control"/>.
            If overriding, ensure you call the base method.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Control.OnMouseEntered(Blish_HUD.Input.MouseEventArgs)">
            <summary>
            Called when the mouse enters into the bounds of the <see cref="T:Blish_HUD.Controls.Control"/>.
            If overriding, ensure you call the base method.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Control.OnMouseLeft(Blish_HUD.Input.MouseEventArgs)">
            <summary>
            Called when the mouse exits from the bounds of the <see cref="T:Blish_HUD.Controls.Control"/>.
            If overriding, ensure you call the base method.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Control.OnClick(Blish_HUD.Input.MouseEventArgs)">
            <summary>
            Called when a left mouse button press occurs on the <see cref="T:Blish_HUD.Controls.Control"/> while <see cref="P:Blish_HUD.Controls.Control.Enabled"/> is <c>true</c>.
            If overriding, ensure you call the base method.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Control.OnShown(System.EventArgs)">
            <summary>
            Called when the value of <see cref="P:Blish_HUD.Controls.Control.Visible"/> is changed to <c>true</c>.
            If overriding, ensure you call the base method.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Control.OnHidden(System.EventArgs)">
            <summary>
            Called when the value of <see cref="P:Blish_HUD.Controls.Control.Visible"/> is changed to <c>false</c>.
            If overriding, ensure you call the base method.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Control.OnResized(Blish_HUD.Controls.ResizedEventArgs)">
            <summary>
            Called when the <see cref="P:Blish_HUD.Controls.Control.Size"/> of the <see cref="T:Blish_HUD.Controls.Control"/> is changed.
            If overriding, ensure you call the base method.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Control.OnMoved(Blish_HUD.Controls.MovedEventArgs)">
            <summary>
            Called when the <see cref="P:Blish_HUD.Controls.Control.Location"/> of the <see cref="T:Blish_HUD.Controls.Control"/> is changed.
            If overriding, ensure you call the base method.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.MouseOver">
            <summary>
            Indicates that the mouse cursor is actively over the control.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.Location">
            <summary>
            Indicates the location of the <see cref="T:Blish_HUD.Controls.Control"/> relative to its <see cref="P:Blish_HUD.Controls.Control.Parent"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.Size">
            <summary>
            The size of the control.  Both the X and Y component must be greater than 0.
            </summary>
            <exception cref="T:System.ArgumentOutOfRangeException">Thrown when either the X or Y component are 0 or less.</exception>
        </member>
        <member name="P:Blish_HUD.Controls.Control.Width">
            <summary>
            The width of the <see cref="T:Blish_HUD.Controls.Control"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.Height">
            <summary>
            The height of the <see cref="T:Blish_HUD.Controls.Control"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.ClipsBounds">
            <summary>
            If <c>true</c>, the control's render is clipped to the <see cref="P:Blish_HUD.Controls.Container.ContentRegion"/> of its <see cref="P:Blish_HUD.Controls.Control.Parent"/>.
            <br/><br/>Default: true
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.EffectBehind">
            <summary>
            The <see cref="T:Blish_HUD.Controls.Effects.ControlEffect"/> to apply behind the control.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.EffectInFront">
            <summary>
            [NOT IMPLEMENTED] The <see cref="T:Blish_HUD.Controls.Effects.ControlEffect"/> to apply on top of the control.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.LocalBounds">
            <summary>
            The bounds of the control, relative to the parent control.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.AbsoluteBounds">
            <summary>
            The bounds of the control, relative to the overlay window / SpriteScreen.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.RelativeMousePosition">
            <summary>
            The position of the mouse cursor relative to the local bounds of this <see cref="T:Blish_HUD.Controls.Control"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.Menu">
            <summary>
            If provided, the menu will display when the control is right-clicked on.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.Tooltip">
            <summary>
            If provided, the Tooltip will display when the mouse is over the control.
            Do not use this if you are already using <see cref="P:Blish_HUD.Controls.Control.BasicTooltipText"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.BasicTooltipText">
            <summary>
            If provided, a tooltip will be shown with the provided text when the mouse is over the control.
            Do not use this if you are already using <see cref="P:Blish_HUD.Controls.Control.Tooltip"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.Opacity">
            <summary>
            The opacity of the <see cref="T:Blish_HUD.Controls.Control"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.Visible">
            <summary>
            Indicates if the control is allowed to render or not.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.Parent">
            <summary>
            The <see cref="T:Blish_HUD.Controls.Container"/> that this <see cref="T:Blish_HUD.Controls.Control"/> resides within.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.ZIndex">
            <summary>
            Used to determine the render order of controls within a <see cref="T:Blish_HUD.Controls.Container"/> and when handling input.
            Higher values will be rendered later (causing them to be shown on top of other controls) and have priority for input.
            <br/><br/>Default: 5
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.Enabled">
            <summary>
            If <c>true</c>, the <see cref="T:Blish_HUD.Controls.Control"/> can accept user input.
            <br/><br/>Default: true
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.BackgroundColor">
            <summary>
            The <see cref="T:Microsoft.Xna.Framework.Color"/> rendered behind the <see cref="T:Blish_HUD.Controls.Control"/>.
            <br/><br/>Default: <see cref="P:Microsoft.Xna.Framework.Color.Transparent"/>
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Control.Invalidate">
            <summary>
            Avoid overriding <see cref="M:Blish_HUD.Controls.Control.Invalidate"/> as it has the potential to be called multiple times prior to a render taking place.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Control.SuspendLayout">
            <summary>
            Prefer <see cref="M:Blish_HUD.Controls.Control.SuspendLayoutContext"/> if possible, as this ensures
            layout is resumed in all circumstances.
            <br/>
            The layout of the <see cref="T:Blish_HUD.Controls.Control"/> will be suspended until
            <see cref="M:Blish_HUD.Controls.Control.ResumeLayout(System.Boolean)"/> is called.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Control.SuspendLayoutContext">
            <summary>
            Suspends the layout of the <see cref="T:Blish_HUD.Controls.Control"/> until the context is
            disposed (i.e. when exiting a <see langword="using"/> block) and ensures
            correct resumption of layout in the event of exceptions.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Control.ResumeLayout(System.Boolean)">
            <summary>
            Allows the layout of the control to be calculated on the next
            invalidate, if the layout is currently suspended.
            </summary>
            <param name="forceRecalculate">If <c>true</c>, will force the layout to update now instead of on the next invalidation.</param>
        </member>
        <member name="M:Blish_HUD.Controls.Control.RecalculateLayout">
            <summary>
            Called whenever the size or location of the control is changed.  Is also called if <see cref="M:Blish_HUD.Controls.Control.Invalidate"/> is called and should contain any calculations needed for the call to Draw the <see cref="T:Blish_HUD.Controls.Control"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Control.Captures">
            <summary>
            Specifies which type of input this <see cref="T:Blish_HUD.Controls.Control"/> accepts, possibly blocks from other <see cref="T:Blish_HUD.Controls.Control"/>s, and prevents the game from seeing.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Control.CapturesInput">
            <summary>
            Override to specify which type of input this <see cref="T:Blish_HUD.Controls.Control"/> accepts or intercepts.
            </summary>
            <seealso cref="P:Blish_HUD.Controls.Control.Captures"/>
        </member>
        <member name="M:Blish_HUD.Controls.Control.Show">
            <summary>
            Makes the control visible.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Control.Hide">
            <summary>
            Hides the control so that it is no longer visible.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Control.Paint(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Rectangle)">
            <summary>
            Draw the control.
            </summary>
            <param name="bounds">The draw region of the control.  Anything outside of this region will be clipped.  If this control is the child of a container, it could potentially be clipped even further by <see cref="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.ScissorRectangle" />.</param>
        </member>
        <member name="P:Blish_HUD.Controls.CornerIcon.Icon">
            <summary>
            The icon shown when the <see cref="T:Blish_HUD.Controls.CornerIcon"/> is not currently being hovered over.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.CornerIcon.HoverIcon">
            <summary>
            The icon shown when the <see cref="T:Blish_HUD.Controls.CornerIcon"/> is hovered over.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.CornerIcon.IconName">
            <summary>
            The name of the <see cref="T:Blish_HUD.Controls.CornerIcon"/> that is shown when moused over.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.CornerIcon.Priority">
            <summary>
            <see cref="T:Blish_HUD.Controls.CornerIcon"/>s are sorted by priority so that, from left to right, priority goes from the highest to lowest.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.CornerIcon.LoadingMessage">
            <summary>
            If defined, a loading spinner is shown below the <see cref="T:Blish_HUD.Controls.CornerIcon"/> and this text will be
            shown in a tooltip when the loading spinner is moused over.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.CornerIcon.OnClick(Blish_HUD.Input.MouseEventArgs)">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Controls.CornerIcon.RecalculateLayout">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Controls.CornerIcon.OnMouseMoved(Blish_HUD.Input.MouseEventArgs)">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Controls.CornerIcon.Paint(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Rectangle)">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Controls.CornerIcon.DisposeControl">
            <inheritdoc />
        </member>
        <member name="P:Blish_HUD.Controls.CounterBox.ValueWidth">
            <summary>
            The width of the value's display space (ie. the gap between the increment and the decrement button.)
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.CounterBox.Prefix">
            <summary>
            Optional prefix to be prepended to the displayed value.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.CounterBox.Suffix">
            <summary>
            Optional suffix to be appended to the displayed value.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.CounterBox.Numerator">
            <summary>
            The numerator by which to increment or decrement the value of this CounterBox.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.CounterBox.MaxValue">
            <summary>
            The maximum value of the counterbox. Cannot be lesser than MinValue, thus should be assigned BEFORE MinValue.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.CounterBox.MinValue">
            <summary>
            The minimum value of the counterbox. Cannot be greater than MaxValue, thus should be assigned AFTER MaxValue;
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.CounterBox.Exponential">
            <summary>
            If set, doubles the value when incrementing and halfs it when decrementing.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.CounterBox.Value">
            <summary>
            The value of the counterbox. Cannot be greater than MaxValue and not lesser than MinValue, thus should be assigned AFTER both;
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.DetailsIconSize.Small">
            <summary>
            The icon will fill the <see cref="T:Blish_HUD.Controls.DetailsButton"/> from the top down to the content area at the bottom.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.DetailsIconSize.Large">
            <summary>
            The icon will fill the <see cref="T:Blish_HUD.Controls.DetailsButton"/> from top to bottom on the left side.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.DetailsHighlightType.None">
            <summary>
            Mousing over the <see cref="T:Blish_HUD.Controls.DetailsButton"/> will not cause any highlight or animation to be shown.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.DetailsHighlightType.ScrollingHighlight">
            <summary>
            Mousing over the <see cref="T:Blish_HUD.Controls.DetailsButton"/> will cause a scrolling animation to occur in the background of the control.
            This is the default when <see cref="F:Blish_HUD.Controls.DetailsDisplayMode.Standard"/> is the active display mode.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.DetailsHighlightType.LightHighlight">
            <summary>
            Mousing over the <see cref="T:Blish_HUD.Controls.DetailsButton"/> will make the background slightly lighter.
            This is the default when <see cref="F:Blish_HUD.Controls.DetailsDisplayMode.Summary"/> or <see cref="F:Blish_HUD.Controls.DetailsDisplayMode.Completed"/> is the active display mode.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.DetailsDisplayMode.Standard">
            <summary>
            Based on the achievement control when the achievement has not been completed yet, this view displays a content region for <see cref="T:Blish_HUD.Controls.GlowButton"/>s,
            can have a fill, and the option of a corner icon.  This is the default display mode.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.DetailsDisplayMode.Summary">
            <summary>
            [NOT IMPLEMENTED] Based on the achievement controls shown on the Summary tab, this view only displays the <see cref="P:Blish_HUD.Controls.DetailsButton.Text"/>,
            optionally displays a fill, and the fill fraction or <see cref="P:Blish_HUD.Controls.DetailsButton.IconDetails"/>.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.DetailsDisplayMode.Completed">
            <summary>
            [NOT IMPLEMENTED] Based on the achievement control when the achievement has been completed.  A burst is shown behind the <see cref="P:Blish_HUD.Controls.DetailsButton.Icon"/>
            and the text and <see cref="P:Blish_HUD.Controls.DetailsButton.IconDetails"/> are shown to the right of it.
            </summary>
        </member>
        <member name="T:Blish_HUD.Controls.DetailsButton">
            <summary>
            Used to show details and multiple options for a single topic. Designed to look like the Achievements details icon.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.DetailsButton.DisplayMode">
            <summary>
            Determines the way the <see cref="T:Blish_HUD.Controls.DetailsButton"/> will render.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.DetailsButton.IconSize">
            <summary>
            Determines how big the icon should be in the <see cref="T:Blish_HUD.Controls.DetailsButton"/>.
            This property changes the layout of the <see cref="T:Blish_HUD.Controls.DetailsButton"/>, somewhat.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.DetailsButton.Text">
            <summary>
            The text displayed on the right side of the <see cref="T:Blish_HUD.Controls.DetailsButton"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.DetailsButton.Icon">
            <summary>
            The icon to display on the left side of the <see cref="T:Blish_HUD.Controls.DetailsButton"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.DetailsButton.IconDetails">
            <summary>
            If fill is not enabled or if <see cref="P:Blish_HUD.Controls.DetailsButton.ShowFillFraction"/> is false, then this text will display under the <see cref="P:Blish_HUD.Controls.DetailsButton.Icon"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.DetailsButton.ShowVignette">
            <summary>
            Whether to show a vignette around the <see cref="P:Blish_HUD.Controls.DetailsButton.Icon"/> or not. A vignette is required for a fill to show.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.DetailsButton.MaxFill">
            <summary>
            The maximum the <see cref="P:Blish_HUD.Controls.DetailsButton.CurrentFill"/> can be set to.  If <see cref="P:Blish_HUD.Controls.DetailsButton.ShowVignette"/>
            is true,then setting this value to a value greater than 0 will enable the fill.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.DetailsButton.CurrentFill">
            <summary>
            The current fill progress.  The maximum value is clamped to <see cref="P:Blish_HUD.Controls.DetailsButton.MaxFill"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.DetailsButton.ShowToggleButton">
            <summary>
            If enabled, the last child control will be aligned to the right side.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.DetailsButton.ToggleState">
            <summary>
            Normally paired with <see cref="P:Blish_HUD.Controls.DetailsButton.ShowToggleButton"/>.  If enabled, a glow will be shown in the bottom right.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.DetailsButton.DisplayedFill">
            <summary>
            Do not directly manipulate this property.  It is only public because the animation library requires it to be public.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.DetailsButton.ShowFillFraction">
            <summary>
            If true, <see cref="P:Blish_HUD.Controls.DetailsButton.MaxFill"/> > 0, and <see cref="P:Blish_HUD.Controls.DetailsButton.ShowFillFraction"/> is true, a fraction will be shown under the <see cref="P:Blish_HUD.Controls.DetailsButton.Icon"/>
            instead of <see cref="P:Blish_HUD.Controls.DetailsButton.IconDetails"/> of the format "<see cref="P:Blish_HUD.Controls.DetailsButton.CurrentFill"/> / <see cref="P:Blish_HUD.Controls.DetailsButton.MaxFill"/>."
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.DetailsButton.FillColor">
            <summary>
            The <see cref="T:Microsoft.Xna.Framework.Color"/> of the fill.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.DetailsButton.HighlightType">
            <summary>
            The way the <see cref="T:Blish_HUD.Controls.DetailsButton"/> will animate or highlight when moused over.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.DetailsButton.BottomSectionHeight">
            <summary>
            The height of the bottom content region.  The default is 35.
            </summary>
        </member>
        <member name="T:Blish_HUD.Controls.Dropdown">
            <summary>
            Represents a Guild Wars 2 Dropdown control.
            </summary>
        </member>
        <member name="E:Blish_HUD.Controls.Dropdown.ValueChanged">
            <summary>
            Occurs when the <see cref="P:Blish_HUD.Controls.Dropdown.SelectedItem"/> property has changed.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Dropdown.Items">
            <summary>
            The collection of items contained in this <see cref="T:Blish_HUD.Controls.Dropdown"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Dropdown.SelectedItem">
            <summary>
            Gets or sets the currently selected item in the <see cref="T:Blish_HUD.Controls.Dropdown"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Dropdown.PanelOpen">
            <summary>
            Returns <c>true</c> if this <see cref="T:Blish_HUD.Controls.Dropdown"/> is actively
            showing the dropdown panel of options.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Dropdown.#ctor">
            <summary>
            Initializes a new instance of the <see cref="T:Blish_HUD.Controls.Dropdown"/> class.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Dropdown.HideDropdownPanel">
            <summary>
            If the Dropdown box items are currently being shown, they are hidden.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Effects.ControlEffect.Size">
            <summary>
            The size within the <see cref="T:Blish_HUD.Controls.Control"/> it applies to.  If not explicitly set, the size of the assigned control will be used.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Effects.ControlEffect.Location">
            <summary>
            The location relative to the <see cref="T:Blish_HUD.Controls.Control"/> it applies to.  If not explicitly set, <see cref="P:Microsoft.Xna.Framework.Vector2.Zero"/> will be used.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Effects.ControlEffect.Enabled">
            <summary>
            If the <see cref="T:Blish_HUD.Controls.Effects.ControlEffect"/> should render or not.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Effects.ControlEffect.Enable">
            <summary>
            Enables the <see cref="T:Microsoft.Xna.Framework.Graphics.Effect"/> on the <see cref="T:Blish_HUD.Controls.Control"/>.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Effects.ControlEffect.Disable">
            <summary>
            Disables the <see cref="T:Microsoft.Xna.Framework.Graphics.Effect"/> on the <see cref="T:Blish_HUD.Controls.Control"/>.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Effects.ControlEffect.SetEnableState(System.Boolean)">
            <summary>
            Enables or disables the <see cref="T:Blish_HUD.Controls.Effects.ControlEffect"/> depending on the value of <param name="enabled"></param>.
            </summary>
        </member>
        <member name="T:Blish_HUD.Controls.Effects.ScrollingHighlightEffect">
            <summary>
            Used to show the "scrolling" highlight used by many menu items and buttons throughout the game.
            Should be applied as <see cref="P:Blish_HUD.Controls.Control.EffectBehind"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Effects.ScrollingHighlightEffect.Duration">
            <summary>
            The duration of the wipe effect when the mouse enters the control.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Effects.ScrollingHighlightEffect.ForceActive">
            <summary>
            If enabled, the effect will stay on full (used to show that the control or menu item is active).
            </summary>
        </member>
        <member name="T:Blish_HUD.Controls.Extern.POINT">
            <summary>
            Struct representing a point.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.LBUTTON">
            <summary>
            Left mouse button
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.RBUTTON">
            <summary>
            Right mouse button
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.CANCEL">
            <summary>
            Control-break processing
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.MBUTTON">
            <summary>
            Middle mouse button (three-button mouse)
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.XBUTTON1">
            <summary>
            Windows 2000/XP: X1 mouse button
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.XBUTTON2">
            <summary>
            Windows 2000/XP: X2 mouse button
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.BACK">
            <summary>
            BACKSPACE key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.TAB">
            <summary>
            TAB key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.CLEAR">
            <summary>
            CLEAR key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.RETURN">
            <summary>
            ENTER key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.SHIFT">
            <summary>
            SHIFT key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.CONTROL">
            <summary>
            CTRL key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.MENU">
            <summary>
            ALT key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.PAUSE">
            <summary>
            PAUSE key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.CAPITAL">
            <summary>
            CAPS LOCK key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KANA">
            <summary>
            Input Method Editor (IME) Kana mode
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.HANGUL">
            <summary>
            IME Hangul mode
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.JUNJA">
            <summary>
            IME Junja mode
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.FINAL">
            <summary>
            IME final mode
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.HANJA">
            <summary>
            IME Hanja mode
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KANJI">
            <summary>
            IME Kanji mode
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.ESCAPE">
            <summary>
            ESC key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.CONVERT">
            <summary>
            IME convert
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.NONCONVERT">
            <summary>
            IME nonconvert
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.ACCEPT">
            <summary>
            IME accept
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.MODECHANGE">
            <summary>
            IME mode change request
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.SPACE">
            <summary>
            SPACEBAR
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.PRIOR">
            <summary>
            PAGE UP key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.NEXT">
            <summary>
            PAGE DOWN key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.END">
            <summary>
            END key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.HOME">
            <summary>
            HOME key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.LEFT">
            <summary>
            LEFT ARROW key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.UP">
            <summary>
            UP ARROW key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.RIGHT">
            <summary>
            RIGHT ARROW key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.DOWN">
            <summary>
            DOWN ARROW key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.SELECT">
            <summary>
            SELECT key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.PRINT">
            <summary>
            PRINT key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.EXECUTE">
            <summary>
            EXECUTE key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.SNAPSHOT">
            <summary>
            PRINT SCREEN key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.INSERT">
            <summary>
            INS key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.DELETE">
            <summary>
            DEL key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.HELP">
            <summary>
            HELP key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_0">
            <summary>
            0 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_1">
            <summary>
            1 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_2">
            <summary>
            2 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_3">
            <summary>
            3 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_4">
            <summary>
            4 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_5">
            <summary>
            5 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_6">
            <summary>
            6 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_7">
            <summary>
            7 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_8">
            <summary>
            8 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_9">
            <summary>
            9 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_A">
            <summary>
            A key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_B">
            <summary>
            B key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_C">
            <summary>
            C key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_D">
            <summary>
            D key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_E">
            <summary>
            E key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_F">
            <summary>
            F key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_G">
            <summary>
            G key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_H">
            <summary>
            H key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_I">
            <summary>
            I key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_J">
            <summary>
            J key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_K">
            <summary>
            K key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_L">
            <summary>
            L key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_M">
            <summary>
            M key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_N">
            <summary>
            N key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_O">
            <summary>
            O key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_P">
            <summary>
            P key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_Q">
            <summary>
            Q key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_R">
            <summary>
            R key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_S">
            <summary>
            S key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_T">
            <summary>
            T key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_U">
            <summary>
            U key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_V">
            <summary>
            V key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_W">
            <summary>
            W key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_X">
            <summary>
            X key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_Y">
            <summary>
            Y key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.KEY_Z">
            <summary>
            Z key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.LWIN">
            <summary>
            Left Windows key (Microsoft Natural keyboard)
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.RWIN">
            <summary>
            Right Windows key (Natural keyboard)
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.APPS">
            <summary>
            Applications key (Natural keyboard)
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.SLEEP">
            <summary>
            Computer Sleep key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.NUMPAD0">
            <summary>
            Numeric keypad 0 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.NUMPAD1">
            <summary>
            Numeric keypad 1 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.NUMPAD2">
            <summary>
            Numeric keypad 2 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.NUMPAD3">
            <summary>
            Numeric keypad 3 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.NUMPAD4">
            <summary>
            Numeric keypad 4 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.NUMPAD5">
            <summary>
            Numeric keypad 5 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.NUMPAD6">
            <summary>
            Numeric keypad 6 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.NUMPAD7">
            <summary>
            Numeric keypad 7 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.NUMPAD8">
            <summary>
            Numeric keypad 8 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.NUMPAD9">
            <summary>
            Numeric keypad 9 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.MULTIPLY">
            <summary>
            Multiply key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.ADD">
            <summary>
            Add key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.SEPARATOR">
            <summary>
            Separator key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.SUBTRACT">
            <summary>
            Subtract key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.DECIMAL">
            <summary>
            Decimal key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.DIVIDE">
            <summary>
            Divide key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F1">
            <summary>
            F1 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F2">
            <summary>
            F2 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F3">
            <summary>
            F3 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F4">
            <summary>
            F4 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F5">
            <summary>
            F5 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F6">
            <summary>
            F6 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F7">
            <summary>
            F7 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F8">
            <summary>
            F8 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F9">
            <summary>
            F9 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F10">
            <summary>
            F10 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F11">
            <summary>
            F11 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F12">
            <summary>
            F12 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F13">
            <summary>
            F13 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F14">
            <summary>
            F14 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F15">
            <summary>
            F15 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F16">
            <summary>
            F16 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F17">
            <summary>
            F17 key  
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F18">
            <summary>
            F18 key  
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F19">
            <summary>
            F19 key  
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F20">
            <summary>
            F20 key  
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F21">
            <summary>
            F21 key  
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F22">
            <summary>
            F22 key, (PPC only) Key used to lock device.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F23">
            <summary>
            F23 key  
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.F24">
            <summary>
            F24 key  
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.NUMLOCK">
            <summary>
            NUM LOCK key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.SCROLL">
            <summary>
            SCROLL LOCK key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.LSHIFT">
            <summary>
            Left SHIFT key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.RSHIFT">
            <summary>
            Right SHIFT key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.LCONTROL">
            <summary>
            Left CONTROL key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.RCONTROL">
            <summary>
            Right CONTROL key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.LMENU">
            <summary>
            Left MENU key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.RMENU">
            <summary>
            Right MENU key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.BROWSER_BACK">
            <summary>
            Windows 2000/XP: Browser Back key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.BROWSER_FORWARD">
            <summary>
            Windows 2000/XP: Browser Forward key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.BROWSER_REFRESH">
            <summary>
            Windows 2000/XP: Browser Refresh key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.BROWSER_STOP">
            <summary>
            Windows 2000/XP: Browser Stop key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.BROWSER_SEARCH">
            <summary>
            Windows 2000/XP: Browser Search key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.BROWSER_FAVORITES">
            <summary>
            Windows 2000/XP: Browser Favorites key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.BROWSER_HOME">
            <summary>
            Windows 2000/XP: Browser Start and Home key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.VOLUME_MUTE">
            <summary>
            Windows 2000/XP: Volume Mute key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.VOLUME_DOWN">
            <summary>
            Windows 2000/XP: Volume Down key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.VOLUME_UP">
            <summary>
            Windows 2000/XP: Volume Up key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.MEDIA_NEXT_TRACK">
            <summary>
            Windows 2000/XP: Next Track key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.MEDIA_PREV_TRACK">
            <summary>
            Windows 2000/XP: Previous Track key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.MEDIA_STOP">
            <summary>
            Windows 2000/XP: Stop Media key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.MEDIA_PLAY_PAUSE">
            <summary>
            Windows 2000/XP: Play/Pause Media key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.LAUNCH_MAIL">
            <summary>
            Windows 2000/XP: Start Mail key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.LAUNCH_MEDIA_SELECT">
            <summary>
            Windows 2000/XP: Select Media key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.LAUNCH_APP1">
            <summary>
            Windows 2000/XP: Start Application 1 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.LAUNCH_APP2">
            <summary>
            Windows 2000/XP: Start Application 2 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.OEM_1">
            <summary>
            Used for miscellaneous characters; it can vary by keyboard.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.OEM_PLUS">
            <summary>
            Windows 2000/XP: For any country/region, the '+' key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.OEM_COMMA">
            <summary>
            Windows 2000/XP: For any country/region, the ',' key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.OEM_MINUS">
            <summary>
            Windows 2000/XP: For any country/region, the '-' key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.OEM_PERIOD">
            <summary>
            Windows 2000/XP: For any country/region, the '.' key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.OEM_2">
            <summary>
            Used for miscellaneous characters; it can vary by keyboard.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.OEM_3">
            <summary>
            Used for miscellaneous characters; it can vary by keyboard.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.OEM_4">
            <summary>
            Used for miscellaneous characters; it can vary by keyboard.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.OEM_5">
            <summary>
            Used for miscellaneous characters; it can vary by keyboard.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.OEM_6">
            <summary>
            Used for miscellaneous characters; it can vary by keyboard.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.OEM_7">
            <summary>
            Used for miscellaneous characters; it can vary by keyboard.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.OEM_8">
            <summary>
            Used for miscellaneous characters; it can vary by keyboard.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.OEM_102">
            <summary>
            Windows 2000/XP: Either the angle bracket key or the backslash key on the RT 102-key keyboard
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.PROCESSKEY">
            <summary>
            Windows 95/98/Me, Windows NT 4.0, Windows 2000/XP: IME PROCESS key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.PACKET">
            <summary>
            Windows 2000/XP: Used to pass Unicode characters as if they were keystrokes.
            The VK_PACKET key is the low word of a 32-bit Virtual Key value used for non-keyboard input methods. For more information,
            see Remark in KEYBDINPUT, SendInput, WM_KEYDOWN, and WM_KEYUP
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.ATTN">
            <summary>
            Attn key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.CRSEL">
            <summary>
            CrSel key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.EXSEL">
            <summary>
            ExSel key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.EREOF">
            <summary>
            Erase EOF key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.PLAY">
            <summary>
            Play key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.ZOOM">
            <summary>
            Zoom key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.NONAME">
            <summary>
            Reserved
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.PA1">
            <summary>
            PA1 key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Extern.VirtualKeyShort.OEM_CLEAR">
            <summary>
            Clear key
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.ControlFlowDirection.LeftToRight">
            <summary>
            Child controls are organized left to right.
            When the width of the container is exceeded,
            the remaining children are brought to the next
            row to continue to be organized.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.ControlFlowDirection.TopToBottom">
            <summary>
            Child controls are organized top to bottom.
            When the height of the container is exceeded,
            the remaining children are brought to the next
            column to continue to be organized.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.ControlFlowDirection.SingleLeftToRight">
            <summary>
            Child controls are organized left to right.
            They will be organized into a single row
            regardless of the horizontal space available.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.ControlFlowDirection.SingleTopToBottom">
            <summary>
            Child controls are organized top to bottom.
            They will be organized into a single column
            regardless of the vertical space available.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.ControlFlowDirection.RightToLeft">
            <summary>
            Child controls are organized right to left.
            When the width of the container is exceeded,
            the remaining children are brought to the next
            row to continue to be organized.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.ControlFlowDirection.SingleRightToLeft">
            <summary>
            Child controls are organized right to left.
            They will be organized into a single row
            regardless of the horizontal space available.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.ControlFlowDirection.BottomToTop">
            <summary>
            Child controls are organized bottom to top.
            When the height of the container is exceeded,
            the remaining children are brought to the next
            column to continue to be organized.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.ControlFlowDirection.SingleBottomToTop">
            <summary>
            Child controls are organized bottom to top.
            They will be organized into a single column
            regardless of the vertical space available.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.FlowPanel.FlowDirection">
            <summary>
            The method / direction that should be used when flowing controls.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.FlowPanel.FilterChildren``1(System.Func{``0,System.Boolean})">
            <summary>
            Filters children of the flow panel by setting those
            that don't match the provided filter function to be
            not visible.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.FlowPanel.SortChildren``1(System.Comparison{``0})">
            <summary>
            Sorts children of the flow panel using the provided
            comparison function.
            </summary>
            <typeparam name="TControl"></typeparam>
            <param name="comparison"></param>
        </member>
        <member name="P:Blish_HUD.Controls.GlowButton.ActiveIcon">
            <summary>
            If provided, this icon will be shown when the button is active.  If not provided, a basic glow shader will be used instead.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.GlowButton.GlowColor">
            <summary>
            Used to change the tint of the glow generated by the glow shader.  Is not used if <see cref="P:Blish_HUD.Controls.GlowButton.ActiveIcon"/> is defined.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Intern.Keyboard.Press(Blish_HUD.Controls.Extern.VirtualKeyShort,System.Boolean)">
            <summary>
            Presses a key.
            </summary>
            <param name="key">Virtual Key Short</param>
            <param name="sendToSystem">Set if key message (or a combination of such) cannot be correctly interpreted by the game client.</param>
        </member>
        <member name="M:Blish_HUD.Controls.Intern.Keyboard.Release(Blish_HUD.Controls.Extern.VirtualKeyShort,System.Boolean)">
            <summary>
            Releases a key.
            </summary>
            <param name="key">Virtual Key Short</param>
            <param name="sendToSystem">Set if key message (or a combination of such) cannot be correctly interpreted by the game client.</param>
        </member>
        <member name="M:Blish_HUD.Controls.Intern.Keyboard.Stroke(Blish_HUD.Controls.Extern.VirtualKeyShort,System.Boolean)">
            <summary>
            Performs a keystroke inwhich a key is pressed and immediately released once.
            </summary>
            <param name="key">Virtual Key Short</param>
            <param name="sendToSystem">Set if key message (or a combination of such) cannot be correctly interpreted by the game client.</param>
        </member>
        <member name="M:Blish_HUD.Controls.Intern.Mouse.Press(Blish_HUD.Controls.Intern.MouseButton,System.Int32,System.Int32,System.Boolean)">
            <summary>
            Presses a mouse button.
            </summary>
            <param name="button">The mouse button to press.</param>
            <param name="xPos">The X coodinate where this action takes place. Relative to the game client window if sendToSystem is not set. Default: current X coordinate.</param>
            <param name="yPos">The Y coodinate where this action takes place. Relative to the game client window if sendToSystem is not set. Default: current Y coordinate.</param>
            <param name="sendToSystem">Set if button message (or a combination of such) cannot be correctly interpreted by the game client.</param>
        </member>
        <member name="M:Blish_HUD.Controls.Intern.Mouse.Release(Blish_HUD.Controls.Intern.MouseButton,System.Int32,System.Int32,System.Boolean)">
            <summary>
            Releases a mouse button.
            </summary>
            <param name="button">The mouse button to release.</param>
            <param name="xPos">The X coodinate where this action takes place. Relative to the game client window if sendToSystem is not set. Default: current X coordinate.</param>
            <param name="yPos">The Y coodinate where this action takes place. Relative to the game client window if sendToSystem is not set. Default: current Y coordinate.</param>
            <param name="sendToSystem">Set if button message (or a combination of such) cannot be correctly interpreted by the game client.</param>
        </member>
        <member name="M:Blish_HUD.Controls.Intern.Mouse.RotateWheel(System.Int32,System.Boolean,System.Int32,System.Int32,System.Boolean)">
            <summary>
            Rotates the mouse wheel.
            </summary>
            <param name="wheelDistance">Distance of movement by multiples or divisions of 120 (WHEEL_DELTA). A positive value indicates the wheel to rotate forward, away from the user; a negative value indicates the wheel to rotate backward, toward the user.</param>
            <param name="horizontalWheel">Indicates the wheel to rotate horizontally.</param>
            <param name="xPos">The X coodinate where this action takes place. Relative to the game client window if sendToSystem is not set. Default: current X coordinate.</param>
            <param name="yPos">The Y coodinate where this action takes place. Relative to the game client window if sendToSystem is not set. Default: current Y coordinate.</param>
            <param name="sendToSystem">Set if button message (or a combination of such) cannot be correctly interpreted by the game client.</param>
        </member>
        <member name="M:Blish_HUD.Controls.Intern.Mouse.SetPosition(System.Int32,System.Int32,System.Boolean)">
            <summary>
            Sets the cursors absolute screen position.
            </summary>
            <param name="xPos">The X coodinate where this action takes place. Relative to the game client window if sendToSystem is not set. Default: current X coordinate.</param>
            <param name="yPos">The Y coodinate where this action takes place. Relative to the game client window if sendToSystem is not set. Default: current Y coordinate.</param>
            <param name="sendToSystem">Set if button message (or a combination of such) cannot be correctly interpreted by the game client.</param>
        </member>
        <member name="M:Blish_HUD.Controls.Intern.Mouse.GetPosition">
            <summary>
            Gets the cursors absolute screen position.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Intern.Mouse.Click(Blish_HUD.Controls.Intern.MouseButton,System.Int32,System.Int32,System.Boolean)">
            <summary>
            Presses and immediately releases a mouse button ONCE.
            </summary>
            <param name="button">The mouse button to click.</param>
            <param name="xPos">The X coodinate where this action takes place. Relative to the game client window if sendToSystem is not set. Default: current X coordinate.</param>
            <param name="yPos">The Y coodinate where this action takes place. Relative to the game client window if sendToSystem is not set. Default: current Y coordinate.</param>
            <param name="sendToSystem">Set if button message (or a combination of such) cannot be correctly interpreted by the game client.</param>
        </member>
        <member name="M:Blish_HUD.Controls.Intern.Mouse.DoubleClick(Blish_HUD.Controls.Intern.MouseButton,System.Int32,System.Int32,System.Boolean)">
            <summary>
            Performs a double click of a mouse button.
            </summary>
            <param name="button">The mouse button to click.</param>
            <param name="xPos">The X coodinate where this action takes place. Relative to the game client window if sendToSystem is not set. Default: current X coordinate.</param>
            <param name="yPos">The Y coodinate where this action takes place. Relative to the game client window if sendToSystem is not set. Default: current Y coordinate.</param>
            <param name="sendToSystem">Set if button message (or a combination of such) cannot be correctly interpreted by the game client.</param>
        </member>
        <member name="E:Blish_HUD.Controls.KeybindingAssigner.BindingChanged">
            <summary>
            Fires when the keybinding on the assigned <see cref="P:Blish_HUD.Controls.KeybindingAssigner.KeyBinding"/> is updated
            through this control.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.KeybindingAssigner.NameWidth">
            <summary>
            The width of the name area of the <see cref="T:Blish_HUD.Controls.KeybindingAssigner"/>.
            The remaining width of the control is used to show the key binding.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.KeybindingAssigner.KeyBindingName">
            <summary>
            The name shown as the key binding name.
            </summary>
        </member>
        <member name="E:Blish_HUD.Controls.KeybindingAssignmentWindow.AssignmentAccepted">
            <summary>
            Fires when the "Accept" button is pressed within the assignment window.
            Indicates that the assignment was accepted and the resulting primary and
            modifier keys should update their target.
            </summary>
        </member>
        <member name="E:Blish_HUD.Controls.KeybindingAssignmentWindow.AssignmentCanceled">
            <summary>
            Fires when the "Cancel" button or escape is pressed within the assignment window.
            Indicates that the assignment was canceled and the resulting primary and modifier
            keys should be ignored.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.KeybindingAssignmentWindow.ModifierKeys">
            <summary>
            The current modifier key(s) assignment.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.KeybindingAssignmentWindow.PrimaryKey">
            <summary>
            The current primary key assignment.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Label.Text">
            <summary>
            The text this <see cref="T:Blish_HUD.Controls.Label"/> should show.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Label.Font">
            <summary>
            The font the <see cref="P:Blish_HUD.Controls.Label.Text"/> will be rendered in.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Label.TextColor">
            <summary>
            The color of the <see cref="P:Blish_HUD.Controls.Label.Text"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Label.ShowShadow">
            <summary>
            If enabled, a 1px offset shadow will be applied behind the rendered text.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Label.StrokeText">
            <summary>
            If enabled, a stroke effect will be applied to the text to make it more visible.
            <see cref="P:Blish_HUD.Controls.Label.ShadowColor"/> will set the color of the stroke.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Label.ShadowColor">
            <summary>
            If either <see cref="P:Blish_HUD.Controls.Label.ShowShadow"/> or <see cref="P:Blish_HUD.Controls.Label.StrokeText"/> is enabled, they will
            be drawn in this color.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Label.AutoSizeWidth">
            <summary>
            If enabled, the <see cref="P:Blish_HUD.Controls.Control.Width"/> of this control will change to match the width of the text.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Label.AutoSizeHeight">
            <summary>
            If enabled, the <see cref="P:Blish_HUD.Controls.Control.Height"/> of this control will change to match the height of the text.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.LabelBase.LabelRegion">
            <summary>
            If either <see cref="F:Blish_HUD.Controls.LabelBase._autoSizeWidth"/> or <see cref="F:Blish_HUD.Controls.LabelBase._autoSizeHeight"/> is enabled,
            this will indicate the size of the label region after <see cref="M:Blish_HUD.Controls.LabelBase.RecalculateLayout"/>
            has completed.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.MenuItem.TextColor">
            <summary>
            The color of the <see cref="P:Blish_HUD.Controls.MenuItem.Text"/>.
            </summary>
        </member>
        <member name="T:Blish_HUD.Controls.NullControl">
            <summary>
            Used as a <see cref="T:Blish_HUD.Controls.Control"/> proxy for caching utilities. This will not render anything.  If placed inside of a rendered container, an exception will be thrown.
            </summary>
        </member>
        <member name="T:Blish_HUD.Controls.Panel">
            <summary>
            Used to group collections of controls. Can have an accented border and title, if enabled.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Panel.BackgroundTexture">
            <summary>
            A texture to be drawn on the <see cref="T:Blish_HUD.Controls.Panel"/> before children are drawn.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Panel.ToggleAccordionState">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Controls.Panel.OnClick(Blish_HUD.Input.MouseEventArgs)">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Controls.Panel.Expand">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Controls.Panel.Collapse">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Controls.Panel.RecalculateLayout">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Controls.ScreenNotification.Show">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Controls.ScreenNotification.DisposeControl">
            <inheritdoc />
        </member>
        <member name="P:Blish_HUD.Controls.StandardButton.Text">
            <summary>
            The text shown on the button.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.StandardButton.Icon">
            <summary>
            An icon to show on the <see cref="T:Blish_HUD.Controls.StandardButton"/>.  For best results, the <see cref="P:Blish_HUD.Controls.StandardButton.Icon"/> should be 16x16.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.StandardButton.ResizeIcon">
            <summary>
            If true, the <see cref="P:Blish_HUD.Controls.StandardButton.Icon"/> texture will be resized to 16x16.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.StandardButton.AnimationState">
            <summary>
            Do not directly manipulate this property.  It is only public because the animation library requires it to be public.
            </summary>
        </member>
        <member name="T:Blish_HUD.Controls.StandardWindow">
            <summary>
            The StandardWindow is a control meant to replicate the standard Guild Wars 2 windows.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.StandardWindow.Show(Blish_HUD.Graphics.UI.IView)">
            <summary>
            Shows the window with the provided view.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.StandardWindow.ToggleWindow(Blish_HUD.Graphics.UI.IView)">
            <summary>
            Shows the window with the provided view if it is hidden.
            Hides the window if it is currently showing.
            </summary>
        </member>
        <member name="T:Blish_HUD.Controls.TabbedWindow2">
            <summary>
            The TabbedWindow2 is a control meant to replicate the standard Guild Wars 2 windows with tabs.
            </summary>
        </member>
        <member name="E:Blish_HUD.Controls.TabbedWindow2.TabChanged">
            <summary>
            Fires when a <see cref="T:Blish_HUD.Controls.TabbedWindow2"/> Tab changes.
            </summary>
        </member>
        <member name="E:Blish_HUD.Controls.TextBox.EnterPressed">
            <summary>
            Fires when <see cref="F:Microsoft.Xna.Framework.Input.Keys.Enter"/> is pressed while this <see cref="T:Blish_HUD.Controls.TextBox"/> is focused (<see cref="P:Blish_HUD.Controls.TextInputBase.Focused" /> is <c>true</c>).
            </summary>
        </member>
        <member name="T:Blish_HUD.Controls.TextInputBase">
            <summary>
            The base of controls such as the <see cref="T:Blish_HUD.Controls.TextBox"/> or <see cref="T:Blish_HUD.Controls.MultilineTextBox"/> which accept text input from the user.
            </summary>
        </member>
        <member name="E:Blish_HUD.Controls.TextInputBase.TextChanged">
            <summary>
            Fires when the <see cref="P:Blish_HUD.Controls.TextInputBase.Text"/> is changed.
            </summary>
        </member>
        <member name="E:Blish_HUD.Controls.TextInputBase.CursorIndexChanged">
            <summary>
            Fires when the <see cref="P:Blish_HUD.Controls.TextInputBase.CursorIndex"/> is changed.
            </summary>
        </member>
        <member name="E:Blish_HUD.Controls.TextInputBase.InputFocusChanged">
            <summary>
            Fires when this control loses text input focus and <see cref="P:Blish_HUD.Controls.TextInputBase.Focused"/> has been set to <c>false</c>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.TextInputBase.Text">
            <summary>
            Gets or sets the text of the control.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.TextInputBase.MaxLength">
            <summary>
            Gets or sets the maximum character length of the control.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.TextInputBase.PlaceholderText">
            <summary>
            Gets or sets the placeholder text to show when there is no text entered.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.TextInputBase.ForeColor">
            <summary>
            Gets or sets the forecolor of the text.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.TextInputBase.Font">
            <summary>
            Gets or sets the font to be used for the text.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.TextInputBase.Focused">
            <summary>
            Gets or sets if the text box is currently focused.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.TextInputBase.SelectionStart">
            <summary>
            Gets or sets the starting index of a selection of text.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.TextInputBase.SelectionEnd">
            <summary>
            Gets or sets the ending index of a selection of text.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.TextInputBase.CursorIndex">
            <summary>
            Gets or sets the current index of the cursor within the text.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.TextInputBase.Length">
            <summary>
            Gets the length of the text.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.TextInputBase.IsShiftDown">
            Get state of modifier keys
        </member>
        <member name="M:Blish_HUD.Controls.Tooltip.Show(System.Int32,System.Int32)">
            <summary>
            Shows the tooltip at the provided <see cref="!:x"/> and <see cref="!:y"/> coordinates.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Tooltip.Show(Microsoft.Xna.Framework.Point)">
            <summary>
            Shows the tooltip at the provided <see cref="!:location"/>.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Tooltip.Show">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Controls.Tooltip.Hide">
            <inheritdoc />
        </member>
        <member name="E:Blish_HUD.Controls.TrackBar.ValueChanged">
            <summary>
            Fires when the value of the <see cref="T:Blish_HUD.Controls.TrackBar"/> is changed.
            </summary>
        </member>
        <member name="E:Blish_HUD.Controls.TrackBar.IsDraggingChanged">
            <summary>
            Fires when the <see cref="T:Blish_HUD.Controls.TrackBar"/> starts or stops being dragged.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.TrackBar.MaxValue">
            <summary>
            The largest value the <see cref="T:Blish_HUD.Controls.TrackBar"/> will show.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.TrackBar.MinValue">
            <summary>
            The smallest value the <see cref="T:Blish_HUD.Controls.TrackBar"/> will show.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.TrackBar.SmallStep">
            <summary>
            If <see langword="true"/>, values can change in increments less than 1.
            If <see langword="false"/>, values will snap to full integers.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.TrackBar.Dragging">
            <summary>
            <see langword="True"/> if the <see cref="T:Blish_HUD.Controls.TrackBar"/> is being dragged; otherwise <see langword="false"/>.
            </summary>
        </member>
        <member name="T:Blish_HUD.Controls.ViewContainer">
            <summary>
            Acts as a container to build and house the lifecycle of any provided <see cref="T:Blish_HUD.Graphics.UI.IView"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.ViewContainer.FadeView">
            <summary>
            If views should be faded in as they do in Guild Wars 2.
            Default is <c>false</c> which will show the built view immediately.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.ViewContainer.Show(Blish_HUD.Graphics.UI.IView)">
            <summary>
            Shows the provided view.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.ViewContainer.Clear">
            <summary>
            Clear the view from this container.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.WindowBase.Title">
            <summary>
            The text shown at the top of the window.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.WindowBase.Subtitle">
            <summary>
            The text shown to the right of the title in the title bar.
            This text is smaller and is normally used to show the current tab name and/or hotkey used to open the window.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.WindowBase.CanResize">
            <summary>
            Allows the window to be resized by dragging the bottom right corner.
            </summary>
            <remarks>This property has not been implemented.</remarks>
        </member>
        <member name="P:Blish_HUD.Controls.WindowBase.Emblem">
            <summary>
            The emblem/badge displayed in the top left corner of the window.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.WindowBase.TopMost">
            <summary>
            If this window will show on top of all other windows, regardless of which one had focus last.
            </summary>
            <remarks>This property has not been implemented.</remarks>
        </member>
        <member name="P:Blish_HUD.Controls.WindowBase.SavesPosition">
            <summary>
            If <c>true</c>, the window will remember its position between Blish HUD sessions.
            Requires that <see cref="P:Blish_HUD.Controls.WindowBase.Id"/> be set.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.WindowBase.Id">
            <summary>
            A unique id to identify the window.  Used with <see cref="P:Blish_HUD.Controls.WindowBase.SavesPosition"/> as a unique
            identifier to remember where the window is positioned.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.WindowBase.OnMouseLeft(Blish_HUD.Input.MouseEventArgs)">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Controls.WindowBase2.RegisterWindow(Blish_HUD.Controls.IWindow)">
            <summary>
            Registers the window so that its zindex can be calculated against other windows.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.WindowBase2.UnregisterWindow(Blish_HUD.Controls.IWindow)">
            <summary>
            Unregisters the window so that its zindex is not longer calculated against other windows.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.WindowBase2.GetZIndex(Blish_HUD.Controls.IWindow)">
            <summary>
            Returns the calculated zindex offset.  This should be added to the base zindex (typically <see cref="F:Blish_HUD.Controls.Screen.WINDOW_BASEZINDEX"/>) and returned as the zindex.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.WindowBase2.ActiveWindow">
            <summary>
            Gets or sets the active window. Returns null if no window is visible.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.WindowBase2.Title">
            <summary>
            The text shown at the top of the window.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.WindowBase2.Subtitle">
            <summary>
            The text shown to the right of the title in the title bar.
            This text is smaller and is normally used to show the current tab name and/or hotkey used to open the window.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.WindowBase2.CanClose">
            <summary>
            If <c>true</c>, draws an X icon on the window's titlebar and allows the user to close it by pressing it.
            <br/><br/>Default: <c>true</c>
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.WindowBase2.CanCloseWithEscape">
            <summary>
            If <c>true</c>, the window will close when the user presses the escape key.
            <see cref="P:Blish_HUD.Controls.WindowBase2.CanClose"/> must also be set to <c>true</c>.
            <br/><br/>Default: <c>true</c>
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.WindowBase2.CanResize">
            <summary>
            If <c>true</c>, allows the window to be resized by dragging the bottom right corner.
            <br/><br/>Default: <c>false</c>
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.WindowBase2.Emblem">
            <summary>
            The emblem/badge displayed in the top left corner of the window.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.WindowBase2.TopMost">
            <summary>
            If <c>true</c>, this window will show on top of all other windows, regardless of which one had focus last.
            <br/><br/>Default: <c>false</c>
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.WindowBase2.SavesPosition">
            <summary>
            If <c>true</c>, the window will remember its position between Blish HUD sessions.
            Requires that <see cref="P:Blish_HUD.Controls.WindowBase2.Id"/> be set.
            <br/><br/>Default: <c>false</c>
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.WindowBase2.SavesSize">
            <summary>
            If <c>true</c>, the window will remember its size between Blish HUD sessions.
            Requires that <see cref="P:Blish_HUD.Controls.WindowBase2.Id"/> be set.
            <br/><br/>Default: <c>false</c>
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.WindowBase2.Id">
            <summary>
            A unique id to identify the window.  Used with <see cref="P:Blish_HUD.Controls.WindowBase2.SavesPosition"/> and <see cref="P:Blish_HUD.Controls.WindowBase2.SavesSize"/> as a unique
            identifier to remember where the window is positioned and its size.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.WindowBase2.Dragging">
            <summary>
            Indicates if the window is actively being dragged.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.WindowBase2.Resizing">
            <summary>
            Indicates if the window is actively being resized.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.WindowBase2.ToggleWindow">
            <summary>
            Shows the window if it is hidden.
            Hides the window if it is currently showing.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.WindowBase2.Show">
            <summary>
            Shows the window.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.WindowBase2.Hide">
            <summary>
            Hides the window.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.WindowBase2.HandleWindowResize(Microsoft.Xna.Framework.Point)">
            <summary>
            Modifies the window size as it's being resized.
            Override to lock the window size at specific intervals or implement other resize behaviors.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.ControlCollection`1.CopyTo(`0[],System.Int32)">
            <summary>
            Do not use.
            </summary>
        </member>
        <member name="T:Blish_HUD.Controls.ITabOwner">
            <summary>
            Implemented by controls which can have <see cref="T:Blish_HUD.Controls.Tab"/>s.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.ITabOwner.Tabs">
            <summary>
            A collection of <see cref="T:Blish_HUD.Controls.Tab"/> controls, in the order they will be displayed in the window.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.ITabOwner.SelectedTab">
            <summary>
            The actively selected tab.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.IViewContainer.ViewState">
            <summary>
            The current state of the view.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.IViewContainer.CurrentView">
            <summary>
            The <see cref="T:Blish_HUD.Graphics.UI.IView"/> this container is currently displaying.
            </summary>
        </member>
        <member name="T:Blish_HUD.Controls.IWindow">
            <summary>
            Implemented by controls intended to be treated as windows.  Use with <see cref="M:Blish_HUD.Controls.WindowBase2.RegisterWindow(Blish_HUD.Controls.IWindow)"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.IWindow.Visible">
            <summary>
            Returns true if the window is currently visible.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.IWindow.TopMost">
            <summary>
            If the window should be forced on top of all other windows.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.IWindow.LastInteraction">
            <summary>
            The last time the window was made active from a click or shown.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.IWindow.BringWindowToFront">
            <summary>
            Brings the window to the front of all other windows.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.IWindow.CanClose">
            <summary>
            If <c>true</c> the window can support closing itself with the X icon.  Otherwise, an external action will be required to close it.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.IWindow.CanCloseWithEscape">
            <summary>
            If <c>true</c> the window can support closing itself with pressing Escape.  Otherwise, an external action will be required to close it.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.IWindow.Hide">
            <summary>
            Hides the window.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.IWindow.Show">
            <summary>
            Shows the window.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.SizingMode.Standard">
            <summary>
            The size is specified manually.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.SizingMode.AutoSize">
            <summary>
            The size will update automatically to
            fit the children within it.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.SizingMode.Fill">
            <summary>
            The size will update automatically to
            fill the remainder of the space.
            </summary>
        </member>
        <member name="T:Blish_HUD.Controls.Tab">
            <summary>
            A tab displayed by a <see cref="T:Blish_HUD.Controls.ITabOwner"/> control.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Tab.Icon">
            <summary>
            The icon displayed in the tab.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Tab.OrderPriority">
            <summary>
            The order used to determine where in order the tab will be placed.  Tabs are sorted by descending OrderPriority.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Tab.Name">
            <summary>
            The name of the tab to be displayed as a tooltip.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Tab.View">
            <summary>
            A function which returns an <see cref="T:Blish_HUD.Graphics.UI.IView"/> to be displayed when the tab is clicked.
            </summary>
        </member>
        <member name="P:Blish_HUD.Controls.Tab.Enabled">
            <summary>
            Indicates if the tab is enabled.  If not enabled, the tab will not be clickable.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.Tab.#ctor(Blish_HUD.Content.AsyncTexture2D,System.Func{Blish_HUD.Graphics.UI.IView},System.String,System.Nullable{System.Int32})">
            <param name="icon">The icon displayed in the tab.</param>
            <param name="view">A function which returns an <see cref="T:Blish_HUD.Graphics.UI.IView"/> to be displayed when the tab is clicked.</param>
            <param name="name">The name of the tab to be displayed as a tooltip.</param>
            <param name="priority">The order used to determine where in order the tab will be placed.  Tabs are sorted by descending OrderPriority.</param>
        </member>
        <member name="T:Blish_HUD.Controls.TabCollection">
            <summary>
            A collection of tabs, sorted from largest <see cref="P:Blish_HUD.Controls.Tab.OrderPriority"/> to the smallest.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.TabCollection.IndexOf(Blish_HUD.Controls.Tab)">
            <summary>
            Returns the index of the provided <see cref="T:Blish_HUD.Controls.Tab"/>.  If the <see cref="T:Blish_HUD.Controls.Tab"/> is not within the collection, -1 is returned.
            </summary>
        </member>
        <member name="M:Blish_HUD.Controls.TabCollection.FromIndex(System.Int32)">
            <summary>
            Returns the <see cref="T:Blish_HUD.Controls.Tab"/> at the provided index based on <see cref="P:Blish_HUD.Controls.Tab.OrderPriority"/>.
            </summary>
        </member>
        <member name="T:Blish_HUD.Controls.Thickness">
            <summary>
            Used to define a 'thickness' around each side of a rectangle.
            </summary>
        </member>
        <member name="F:Blish_HUD.Controls.Thickness.Zero">
            <summary>
            Represents a <see cref="T:Blish_HUD.Controls.Thickness"/> where the <see cref="P:Blish_HUD.Controls.Thickness.Top"/>, <see cref="P:Blish_HUD.Controls.Thickness.Right"/>, <see cref="P:Blish_HUD.Controls.Thickness.Bottom"/>, and <see cref="P:Blish_HUD.Controls.Thickness.Left"/> are 0.
            </summary>
        </member>
        <member name="P:Blish_HUD.Entities.ICamera.Position">
            <summary>
            The camera's position.
            </summary>
        </member>
        <member name="P:Blish_HUD.Entities.ICamera.Forward">
            <summary>
            The normalized vector pointing forward out of the camera.
            </summary>
        </member>
        <member name="P:Blish_HUD.Entities.ICamera.FieldOfView">
            <summary>
            The angle describing the camera's field of view.
            </summary>
        </member>
        <member name="P:Blish_HUD.Entities.ICamera.NearPlaneRenderDistance">
            <summary>
            The closest distance that entities are rendered.
            </summary>
        </member>
        <member name="P:Blish_HUD.Entities.ICamera.FarPlaneRenderDistance">
            <summary>
            The farthest distance that entities are rendered.
            </summary>
        </member>
        <member name="P:Blish_HUD.Entities.IEntity.DrawOrder">
            <summary>
            Used to order the entities when drawing (to allow for proper blending).
            In most instances, this should be the distance from the <see cref="T:Blish_HUD.Entities.ICamera"/> squared.
            See example below. <code>Vector3.DistanceSquared(entity.Position, cameraPosition)</code>
            </summary>
        </member>
        <member name="E:Blish_HUD.ArcDpsService.Error">
            <summary>
                Triggered upon error of the underlaying socket listener.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDpsService.Common">
            <summary>
                Provides common fields that multiple modules might want to track
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDpsService.RenderPresent">
            <summary>
                Indicates if arcdps updated <see cref="P:Blish_HUD.ArcDpsService.HudIsActive" /> in the last second (it should every in-game frame)
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDpsService.Running">
            <summary>
                Indicates if the socket listener for the arcdps service is running and arcdps sent an update in the last second.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDpsService.HudIsActive">
            <summary>
                Indicates if arcdps currently draws its HUD (not in character select, cut scenes or loading screens)
            </summary>
        </member>
        <member name="F:Blish_HUD.ArcDpsService._leeway">
            <summary>
            The timespan after which ArcDPS is treated as not responding.
            </summary>
        </member>
        <member name="E:Blish_HUD.ArcDpsService.RawCombatEvent">
            <remarks>
                Please note that you block the socket server with whatever
                you are doing on this event. So please don't do anything
                that requires heavy work. Make your own worker thread
                if you need to.
                Also note, that this is not the main thread, so operations
                other parts of BHUD have to be thread safe.
            </remarks>
            <summary>
                Holds unprocessed combat data
            </summary>
        </member>
        <member name="F:Blish_HUD.ArcDpsServiceV2._leeway">
            <summary>
            The timespan after which ArcDPS is treated as not responding.
            </summary>
        </member>
        <member name="E:Blish_HUD.ArcDpsServiceV2.Error">
            <summary>
                Triggered upon error of the underlaying socket listener.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDpsServiceV2.Common">
            <summary>
                Provides common fields that multiple modules might want to track
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDpsServiceV2.RenderPresent">
            <summary>
                Indicates if arcdps updated <see cref="P:Blish_HUD.ArcDpsServiceV2.HudIsActive" /> in the last second (it should every in-game frame)
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDpsServiceV2.Running">
            <summary>
                Indicates if the socket listener for the arcdps service is running and arcdps sent an update in the last second.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDpsServiceV2.HudIsActive">
            <summary>
                Indicates if arcdps currently draws its HUD (not in character select, cut scenes or loading screens)
            </summary>
        </member>
        <member name="M:Blish_HUD.ArcDpsServiceV2.Start(System.Object,Blish_HUD.ValueEventArgs{System.UInt32})">
            <summary>
            Starts the socket listener for the arc dps bridge.
            </summary>
        </member>
        <member name="M:Blish_HUD.ArcDpsServiceV2.Start(System.UInt32)">
            <summary>
            Starts the socket listener for the arc dps bridge.
            </summary>
        </member>
        <member name="T:Blish_HUD.ArcDps.ArcDpsEnums">
            <summary>
            ArcDps Enums and helpful extension methods.
            </summary>
            <remarks>
            Source: <see cref="!:https://github.com/baaron4/GW2-Elite-Insights-Parser/blob/master/GW2EIEvtcParser/ParserHelpers/ArcDPSEnums.cs"/>
            (MIT License)
            </remarks>
        </member>
        <member name="T:Blish_HUD.ArcDps.Common.CommonFields.PresentPlayersChange">
            <summary>
                Delegate which will be invoked in <see cref="E:Blish_HUD.ArcDps.Common.CommonFields.PlayerAdded" /> and
                <see cref="E:Blish_HUD.ArcDps.Common.CommonFields.PlayerRemoved" />
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Common.CommonFields.PlayersInSquad">
            <summary>
                Contains every player in the current group or squad.
                Key: Character Name, Value: Account Name
            </summary>
        </member>
        <member name="E:Blish_HUD.ArcDps.Common.CommonFields.PlayerAdded">
            <summary>
                Gets invoked whenever someone joins the squad or group.
            </summary>
        </member>
        <member name="E:Blish_HUD.ArcDps.Common.CommonFields.PlayerRemoved">
            <summary>
                Gets invoked whenever someone leaves the squad or group.
            </summary>
        </member>
        <member name="M:Blish_HUD.ArcDps.Common.CommonFields.Activate">
            <summary>
                Activates the <see cref="T:Blish_HUD.ArcDps.Common.CommonFields" /> service.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Common.CommonFields.Player.CharacterName">
            <summary>
            The current character name.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Common.CommonFields.Player.AccountName">
            <summary>
            The account name.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Common.CommonFields.Player.Profession">
            <summary>
            The core profession.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Common.CommonFields.Player.Elite">
            <summary>
            The elite if any is used.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Common.CommonFields.Player.Self">
            <summary>
            <see langword="True"/> if this player agent belongs to the account currently logged in on the local Guild Wars 2 instance. Otherwise <see langword="false"/>.
            </summary>
        </member>
        <member name="T:Blish_HUD.ArcDps.Models.Ag">
            <summary>
            An Agent. Could be anything that has behaviour in-game, for example a player or an NPC
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ag.Name">
            <summary>
            The name of the agent.
            </summary>
            <remarks>
            Can be null.
            </remarks>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ag.Id">
            <summary>
            Agent unique identifier.
            </summary>
            <remarks>
            Not unique between sessions.
            </remarks>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ag.Profession">
            <summary>
            Profession id at time of event.
            </summary>
            <remarks>
            Meaning differs per event type. Eg. "Species ID" for non-gadgets. See <see cref="!:https://www.deltaconnected.com/arcdps/evtc/">evtc notes</see> for details.
            </remarks>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ag.Elite">
            <summary>
            Elite specialization id at time of event. 
            </summary>
            <remarks>
            Meaning differs per event type. See <see cref="!:https://www.deltaconnected.com/arcdps/evtc/">evtc notes</see> for details.
            </remarks>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ag.Self">
            <summary>
            One if this agent belongs to the account currently logged in on the local Guild Wars 2 instance. Zero otherwise.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ag.Team">
            <summary>
            Team unique identifier.
            </summary>
        </member>
        <member name="T:Blish_HUD.ArcDps.Models.CombatEvent">
            <summary>
            A combat event, like arcdps exposes it to its plugins
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.CombatEvent.Ev">
            <summary>
            The event data.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.CombatEvent.Src">
            <summary>
            The agent or entity that caused this event.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.CombatEvent.Dst">
            <summary>
            The agent or entity that this event is happening to.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.CombatEvent.SkillName">
            <summary>
            The relevant skill name.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.CombatEvent.Id">
            <summary>
            Unique identifier of this event.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.CombatEvent.Revision">
            <summary>
            Format of the data structure. Static unless ArcDps changes the format.
            </summary>
            <remarks>
            Used to distinguish different versions of the format.
            </remarks>
        </member>
        <member name="T:Blish_HUD.ArcDps.Models.Ev">
            <summary>
            Infos and data about the combat event.
            </summary>
            <remarks>
            For more information see the <see cref="!:https://deltaconnected.com/arcdps/api/">arcdps plugin documentation</see>.
            </remarks>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.Time">
            <summary>
            Time when the event was registered.
            </summary>
            <remarks>
            System specific time since boot, not the actual time in a known format.
            </remarks>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.SrcAgent">
            <summary>
            Map instance <seealso cref="P:Blish_HUD.ArcDps.Models.Ag.Id">agent id</seealso> that caused the event.
            </summary>
            <remarks>
            Aka. entity id in-game.
            </remarks>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.DstAgent">
            <summary>
            Map instance <seealso cref="P:Blish_HUD.ArcDps.Models.Ag.Id">agent id</seealso> that this event happened to.
            </summary>
            <remarks>
            Aka. entity id in-game.
            </remarks>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.Value">
            <summary>
            An event-specific value.
            </summary>
            <remarks>
            Meaning differs per event-type. Eg. estimated physical hit damage. See <see cref="!:https://www.deltaconnected.com/arcdps/evtc/">evtc notes</see> for details.
            </remarks>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.BuffDmg">
            <summary>
            Estimated buff damage. Zero on application event.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.OverStackValue">
            <summary>
            Estimated overwritten stack duration for buff application.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.SkillId">
            <summary>
            Skill id of relevant skill.
            </summary>
            <remarks>
            Can be zero.
            </remarks>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.SrcInstId">
            <summary>
            Map instance agent id as it appears in-game at time of event.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.DstInstId">
            <summary>
            Map instance agent id as it appears in-game at time of event.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.SrcMasterInstId">
            <summary>
            If <seealso cref="P:Blish_HUD.ArcDps.Models.Ev.SrcAgent">SrcAgent</seealso> has a master (eg. minion, pet), this field will be equal to the <seealso cref="P:Blish_HUD.ArcDps.Models.Ag.Id">agent id</seealso> of the master. Otherwise zero.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.DstMasterInstId">
            <summary>
            If <seealso cref="P:Blish_HUD.ArcDps.Models.Ev.DstAgent">DstAgent</seealso> has a master (eg. minion, pet), this field will be equal to the <seealso cref="P:Blish_HUD.ArcDps.Models.Ag.Id">agent id</seealso> of the master. Otherwise zero.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.Iff">
            <summary>
            Current affinity of <seealso cref="P:Blish_HUD.ArcDps.Models.Ev.SrcAgent">SrcAgent</seealso> and <seealso cref="P:Blish_HUD.ArcDps.Models.Ev.DstAgent">DstAgent</seealso>.
            </summary>
            <remarks>
            Friend = 0, foe = 1, unknown = 2.
            </remarks>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.Buff">
            <summary>
            <see langword="True"/> if buff was applied, removed or damaging. Otherwise <see langword="false"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.Result">
            <summary>
            <seealso cref="T:Blish_HUD.ArcDps.ArcDpsEnums.PhysicalResult"/> or <see cref="T:Blish_HUD.ArcDps.ArcDpsEnums.ConditionResult"/>.
            </summary>
            <remarks>
            See <see cref="!:https://www.deltaconnected.com/arcdps/evtc/">evtc notes</see> for details.
            </remarks>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.IsActivation">
            <summary>
            <see langword="True"/> if the event is bound to the usage or cancellation of a skill. Otherwise <see langword="false"/>.
            </summary>
            <remarks>
            <see langword="True"/> from cast start to cast finish or cast cancel.
            </remarks>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.IsBuffRemove">
            <summary>
            <see langword="True"/> if buff was removed. Otherwise <see langword="false"/>.
            </summary>
            <remarks>
            For strips and cleanses: <seealso cref="P:Blish_HUD.ArcDps.Models.Ev.SrcAgent">SrcAgent</seealso> = relevant, <seealso cref="P:Blish_HUD.ArcDps.Models.Ev.DstAgent">DstAgent</seealso> = caused it.
            </remarks>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.IsNinety">
            <summary>
            <see langword="True"/> if <seealso cref="P:Blish_HUD.ArcDps.Models.Ev.SrcAgent">SrcAgent</seealso> is above 90% health. Otherwise <see langword="false"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.IsFifty">
            <summary>
            <see langword="True"/> if <seealso cref="P:Blish_HUD.ArcDps.Models.Ev.DstAgent">DstAgent</seealso> is below 50% health. Otherwise <see langword="false"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.IsMoving">
            <summary>
            <see langword="True"/> if <seealso cref="P:Blish_HUD.ArcDps.Models.Ev.SrcAgent">SrcAgent</seealso> is moving at time of event. Otherwise <see langword="false"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.IsStateChange">
            <summary>
            <see langword="True"/> if a state change occured. Otherwise <see langword="false"/>.
            </summary>
            <remarks>
            <seealso cref="P:Blish_HUD.ArcDps.Models.Ev.SrcAgent">SrcAgent</seealso> is now alive, dead, downed and other ambiguous stuff eg. when <seealso cref="P:Blish_HUD.ArcDps.Models.Ev.SrcAgent">SrcAgent</seealso> is <seealso cref="P:Blish_HUD.ArcDps.Models.Ag.Self">Self</seealso>, <seealso cref="P:Blish_HUD.ArcDps.Models.Ev.DstAgent">DstAgent</seealso> is a reward id and <seealso cref="P:Blish_HUD.ArcDps.Models.Ev.Value">Value</seealso> is a reward type such as a wiggly box.
            </remarks>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.IsFlanking">
            <summary>
            <see langword="True"/> if <seealso cref="P:Blish_HUD.ArcDps.Models.Ev.SrcAgent">SrcAgent</seealso> is flanking <seealso cref="P:Blish_HUD.ArcDps.Models.Ev.DstAgent">DstAgent</seealso> at time of event. Otherwise <see langword="false"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.IsShields">
            <summary>
            <see langword="True"/> if all or part of damage was VS. barrier or shield. Otherwise <see langword="false"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.IsOffCycle">
            <summary>
            <see langword="True"/> if no buff damage happened during tick. Otherwise <see langword="false"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.Pad61">
            <summary>
            Buff instance id of buff applied. Non-zero if no buff damage happened during tick. Otherwise zero.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.Pad62">
            <summary>
            Buff instance id of buff applied.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.Pad63">
            <summary>
            Buff instance id of buff applied.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.Models.Ev.Pad64">
            <summary>
            Buff instance id of buff applied.
            </summary>
            <remarks>
            Used for internal tracking (garbage).
            </remarks>
        </member>
        <member name="F:Blish_HUD.ArcDps.RawCombatEventArgs.CombatEventType.Area">
            <summary>
            ArcDps calculations and displayed estimates.
            </summary>
        </member>
        <member name="F:Blish_HUD.ArcDps.RawCombatEventArgs.CombatEventType.Local">
            <summary>
            Exact and sole recording of the player character bound to the signed-in account of this Guild Wars 2 instance.
            </summary>
            <remarks>
            Similar to the in-game combat log in the chat window.
            </remarks>
        </member>
        <member name="F:Blish_HUD.ArcDps.SocketListener._retryReceiveOnSocketErrors">
            <summary>
            Defines the socket errors on which a retry can be attempted. Max retry count is defined by <see cref="F:Blish_HUD.ArcDps.SocketListener.RETRY_RECEIVE_COUNT"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.ArcDps.SocketListener.Running">
            <summary>
                Indicates whether the socket listener is running.
            </summary>
        </member>
        <member name="M:Blish_HUD.ArcDps.SocketListener.Start(System.Net.IPEndPoint)">
            <summary>
            Starts the <see cref="T:Blish_HUD.ArcDps.SocketListener"/> and attempts to connect to the specified <paramref name="localEndPoint"/>.
            </summary>
            <param name="localEndPoint">The <see cref="T:System.Net.EndPoint"/> to which the <see cref="T:Blish_HUD.ArcDps.SocketListener"/> should connect to.</param>
        </member>
        <member name="M:Blish_HUD.ArcDps.SocketListener.Stop">
            <summary>
            Stops the <see cref="T:Blish_HUD.ArcDps.SocketListener"/>.
            </summary>
        </member>
        <member name="M:Blish_HUD.ArcDps.SocketListener.ReleaseSocket(System.Net.Sockets.Socket)">
            <summary>
            Stops the socket from receiving any further data and closes the connection.
            </summary>
            <param name="socket">The <see cref="T:System.Net.Sockets.Socket"/> which should close.</param>
        </member>
        <member name="M:Blish_HUD.ArcDps.SocketListener.StartConnect(System.Net.Sockets.Socket,System.Net.EndPoint)">
            <summary>
            Starts connecting the socket (<paramref name="client"/>) to the endpoint specified by <paramref name="endPoint"/>
            </summary>
            <param name="client">The <see cref="T:System.Net.Sockets.Socket"/> which should connect to the spcified endpoint.</param>
            <param name="endPoint">The <see cref="T:System.Net.EndPoint"/> to which the socket (<paramref name="client"/>) should connect to.</param>
        </member>
        <member name="M:Blish_HUD.ArcDps.SocketListener.ConnectCallback(System.IAsyncResult)">
            <summary>
            Handles the result of a connection attempt started by <see cref="M:Blish_HUD.ArcDps.SocketListener.StartConnect(System.Net.Sockets.Socket,System.Net.EndPoint)"/>.
            </summary>
            <param name="ar">The AsyncResult containing the connected <see cref="T:System.Net.Sockets.Socket"/>.</param>
        </member>
        <member name="M:Blish_HUD.ArcDps.SocketListener.StartReceive(System.Net.Sockets.Socket,Blish_HUD.ArcDps.SocketState,System.Int32)">
            <summary>
            Starts the receiving of the <paramref name="socket"/>.
            </summary>
            <param name="socket">The socket which should start receiving.</param>
            <param name="state">The prior socket state if not all data has been received or <c>null</c> if state can be (re)created for a new receive session.</param>
            <param name="retries">The amount of retries left after a <see cref="T:System.Net.Sockets.SocketError"/> specified by <see cref="F:Blish_HUD.ArcDps.SocketListener._retryReceiveOnSocketErrors"/>.</param>
        </member>
        <member name="M:Blish_HUD.ArcDps.SocketListener.ReceiveCallback(System.IAsyncResult)">
            <summary>
            Handles the result of a receive attempt started by <see cref="M:Blish_HUD.ArcDps.SocketListener.StartReceive(System.Net.Sockets.Socket,Blish_HUD.ArcDps.SocketState,System.Int32)"/>.
            </summary>
            <param name="ar">The AsyncResult containing the <see cref="T:Blish_HUD.ArcDps.SocketState"/>.</param>
        </member>
        <member name="M:Blish_HUD.ArcDps.SocketListener.ProcessReceive(Blish_HUD.ArcDps.SocketState,System.Int32)">
            <summary>
            Processes the received bytes.
            </summary>
            <param name="state">The <see cref="T:Blish_HUD.ArcDps.SocketState"/> which contains all read data.</param>
            <param name="bytesRead">The amount of bytes read by the <see cref="F:Blish_HUD.ArcDps.SocketState.Socket"/>.</param>
        </member>
        <member name="M:Blish_HUD.ArcDps.SocketListener.ProcessReceivedData(Blish_HUD.ArcDps.SocketState,System.Int32)">
            <summary>
            Processes the received bytes and processes the ArcDPS message further if it could be read completely.
            </summary>
            <param name="state">The <see cref="T:Blish_HUD.ArcDps.SocketState"/> which contains all read data.</param>
            <param name="bytesRead">The amount of bytes read by the <see cref="F:Blish_HUD.ArcDps.SocketState.Socket"/>.</param>
        </member>
        <member name="M:Blish_HUD.ArcDps.SocketListener.ProcessMessage(System.Byte[],Blish_HUD.ArcDps.AsyncUserToken)">
            <summary>
            Processes the read message from ArcDPS and forwards it via <see cref="E:Blish_HUD.ArcDps.SocketListener.ReceivedMessage"/>.
            </summary>
            <param name="messageData">The bytes of the ArcDPS message.</param>
            <param name="token">The <see cref="T:Blish_HUD.ArcDps.AsyncUserToken"/> containing additional message data.</param>
        </member>
        <member name="M:Blish_HUD.GameServices.ArcDps.ArcDpsClient.Initialize(System.Net.IPEndPoint,System.Threading.CancellationToken)">
            <summary>
            Initializes the client and connects to the arcdps "server"
            </summary>
            <param name="endpoint"></param>
            <param name="ct">CancellationToken to cancel the whole client</param>
        </member>
        <member name="T:Blish_HUD.GameServices.ArcDps.V2.ArcDpsIdCollection">
            <summary>
            ArcDps Enums and helpful extension methods.
            </summary>
            <remarks>
            Source: <see cref="!:https://github.com/baaron4/GW2-Elite-Insights-Parser/blob/master/GW2EIEvtcParser/ParserHelpers/ArcDPSEnums.cs"/>
            (MIT License)
            </remarks>
        </member>
        <member name="T:Blish_HUD.GameServices.ArcDps.V2.ArcDpsIdCollection.RewardTypes">
            <summary>
            Class containing <see cref="T:System.Int32"/> reward types.
            </summary>
        </member>
        <member name="T:Blish_HUD.GameServices.ArcDps.V2.ArcDpsIdCollection.RewardIDs">
            <summary>
            Class containing <see cref="T:System.UInt64"/> reward IDs.
            </summary>
        </member>
        <member name="T:Blish_HUD.GameServices.ArcDps.V2.CommonFields.PresentPlayersChange">
            <summary>
                Delegate which will be invoked in <see cref="E:Blish_HUD.GameServices.ArcDps.V2.CommonFields.PlayerAdded" /> and
                <see cref="E:Blish_HUD.GameServices.ArcDps.V2.CommonFields.PlayerRemoved" />
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.CommonFields.PlayersInSquad">
            <summary>
                Contains every player in the current group or squad.
                Key: Agent ID, Value: Account Name
            </summary>
        </member>
        <member name="E:Blish_HUD.GameServices.ArcDps.V2.CommonFields.PlayerAdded">
            <summary>
                Gets invoked whenever someone joins the squad or group.
            </summary>
        </member>
        <member name="E:Blish_HUD.GameServices.ArcDps.V2.CommonFields.PlayerRemoved">
            <summary>
                Gets invoked whenever someone leaves the squad or group.
            </summary>
        </member>
        <member name="M:Blish_HUD.GameServices.ArcDps.V2.CommonFields.Activate">
            <summary>
                Activates the <see cref="T:Blish_HUD.GameServices.ArcDps.V2.CommonFields" /> service.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.CommonFields.Player.CharacterName">
            <summary>
            The current character name.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.CommonFields.Player.AccountName">
            <summary>
            The account name.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.CommonFields.Player.Profession">
            <summary>
            The core profession.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.CommonFields.Player.Elite">
            <summary>
            The elite if any is used.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.CommonFields.Player.Self">
            <summary>
            <see langword="True"/> if this player agent belongs to the account currently logged in on the local Guild Wars 2 instance. Otherwise <see langword="false"/>.
            </summary>
        </member>
        <member name="T:Blish_HUD.GameServices.ArcDps.V2.Models.Agent">
            <summary>
            An Agent. Could be anything that has behaviour in-game, for example a player or an NPC
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.Agent.Name">
            <summary>
            The name of the agent.
            </summary>
            <remarks>
            Can be null.
            </remarks>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.Agent.Id">
            <summary>
            Agent unique identifier.
            </summary>
            <remarks>
            Not unique between sessions.
            </remarks>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.Agent.Profession">
            <summary>
            Profession id at time of event.
            </summary>
            <remarks>
            Meaning differs per event type. Eg. "Species ID" for non-gadgets. See <see cref="!:https://www.deltaconnected.com/arcdps/evtc/">evtc notes</see> for details.
            </remarks>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.Agent.Elite">
            <summary>
            Elite specialization id at time of event. 
            </summary>
            <remarks>
            Meaning differs per event type. See <see cref="!:https://www.deltaconnected.com/arcdps/evtc/">evtc notes</see> for details.
            </remarks>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.Agent.Self">
            <summary>
            One if this agent belongs to the account currently logged in on the local Guild Wars 2 instance. Zero otherwise.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.Agent.Team">
            <summary>
            Team unique identifier.
            </summary>
        </member>
        <member name="T:Blish_HUD.GameServices.ArcDps.V2.Models.CombatCallback">
            <summary>
            A combat event, like arcdps exposes it to its plugins
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatCallback.Event">
            <summary>
            The event data.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatCallback.Source">
            <summary>
            The agent or entity that caused this event.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatCallback.Destination">
            <summary>
            The agent or entity that this event is happening to.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatCallback.SkillName">
            <summary>
            The relevant skill name.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatCallback.Id">
            <summary>
            Unique identifier of this event.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatCallback.Revision">
            <summary>
            Format of the data structure. Static unless ArcDps changes the format.
            </summary>
            <remarks>
            Used to distinguish different versions of the format.
            </remarks>
        </member>
        <member name="T:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent">
            <summary>
            Infos and data about the combat event.
            </summary>
            <remarks>
            For more information see the <see cref="!:https://deltaconnected.com/arcdps/api/">arcdps plugin documentation</see>.
            </remarks>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.Time">
            <summary>
            Time when the event was registered.
            </summary>
            <remarks>
            System specific time since boot, not the actual time in a known format.
            </remarks>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.SourceAgent">
            <summary>
            Map instance <seealso cref="P:Blish_HUD.GameServices.ArcDps.V2.Models.Agent.Id">agent id</seealso> that caused the event.
            </summary>
            <remarks>
            Aka. entity id in-game.
            </remarks>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.DestinationAgent">
            <summary>
            Map instance <seealso cref="P:Blish_HUD.GameServices.ArcDps.V2.Models.Agent.Id">agent id</seealso> that this event happened to.
            </summary>
            <remarks>
            Aka. entity id in-game.
            </remarks>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.Value">
            <summary>
            An event-specific value.
            </summary>
            <remarks>
            Meaning differs per event-type. Eg. estimated physical hit damage. See <see cref="!:https://www.deltaconnected.com/arcdps/evtc/">evtc notes</see> for details.
            </remarks>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.BuffDamage">
            <summary>
            Estimated buff damage. Zero on application event.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.OverstackValue">
            <summary>
            Estimated overwritten stack duration for buff application.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.SkillId">
            <summary>
            Skill id of relevant skill.
            </summary>
            <remarks>
            Can be zero.
            </remarks>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.SourceInstanceId">
            <summary>
            Map instance agent id as it appears in-game at time of event.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.DestinationInstanceId">
            <summary>
            Map instance agent id as it appears in-game at time of event.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.SourceMasterInstanceId">
            <summary>
            If <seealso cref="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.SourceAgent">SourceAgent</seealso> has a master (eg. minion, pet), this field will be equal to the <seealso cref="P:Blish_HUD.GameServices.ArcDps.V2.Models.Agent.Id">agent id</seealso> of the master. Otherwise zero.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.DestinationMasterInstanceId">
            <summary>
            If <seealso cref="!:DstAgent">DstAgent</seealso> has a master (eg. minion, pet), this field will be equal to the <seealso cref="P:Blish_HUD.GameServices.ArcDps.V2.Models.Agent.Id">agent id</seealso> of the master. Otherwise zero.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.Iff">
            <summary>
            Current affinity of <seealso cref="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.SourceAgent">SourceAgent</seealso> and <seealso cref="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.DestinationAgent">DestinationAgent</seealso>.
            </summary>
            <remarks>
            Friend = 0, foe = 1, unknown = 2.
            </remarks>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.Buff">
            <summary>
            <see langword="True"/> if buff was applied, removed or damaging. Otherwise <see langword="false"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.Result">
            <summary>
            <seealso cref="T:Blish_HUD.GameServices.ArcDps.V2.Models.PhysicalResult"/> or <see cref="T:Blish_HUD.GameServices.ArcDps.V2.Models.ConditionResult"/>.
            </summary>
            <remarks>
            See <see cref="!:https://www.deltaconnected.com/arcdps/evtc/">evtc notes</see> for details.
            </remarks>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.IsActivation">
            <summary>
            The event is bound to the usage or cancellation of a skill. <seealso cref="T:Blish_HUD.GameServices.ArcDps.V2.Models.Activation"/>.
            </summary>
            <remarks>
            The type of <see cref="T:Blish_HUD.GameServices.ArcDps.V2.Models.Activation"/>/>
            </remarks>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.IsBuffRemoved">
            <summary>
            <seealso cref="T:Blish_HUD.GameServices.ArcDps.V2.Models.BuffRemove"/>.
            </summary>
            <remarks>
            For strips and cleanses: <seealso cref="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.SourceAgent">SourceAgent</seealso> = relevant, <seealso cref="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.DestinationAgent">DestinationAgent</seealso> = caused it.
            </remarks>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.IsNinety">
            <summary>
            <see langword="True"/> if <seealso cref="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.SourceAgent">SourceAgent</seealso> is above 90% health. Otherwise <see langword="false"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.IsFifty">
            <summary>
            <see langword="True"/> if <seealso cref="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.DestinationAgent">DestinationAgent</seealso> is below 50% health. Otherwise <see langword="false"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.IsMoving">
            <summary>
            <see langword="True"/> if <seealso cref="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.SourceAgent">SourceAgent</seealso> is moving at time of event. Otherwise <see langword="false"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.IsStateChanged">
            <summary>
            Type of <see cref="T:Blish_HUD.GameServices.ArcDps.V2.Models.StateChange"/> that occured.
            </summary>
            <remarks>
            <seealso cref="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.SourceAgent">SourceAgent</seealso> is now alive, dead, downed and other ambiguous stuff eg. when <seealso cref="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.SourceAgent">SourceAgent</seealso> is <seealso cref="P:Blish_HUD.GameServices.ArcDps.V2.Models.Agent.Self">Self</seealso>, <seealso cref="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.DestinationAgent">DestinationAgent</seealso> is a reward id and <seealso cref="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.Value">Value</seealso> is a reward type such as a wiggly box.
            </remarks>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.IsFlanking">
            <summary>
            <see langword="True"/> if <seealso cref="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.SourceAgent">SourceAgent</seealso> is flanking <seealso cref="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.DestinationAgent">DestinationAgent</seealso> at time of event. Otherwise <see langword="false"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.IsShiels">
            <summary>
            <see langword="True"/> if all or part of damage was VS. barrier or shield. Otherwise <see langword="false"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.IsOffCycle">
            <summary>
            <see langword="True"/> if no buff damage happened during tick. Otherwise <see langword="false"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.Pad61">
            <summary>
            Buff instance id of buff applied. Non-zero if no buff damage happened during tick. Otherwise zero.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.Pad62">
            <summary>
            Buff instance id of buff applied.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.Pad63">
            <summary>
            Buff instance id of buff applied.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameServices.ArcDps.V2.Models.CombatEvent.Pad64">
            <summary>
            Buff instance id of buff applied.
            </summary>
            <remarks>
            Used for internal tracking (garbage).
            </remarks>
        </member>
        <member name="M:Blish_HUD.ContentService.GetRenderServiceTexture(System.String,System.String)">
            <summary>
            Retreives a texture from the Guild Wars 2 Render Service.
            </summary>
            <param name="signature">The SHA1 signature of the requested texture.</param>
            <param name="fileId">The file id of the requested texture.</param>
            <returns>A transparent texture that is later overwritten by the texture downloaded from the Render Service.</returns>
            <seealso cref="!:https://wiki.guildwars2.com/wiki/API:Render_service"/>
        </member>
        <member name="M:Blish_HUD.ContentService.GetRenderServiceTexture(System.String)">
            <summary>
            Retreives a texture from the Guild Wars 2 Render Service.
            </summary>
            <param name="uriOrSignatureFileIdPair">Either the full Render Service URL or the signature and file id URI (e.g. "7554DCAF5A1EA1BDF5297352A203AF2357BE2B5B/498983").</param>
            <returns>A transparent texture that is later overwritten by the texture downloaded from the Render Service.</returns>
            <seealso cref="!:https://wiki.guildwars2.com/wiki/API:Render_service"/>
        </member>
        <member name="T:Blish_HUD.Content.AsyncTexture2D">
            <summary>
            A thread-safe wrapper on Texture2D that allows you to swap the <see cref="T:Microsoft.Xna.Framework.Graphics.Texture2D"/> backing for a texture already assigned to a property.
            </summary>
        </member>
        <member name="P:Blish_HUD.Content.AsyncTexture2D.HasTexture">
            <summary>
            <c>true</c>, if the <see cref="T:Blish_HUD.Content.AsyncTexture2D"/>'s <see cref="P:Blish_HUD.Content.AsyncTexture2D.Texture"/> is set.
            </summary>
        </member>
        <member name="P:Blish_HUD.Content.AsyncTexture2D.HasSwapped">
            <summary>
            <c>true</c>, if the <see cref="T:Blish_HUD.Content.AsyncTexture2D"/> has had a texture assigned to it (other than a provided default texture).
            </summary>
        </member>
        <member name="P:Blish_HUD.Content.AsyncTexture2D.Texture">
            <summary>
            The active <see cref="T:Microsoft.Xna.Framework.Graphics.Texture2D"/> of the <see cref="T:Blish_HUD.Content.AsyncTexture2D"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Content.AsyncTexture2D.Width">
            <inheritdoc cref="P:Microsoft.Xna.Framework.Graphics.Texture2D.Width"/>
        </member>
        <member name="P:Blish_HUD.Content.AsyncTexture2D.Height">
            <inheritdoc cref="P:Microsoft.Xna.Framework.Graphics.Texture2D.Height"/>
        </member>
        <member name="P:Blish_HUD.Content.AsyncTexture2D.Bounds">
            <inheritdoc cref="P:Microsoft.Xna.Framework.Graphics.Texture2D.Bounds"/>
        </member>
        <member name="P:Blish_HUD.Content.AsyncTexture2D.IsDisposed">
            <inheritdoc cref="!:Texture2D.IsDisposed"/>
        </member>
        <member name="E:Blish_HUD.Content.AsyncTexture2D.TextureSwapped">
            <summary>
            Occurs when the <see cref="P:Blish_HUD.Content.AsyncTexture2D.Texture"/> of the <see cref="T:Blish_HUD.Content.AsyncTexture2D"/> is replaced.
            </summary>
        </member>
        <member name="M:Blish_HUD.Content.AsyncTexture2D.#ctor">
            <summary>
            Create an <see cref="T:Blish_HUD.Content.AsyncTexture2D"/> where the current <see cref="P:Blish_HUD.Content.AsyncTexture2D.Texture"/> is a single transparent pixel.
            </summary>
        </member>
        <member name="M:Blish_HUD.Content.AsyncTexture2D.#ctor(Microsoft.Xna.Framework.Graphics.Texture2D)">
            <summary>
            Create an <see cref="T:Blish_HUD.Content.AsyncTexture2D"/> where the current <see cref="P:Blish_HUD.Content.AsyncTexture2D.Texture"/> is the <see cref="T:Microsoft.Xna.Framework.Graphics.Texture2D"/> passed as <param name="defaultTexture"/>.
            </summary>
        </member>
        <member name="M:Blish_HUD.Content.AsyncTexture2D.SwapTexture(Microsoft.Xna.Framework.Graphics.Texture2D)">
            <summary>
            Replaces the <see cref="P:Blish_HUD.Content.AsyncTexture2D.Texture"/> of the <see cref="T:Blish_HUD.Content.AsyncTexture2D"/> with the texture provided in <param name="newTexture"/> on the main thread.
            </summary>
            <param name="newTexture">The new texture to assign.</param>
        </member>
        <member name="M:Blish_HUD.Content.AsyncTexture2D.FromAssetId(System.Int32)">
            <inheritdoc cref="M:Blish_HUD.Content.DatAssetCache.GetTextureFromAssetId(System.Int32)" />
        </member>
        <member name="M:Blish_HUD.Content.AsyncTexture2D.TryFromAssetId(System.Int32,Blish_HUD.Content.AsyncTexture2D@)">
            <inheritdoc cref="M:Blish_HUD.Content.DatAssetCache.TryGetTextureFromAssetId(System.Int32,Blish_HUD.Content.AsyncTexture2D@)" />
        </member>
        <member name="M:Blish_HUD.Content.DatAssetCache.GetLocalTexturePath(System.Int32)">
            <summary>
            Returns the path of a cached asset texture based on its <paramref name="assetId"/>.
            The path is returned regardless of if a cached copy of the texture actually exists.
            Do not modify the texture at this path.  If you wish to read this file, ensure you
            specify <see cref="F:System.IO.FileShare.ReadWrite"/> to avoid conflicting with the caching mechanism.
            </summary>
        </member>
        <member name="M:Blish_HUD.Content.DatAssetCache.TryGetLocalTexturePath(System.Int32,System.String@)">
            <summary>
            Returns <c>true</c> and assigns the local texture path to
            <paramref name="texturePath"/> if the texture has been cached
            locally or returns <c>false</c> if no texture is found locally.
            </summary>
        </member>
        <member name="M:Blish_HUD.Content.DatAssetCache.GetTextureFromAssetId(System.Int32)">
            <summary>
            Returns an <see cref="T:Blish_HUD.Content.AsyncTexture2D"/> which will swap to the specified asset texture
            or <c>null</c> if no such asset texture exists.
            </summary>
        </member>
        <member name="M:Blish_HUD.Content.DatAssetCache.TryGetTextureFromAssetId(System.Int32,Blish_HUD.Content.AsyncTexture2D@)">
            <summary>
            Returns <c>true</c> and assigns an <see cref="T:Blish_HUD.Content.AsyncTexture2D"/> to
            <paramref name="texture"/> which will swap to the specified asset texture
            or <c>false</c> if no such asset texture exists.
            </summary>
        </member>
        <member name="T:Blish_HUD.Content.IDataReader">
            <summary>
            Provides methods to read from various file systems, endpoints, and formats.
            </summary>
        </member>
        <member name="P:Blish_HUD.Content.IDataReader.PhysicalPath">
            <summary>
            The physical path or root of what the <see cref="T:Blish_HUD.Content.IDataReader"/> represents.
            </summary>
        </member>
        <member name="M:Blish_HUD.Content.IDataReader.GetSubPath(System.String)">
            <summary>
            Gets a new <see cref="T:Blish_HUD.Content.IDataReader"/> with the root path set to the provided <see cref="!:subPath"/>.
            </summary>
            <param name="subPath">A sub path within the context of the <see cref="T:Blish_HUD.Content.IDataReader"/>.</param>
        </member>
        <member name="M:Blish_HUD.Content.IDataReader.GetPathRepresentation(System.String)">
            <summary>
            Returns a string representation of the current path the DataReader is reading from. This won't necessarily be a valid file path.
            </summary>
            <param name="relativeFilePath">If provided, the path to a file within the <see cref="T:Blish_HUD.Content.IDataReader"/> will be returned.</param>
        </member>
        <member name="M:Blish_HUD.Content.IDataReader.LoadOnFileType(System.Action{System.IO.Stream,Blish_HUD.Content.IDataReader},System.String,System.IProgress{System.String})">
            <summary>
            Enumerates all available files. Files that have the extension <see cref="!:fileExtension"/>
            will be passed to the provided <see cref="!:loadFileFunc"/>.
            </summary>
            <param name="loadFileFunc">The method to call on all files within the context of the <see cref="T:Blish_HUD.Content.IDataReader"/> that have the required file extension.</param>
            <param name="fileExtension">The file extension criteria. Should contain the '.' before the extension. If no fileExtension is provided, all files will meet the criteria.</param>
        </member>
        <member name="M:Blish_HUD.Content.IDataReader.FileExists(System.String)">
            <summary>
            Determines whether the specified file exists.
            </summary>
            <param name="filePath">A path to a file within the context of the <see cref="T:Blish_HUD.Content.IDataReader"/>.</param>
        </member>
        <member name="M:Blish_HUD.Content.IDataReader.GetFileStream(System.String)">
            <summary>
            Retreives a file stream of the file.
            </summary>
            <param name="filePath">A path to a file within the context of the <see cref="T:Blish_HUD.Content.IDataReader"/>.</param>
            <returns>
            A task that represents the file's opened stream.
            If the file does not exist or cannot be read, <see cref="T:null"/> will be returned instead of a <see cref="T:System.IO.Stream"/>.
            </returns>
        </member>
        <member name="M:Blish_HUD.Content.IDataReader.GetFileBytes(System.String)">
            <summary>
            Opens a file and returns the raw data in a byte array.
            </summary>
            <param name="filePath">A path to a file within the context of the <see cref="T:Blish_HUD.Content.IDataReader"/>.</param>
            <returns>
            A byte array of the file's data.
            If the file does not exist or cannot be read, <see cref="T:null"/> will be returned instead of <see cref="T:byte[]"/>.
            </returns>
        </member>
        <member name="M:Blish_HUD.Content.IDataReader.GetFileBytes(System.String,System.Byte[]@)">
            <summary>
            Opens a file, writes the raw data to the provided <see cref="!:fileBuffer"/> and returns the length of the data read.
            </summary>
            <param name="filePath">A path to a file within the context of the <see cref="T:Blish_HUD.Content.IDataReader"/>.</param>
            <param name="fileBuffer">The buffer to write the file's data into.</param>
            <returns>
            The total number of bytes successfully read into the <see cref="!:fileBuffer"/>.
            If the file does not exist or cannot be read, the buffer will be empty and the return value will be 0.
            </returns>
        </member>
        <member name="M:Blish_HUD.Content.IDataReader.GetFileStreamAsync(System.String)">
            <summary>
            Asynchronously retreives a stream of the file.
            </summary>
            <param name="filePath">A path to a file within the context of the <see cref="T:Blish_HUD.Content.IDataReader"/>.</param>
            <returns>
            A task that represents the file's opened stream.
            If the file does not exist or cannot be read, the <see cref="T:System.Threading.Tasks.Task"/> will result in <see cref="T:null"/> instead of a <see cref="T:System.IO.Stream"/>.
            </returns>
        </member>
        <member name="M:Blish_HUD.Content.IDataReader.GetFileBytesAsync(System.String)">
            <summary>
            Asynchronously opens a file and returns the raw data in a byte array.
            </summary>
            <param name="filePath">A path to a file within the context of the <see cref="T:Blish_HUD.Content.IDataReader"/>.</param>
            <returns>
            A task that represents a byte array of the file's data.
            If the file does not exist or cannot be read, the <see cref="T:System.Threading.Tasks.Task"/> will result in <see cref="T:null"/> instead of a <see cref="T:byte[]"/>.
            </returns>
        </member>
        <member name="M:Blish_HUD.Content.IDataReader.DeleteRoot">
            <summary>
            Deletes the root of what this <see cref="T:Blish_HUD.Content.IDataReader"/> is representing.
            </summary>
        </member>
        <member name="M:Blish_HUD.Content.Serialization.SemVerConverter.WriteJson(Newtonsoft.Json.JsonWriter,SemVer.Version,Newtonsoft.Json.JsonSerializer)">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Content.Serialization.SemVerConverter.ReadJson(Newtonsoft.Json.JsonReader,System.Type,SemVer.Version,System.Boolean,Newtonsoft.Json.JsonSerializer)">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Content.ZipArchiveReader.GetFileStreamAsync(System.String)">
            <inheritdoc />
            <remarks>For <see cref="T:Blish_HUD.Content.ZipArchiveReader"/>, use <see cref="M:Blish_HUD.Content.ZipArchiveReader.GetFileStream(System.String)"/> instead.</remarks>
        </member>
        <member name="M:Blish_HUD.Content.ZipArchiveReader.GetFileBytesAsync(System.String)">
            <inheritdoc />
            <remarks>For <see cref="T:Blish_HUD.Content.ZipArchiveReader"/>, use <see cref="M:Blish_HUD.Content.ZipArchiveReader.GetFileBytes(System.String)"/> instead.</remarks>
        </member>
        <member name="T:Blish_HUD.ContextsService.ContextHandle`1">
            <summary>
            Returned by the <see cref="T:Blish_HUD.ContextsService"/> when registering
            a new <see cref="T:Blish_HUD.Contexts.Context"/>.  This handle can be used to later
            unregister the <see cref="T:Blish_HUD.Contexts.Context"/> by calling <see cref="M:Blish_HUD.ContextsService.ContextHandle`1.Expire"/>
            on the handle.
            </summary>
        </member>
        <member name="M:Blish_HUD.ContextsService.ContextHandle`1.Expire">
            <summary>
            Unloads and invalidates the <see cref="T:Blish_HUD.Contexts.Context"/> marking it
            as <see cref="F:Blish_HUD.Contexts.ContextState.Expired"/>.  The <see cref="T:Blish_HUD.Contexts.Context"/>
            is then unregistered from the <see cref="T:Blish_HUD.ContextsService"/>.
            </summary>
        </member>
        <member name="M:Blish_HUD.ContextsService.Initialize">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.ContextsService.Load">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.ContextsService.RegisterContext``1(``0)">
            <summary>
            Registers and then loads an instance of a <see cref="T:Blish_HUD.Contexts.Context"/>.
            </summary>
            <typeparam name="TContext">The type of <see cref="T:Blish_HUD.Contexts.Context"/> that will be registered.</typeparam>
            <param name="context">An instance of a <see cref="T:Blish_HUD.Contexts.Context"/>.</param>
            <returns>A <see cref="T:Blish_HUD.ContextsService.ContextHandle`1"/> which can be used to later unregister the <see cref="T:Blish_HUD.Contexts.Context"/>.</returns>
        </member>
        <member name="M:Blish_HUD.ContextsService.GetContext``1">
            <summary>
            Gets a registered <see cref="T:Blish_HUD.Contexts.Context"/> by type.
            </summary>
            <typeparam name="TContext">The type of the <see cref="T:Blish_HUD.Contexts.Context"/> to retrieve.</typeparam>
            <returns>
            The registered <see cref="T:Blish_HUD.Contexts.Context"/> of type <c>TContext</c> or
            <c>null</c> if no <see cref="T:Blish_HUD.Contexts.Context"/> of that type is
            currently registered.
            </returns>
        </member>
        <member name="M:Blish_HUD.ContextsService.GetContextImplementing``1">
             <summary>
             Gets a registered <see cref="T:Blish_HUD.Contexts.Context"/> by interface or base class.
             </summary>
             <typeparam name="TBase">The type the <see cref="T:Blish_HUD.Contexts.Context"/> implements.</typeparam>
             <returns>
            The registered <see cref="T:Blish_HUD.Contexts.Context"/> that implments <c>TBase</c> or
             <c>null</c> if no <see cref="T:Blish_HUD.Contexts.Context"/> that implements that type is
             currently registered.
             </returns>
        </member>
        <member name="M:Blish_HUD.ContextsService.Unload">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.ContextsService.Update(Microsoft.Xna.Framework.GameTime)">
            <inheritdoc />
        </member>
        <member name="T:Blish_HUD.Contexts.CdnInfoContext">
            <summary>
            Provides build information provided by the asset CDNs.
            </summary>
        </member>
        <member name="T:Blish_HUD.Contexts.CdnInfoContext.CdnInfo">
            <summary>
            Structured information provided by one of the asset CDNs.
            </summary>
        </member>
        <member name="M:Blish_HUD.Contexts.CdnInfoContext.TryGetStandardCdnInfo(Blish_HUD.Contexts.ContextResult{Blish_HUD.Contexts.CdnInfoContext.CdnInfo}@)">
            <summary>
            If <see cref="F:Blish_HUD.Contexts.ContextAvailability.Available"/>, returns
            <see cref="T:Blish_HUD.Contexts.CdnInfoContext.CdnInfo"/> provided by the standard asset CDN.
            </summary>
        </member>
        <member name="M:Blish_HUD.Contexts.CdnInfoContext.TryGetChineseCdnInfo(Blish_HUD.Contexts.ContextResult{Blish_HUD.Contexts.CdnInfoContext.CdnInfo}@)">
            <summary>
            If <see cref="F:Blish_HUD.Contexts.ContextAvailability.Available"/>, returns
            <see cref="T:Blish_HUD.Contexts.CdnInfoContext.CdnInfo"/> provided by the Chinese asset CDN.
            </summary>
        </member>
        <member name="T:Blish_HUD.Contexts.Context">
            <summary>
            Provides context about something.
            </summary>
        </member>
        <member name="E:Blish_HUD.Contexts.Context.StateChanged">
            <summary>
            Occurs when <see cref="P:Blish_HUD.Contexts.Context.State"/> changes.
            </summary>
        </member>
        <member name="P:Blish_HUD.Contexts.Context.State">
            <summary>
            Gets the current load state of the <see cref="T:Blish_HUD.Contexts.Context"/>.
            </summary>
        </member>
        <member name="M:Blish_HUD.Contexts.Context.ConfirmReady">
            <summary>
            Called to confirm that the context is now <see cref="F:Blish_HUD.Contexts.ContextState.Ready"/>.
            </summary>
        </member>
        <member name="M:Blish_HUD.Contexts.Context.NotReady``1(Blish_HUD.Contexts.ContextResult{``0}@)">
            <summary>
            If the <see cref="P:Blish_HUD.Contexts.Context.State"/> is not <see cref="F:Blish_HUD.Contexts.ContextState.Ready"/> and a function is called
            on the <see cref="T:Blish_HUD.Contexts.Context"/> that relies on something to be loaded, this short-circuit can
            be called to return <see cref="F:Blish_HUD.Contexts.ContextAvailability.NotReady"/> and out the default result
            with the status set to "not ready".
            </summary>
        </member>
        <member name="T:Blish_HUD.Contexts.ContextAvailability">
            <summary>
            Describes the availability of a <see cref="T:Blish_HUD.Contexts.Context"/>'s endpoint after it is called.
            </summary>
        </member>
        <member name="F:Blish_HUD.Contexts.ContextAvailability.Unavailable">
            <summary>
            The value provided by this context is not available.
            <see cref="P:Blish_HUD.Contexts.ContextResult`1.Status"/> should detail why it
            is not available (e.g. missing dependency).
            </summary>
        </member>
        <member name="F:Blish_HUD.Contexts.ContextAvailability.NotReady">
            <summary>
            The value provided by this context is not ready or the
            <see cref="P:Blish_HUD.Contexts.Context.State"/> is not <see cref="F:Blish_HUD.Contexts.ContextState.Ready"/>.
            </summary>
        </member>
        <member name="F:Blish_HUD.Contexts.ContextAvailability.Available">
            <summary>
            The value provided by this context is available.
            </summary>
        </member>
        <member name="F:Blish_HUD.Contexts.ContextAvailability.Failed">
            <summary>
            The value provided by this context is not available because something failed.
            <see cref="P:Blish_HUD.Contexts.ContextResult`1.Status"/> should detail what failed.
            </summary>
        </member>
        <member name="T:Blish_HUD.Contexts.ContextResult`1">
            <summary>
            The result when querying a <see cref="T:Blish_HUD.Contexts.Context"/>.
            </summary>
            <typeparam name="T">The type the call returns.</typeparam>
        </member>
        <member name="P:Blish_HUD.Contexts.ContextResult`1.Value">
            <summary>
            The value requested from the <see cref="T:Blish_HUD.Contexts.Context"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Contexts.ContextResult`1.Status">
            <summary>
            A message indicating the result of the context request.
            This string is suitable to display in the UI.
            </summary>
        </member>
        <member name="M:Blish_HUD.Contexts.ContextResult`1.#ctor(`0,System.String)">
            <summary>
            Creates an instance of <see cref="T:Blish_HUD.Contexts.ContextResult`1"/>
            which contains the return <c>T</c> <see cref="P:Blish_HUD.Contexts.ContextResult`1.Value"/>
            of a context's call and a <c>string</c> <see cref="P:Blish_HUD.Contexts.ContextResult`1.Status"/>
            describing the result of getting the call.
            </summary>
            <param name="value">The result to send back to the caller.</param>
            <param name="status">The summary status of the result.  This value should be UI ready.</param>
        </member>
        <member name="M:Blish_HUD.Contexts.ContextResult`1.#ctor(`0)">
            <summary>
            Creates an instance of <see cref="T:Blish_HUD.Contexts.ContextResult`1"/>
            which contains the return <c>T</c> <see cref="P:Blish_HUD.Contexts.ContextResult`1.Value"/>
            of a context's call and defines the <see cref="P:Blish_HUD.Contexts.ContextResult`1.Status"/>
            as "Succeeded".  This call is a shortcut for a successfull
            calls.
            </summary>
            <param name="value">The result to send back to the caller.</param>
        </member>
        <member name="T:Blish_HUD.Contexts.ContextState">
            <summary>
            The current state of the <see cref="T:Blish_HUD.Contexts.Context"/>.
            </summary>
        </member>
        <member name="F:Blish_HUD.Contexts.ContextState.None">
            <summary>
            The <see cref="T:Blish_HUD.Contexts.Context"/> has not loaded yet.
            </summary>
        </member>
        <member name="F:Blish_HUD.Contexts.ContextState.Loading">
            <summary>
            The <see cref="T:Blish_HUD.Contexts.Context"/> is currently loading.
            </summary>
        </member>
        <member name="F:Blish_HUD.Contexts.ContextState.Ready">
            <summary>
            The <see cref="T:Blish_HUD.Contexts.Context"/> has loaded.
            </summary>
        </member>
        <member name="F:Blish_HUD.Contexts.ContextState.Expired">
            <summary>
            The <see cref="T:Blish_HUD.Contexts.Context"/> has been unregistered and should no longer be used or referenced.
            </summary>
        </member>
        <member name="T:Blish_HUD.Contexts.FestivalContext">
            <summary>
            Provides information about what festivals are currently active in-game.
            </summary>
        </member>
        <member name="T:Blish_HUD.Contexts.FestivalContext.Festival">
            <summary>
            A Guild Wars 2 festival identified by the <see cref="T:Blish_HUD.Contexts.FestivalContext"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Contexts.FestivalContext.Festival.All">
            <summary>
            A reference to all known and registered festivals.
            </summary>
        </member>
        <member name="P:Blish_HUD.Contexts.FestivalContext.Festival.Name">
            <summary>
            The unique identifying name of the festival.
            </summary>
        </member>
        <member name="P:Blish_HUD.Contexts.FestivalContext.Festival.DisplayName">
            <summary>
            The localized display name of the festival.
            </summary>
        </member>
        <member name="M:Blish_HUD.Contexts.FestivalContext.Festival.IsActive">
            <summary>
            Indicates if this festival is currently active.
            </summary>
            <returns><c>true</c> if the festival is active.</returns>
        </member>
        <member name="M:Blish_HUD.Contexts.FestivalContext.Festival.FromName(System.String)">
            <summary>
            Gets a known festival by name.
            </summary>
            <param name="name">The internal name of the festival.</param>
            <returns>The associated <see cref="T:Blish_HUD.Contexts.FestivalContext.Festival"/> if it is known or <see cref="F:Blish_HUD.Contexts.FestivalContext.Festival.UnknownFestival"/> if it is unknown.</returns>
        </member>
        <member name="F:Blish_HUD.Contexts.FestivalContext.Festival.UnknownFestival">
            <summary>
            A festival that was not recognized.
            </summary>
        </member>
        <member name="F:Blish_HUD.Contexts.FestivalContext.Festival.Halloween">
            <summary>
            Guild Wars 2 Halloween Festival.
            </summary>
        </member>
        <member name="F:Blish_HUD.Contexts.FestivalContext.Festival.Wintersday">
            <summary>
            Guild Wars 2 Wintersday Festival.
            </summary>
        </member>
        <member name="F:Blish_HUD.Contexts.FestivalContext.Festival.SuperAdventureFestival">
            <summary>
            Guild Wars 2 Super Adventure Festival.
            </summary>
        </member>
        <member name="F:Blish_HUD.Contexts.FestivalContext.Festival.LunarNewYear">
            <summary>
            Guild Wars 2 Lunar New Year Festival.
            </summary>
        </member>
        <member name="F:Blish_HUD.Contexts.FestivalContext.Festival.FestivalOfTheFourWinds">
            <summary>
            Guild Wars 2 Festival of the Four Winds.
            </summary>
        </member>
        <member name="F:Blish_HUD.Contexts.FestivalContext.Festival.DragonBash">
            <summary>
            Guild Wars 2 Dragon Bash Festival.
            </summary>
        </member>
        <member name="M:Blish_HUD.Contexts.FestivalContext.TryGetActiveFestivals(Blish_HUD.Contexts.ContextResult{System.Collections.ObjectModel.ReadOnlyCollection{Blish_HUD.Contexts.FestivalContext.Festival}}@)">
            <summary>
            If <see cref="F:Blish_HUD.Contexts.ContextAvailability.Available"/>, returns
            <see cref="T:System.Collections.ObjectModel.ReadOnlyCollection`1"/> containing a
            collection of all currently active festivals.
            </summary>
        </member>
        <member name="M:Blish_HUD.Contexts.FestivalContext.TryCheckIfFestivalIsActive(Blish_HUD.Contexts.FestivalContext.Festival,Blish_HUD.Contexts.ContextResult{System.Boolean}@)">
            <summary>
            If <see cref="F:Blish_HUD.Contexts.ContextAvailability.Available"/>, returns
            a <c>bool</c> indicating if the provided<param name="festival">festival</param>
            is currently active or not.
            </summary>
        </member>
        <member name="T:Blish_HUD.Contexts.Gw2ClientContext.ClientType">
            <summary>
            The type of the client currently running.
            </summary>
        </member>
        <member name="F:Blish_HUD.Contexts.Gw2ClientContext.ClientType.Unknown">
            <summary>
            The client type could not be determined.
            </summary>
        </member>
        <member name="F:Blish_HUD.Contexts.Gw2ClientContext.ClientType.Standard">
            <summary>
            The client is the standard US/EU varient of the client.
            </summary>
        </member>
        <member name="F:Blish_HUD.Contexts.Gw2ClientContext.ClientType.Chinese">
            <summary>
            The client is the Chinese varient of the client.
            </summary>
        </member>
        <member name="M:Blish_HUD.Contexts.Gw2ClientContext.Load">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Contexts.Gw2ClientContext.TryGetClientType(Blish_HUD.Contexts.ContextResult{Blish_HUD.Contexts.Gw2ClientContext.ClientType}@)">
            <summary>
            [DEPENDS ON: CdnInfoContext, Mumble Link API]
            If <see cref="F:Blish_HUD.Contexts.ContextAvailability.Available"/>, returns if the client is the
            <see cref="F:Blish_HUD.Contexts.Gw2ClientContext.ClientType.Standard"/> client or the <see cref="F:Blish_HUD.Contexts.Gw2ClientContext.ClientType.Chinese"/> client.
            </summary>
        </member>
        <member name="M:Blish_HUD.DebugService.StartTimeFunc(System.String)">
            <summary>
            </summary>
            <param name="func"></param>
        </member>
        <member name="M:Blish_HUD.Debug.ContingencyChecks.CheckArcDps11Injected">
            <summary>
            Typically occurs when ArcDps is placed in the same directory as Blish HUD
            and causes Blish HUD to crash almost immediately due to an access violation.
            </summary>
        </member>
        <member name="M:Blish_HUD.Debug.ContingencyChecks.CheckMinTls12">
            <summary>
            Typically occurs on Windows 7 where Tls 1.2 has not been configured as the default.
            </summary>
        </member>
        <member name="M:Blish_HUD.Debug.ContingencyChecks.CheckControlledFolderAccessBlocking">
            <summary>
            Indicates if CFA (Windows Ransomeware protection) is enabled.
            This feature prevents us from initializing our log file or writing out our settings.
            </summary>
        </member>
        <member name="M:Blish_HUD.Debug.ContingencyChecks.CheckNvidiaControlPanelSettings">
            <summary>
            Checks to ensure that non-default Nvidia control panel settings haven't been set for Blish HUD.
            For specific settings, this can cause Blish HUD to render with an opaque background.
            </summary>
        </member>
        <member name="M:Blish_HUD.Debug.ContingencyChecks.CheckForFullscreenDx9Conflict">
            <summary>
            Checks to see if Guild Wars 2 is running in fullscreen mode along with DX9.
            Blish HUD can't run while the game is configured this way.
            </summary>
        </member>
        <member name="F:Blish_HUD.Debug.ContingencyPopup.components">
            <summary>
            Required designer variable.
            </summary>
        </member>
        <member name="M:Blish_HUD.Debug.ContingencyPopup.Dispose(System.Boolean)">
            <summary>
            Clean up any resources being used.
            </summary>
            <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
        </member>
        <member name="M:Blish_HUD.Debug.ContingencyPopup.InitializeComponent">
            <summary>
            Required method for Designer support - do not modify
            the contents of this method with the code editor.
            </summary>
        </member>
        <member name="T:Blish_HUD.Debug.DynamicallySmoothedValue`1">
            <summary>
            [NOT THREAD-SAFE] A ring buffer which can return an average using a dynamic buffer length.
            </summary>
            <typeparam name="T">The <c>Type</c> the <see cref="T:Blish_HUD.Debug.DynamicallySmoothedValue`1"/> smooths.</typeparam>
        </member>
        <member name="P:Blish_HUD.Debug.DynamicallySmoothedValue`1.Value">
            <summary>
            The smoothed/averaged value.
            </summary>
        </member>
        <member name="M:Blish_HUD.Debug.DynamicallySmoothedValue`1.#ctor(System.Int32,System.Func{System.Int32})">
            <summary>
            Creates a value which can be smoothed based on a resizable buffer with a max length specified by <paramref name="bufferMax"/>.
            </summary>
            <param name="bufferMax">The maximum length of the buffer.</param>
            <param name="getBufferLengthFunc">The function used to decide how much of the buffer should be used to calculate the average.</param>
        </member>
        <member name="T:Blish_HUD.Debug.RingBuffer`1">
            <summary>
            [NOT THREAD-SAFE] A fixed capacity buffer which overwrites itself as the index wraps.
            </summary>
            <typeparam name="T">The <c>Type</c> the <see cref="T:Blish_HUD.Debug.RingBuffer`1"/> contains.</typeparam>
        </member>
        <member name="P:Blish_HUD.Debug.RingBuffer`1.InternalBuffer">
            <summary>
            The array backing this buffer.
            </summary>
        </member>
        <member name="P:Blish_HUD.Debug.RingBuffer`1.BufferLength">
            <summary>
            The length of the buffer.
            </summary>
        </member>
        <member name="M:Blish_HUD.Debug.RingBuffer`1.#ctor(System.Int32)">
            <summary>
            Creates a ring buffer of size <paramref name="bufferLength"/>.
            </summary>
            <param name="bufferLength">The size of the buffer.</param>
        </member>
        <member name="M:Blish_HUD.Debug.RingBuffer`1.PushValue(`0)">
            <summary>
            Pushes a value into the <see cref="T:Blish_HUD.Debug.RingBuffer`1"/>.
            </summary>
            <param name="value">The value to push into this <see cref="T:Blish_HUD.Debug.RingBuffer`1"/>.</param>
        </member>
        <member name="M:Blish_HUD.Logger.Trace(System.String)">
            <inheritdoc cref="M:NLog.Logger.Trace(System.String)"/>
        </member>
        <member name="M:Blish_HUD.Logger.Trace(System.String,System.Object[])">
            <inheritdoc cref="M:NLog.Logger.Trace(System.String,System.Object[])"/>
        </member>
        <member name="M:Blish_HUD.Logger.Trace(System.Exception,System.String)">
            <inheritdoc cref="M:NLog.Logger.Trace(System.Exception,System.String)"/>
        </member>
        <member name="M:Blish_HUD.Logger.Trace(System.Exception,System.String,System.Object[])">
            <inheritdoc cref="M:NLog.Logger.Trace(System.Exception,System.String,System.Object[])"/>
        </member>
        <member name="M:Blish_HUD.Logger.Debug(System.String)">
            <inheritdoc cref="M:NLog.Logger.Debug(System.String)"/>
        </member>
        <member name="M:Blish_HUD.Logger.Debug(System.String,System.Object[])">
            <inheritdoc cref="M:NLog.Logger.Debug(System.String,System.Object[])"/>
        </member>
        <member name="M:Blish_HUD.Logger.Debug(System.Exception,System.String)">
            <inheritdoc cref="M:NLog.Logger.Debug(System.Exception,System.String)"/>
        </member>
        <member name="M:Blish_HUD.Logger.Debug(System.Exception,System.String,System.Object[])">
            <inheritdoc cref="M:NLog.Logger.Debug(System.Exception,System.String,System.Object[])"/>
        </member>
        <member name="M:Blish_HUD.Logger.Info(System.String)">
            <inheritdoc cref="M:NLog.Logger.Info(System.String)"/>
        </member>
        <member name="M:Blish_HUD.Logger.Info(System.String,System.Object[])">
            <inheritdoc cref="M:NLog.Logger.Info(System.String,System.Object[])"/>
        </member>
        <member name="M:Blish_HUD.Logger.Info(System.Exception,System.String)">
            <inheritdoc cref="M:NLog.Logger.Info(System.Exception,System.String)"/>
        </member>
        <member name="M:Blish_HUD.Logger.Info(System.Exception,System.String,System.Object[])">
            <inheritdoc cref="M:NLog.Logger.Info(System.Exception,System.String,System.Object[])"/>
        </member>
        <member name="M:Blish_HUD.Logger.Warn(System.String)">
            <inheritdoc cref="M:NLog.Logger.Warn(System.String)"/>
        </member>
        <member name="M:Blish_HUD.Logger.Warn(System.String,System.Object[])">
            <inheritdoc cref="M:NLog.Logger.Warn(System.String,System.Object[])"/>
        </member>
        <member name="M:Blish_HUD.Logger.Warn(System.Exception,System.String)">
            <inheritdoc cref="M:NLog.Logger.Warn(System.Exception,System.String)"/>
        </member>
        <member name="M:Blish_HUD.Logger.Warn(System.Exception,System.String,System.Object[])">
            <inheritdoc cref="M:NLog.Logger.Warn(System.Exception,System.String,System.Object[])"/>
        </member>
        <member name="M:Blish_HUD.Logger.Error(System.String)">
            <inheritdoc cref="M:NLog.Logger.Error(System.String)"/>
        </member>
        <member name="M:Blish_HUD.Logger.Error(System.String,System.Object[])">
            <inheritdoc cref="M:NLog.Logger.Error(System.String,System.Object[])"/>
        </member>
        <member name="M:Blish_HUD.Logger.Error(System.Exception,System.String)">
            <inheritdoc cref="M:NLog.Logger.Error(System.Exception,System.String)"/>
        </member>
        <member name="M:Blish_HUD.Logger.Error(System.Exception,System.String,System.Object[])">
            <inheritdoc cref="M:NLog.Logger.Error(System.Exception,System.String,System.Object[])"/>
        </member>
        <member name="M:Blish_HUD.Logger.Fatal(System.String)">
            <inheritdoc cref="M:NLog.Logger.Fatal(System.String)"/>
        </member>
        <member name="M:Blish_HUD.Logger.Fatal(System.String,System.Object[])">
            <inheritdoc cref="M:NLog.Logger.Fatal(System.String,System.Object[])"/>
        </member>
        <member name="M:Blish_HUD.Logger.Fatal(System.Exception,System.String)">
            <inheritdoc cref="M:NLog.Logger.Fatal(System.Exception,System.String)"/>
        </member>
        <member name="M:Blish_HUD.Logger.Fatal(System.Exception,System.String,System.Object[])">
            <inheritdoc cref="M:NLog.Logger.Fatal(System.Exception,System.String,System.Object[])"/>
        </member>
        <member name="P:Blish_HUD.GameIntegrationService.Gw2Instance">
            <summary>
            Contains information and references about the attached Guild Wars 2 process.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegrationService.GfxSettings">
            <summary>
            Contains information pulled from the attached Guild Wars 2's in-game graphics settings (via GSA API file).
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegrationService.ClientType">
            <summary>
            Contains information about the attached Guild Wars 2's client type.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegrationService.Audio">
            <summary>
            Contains information about the attached Guild War 2's volume level based on the users selected audio settings.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegrationService.TacO">
            <summary>
            Contains information about any running TacO processes.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegrationService.WinForms">
            <summary>
            Contains our own WinForm integrations.
            </summary>
        </member>
        <member name="T:Blish_HUD.GameIntegrationService.IGameChat">
            <summary>
            Methods related to interaction with the in-game chat.
            </summary>
        </member>
        <member name="M:Blish_HUD.GameIntegrationService.IGameChat.Send(System.String)">
            <summary>
            Sends a message to the chat.
            </summary>
        </member>
        <member name="M:Blish_HUD.GameIntegrationService.IGameChat.Paste(System.String)">
            <summary>
            Adds a string to the input field.
            </summary>
        </member>
        <member name="M:Blish_HUD.GameIntegrationService.IGameChat.GetInputText">
            <summary>
            Returns the current string in the input field.
            </summary>
        </member>
        <member name="M:Blish_HUD.GameIntegrationService.IGameChat.Clear">
            <summary>
            Clears the input field.
            </summary>
        </member>
        <member name="T:Blish_HUD.GameIntegrationService.GameChat">
            <inheritdoc/>
        </member>
        <member name="M:Blish_HUD.GameIntegrationService.GameChat.Send(System.String)">
            <inheritdoc/>
        </member>
        <member name="M:Blish_HUD.GameIntegrationService.GameChat.Paste(System.String)">
            <inheritdoc/>
        </member>
        <member name="M:Blish_HUD.GameIntegrationService.GameChat.GetInputText">
            <inheritdoc/>
        </member>
        <member name="M:Blish_HUD.GameIntegrationService.GameChat.Clear">
            <inheritdoc/>
        </member>
        <member name="P:Blish_HUD.GameIntegration.AudioIntegration.Volume">
            <summary>
            This either provides  an estimated volume level for the application
            based on the volumes levels exhibited by the game
            or
            the set volume in settings.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegration.AudioIntegration.AudioDevice">
            <summary>
            Current used AudioDevice. This either the same as GW2 is using
            or the selected one in the settings.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegration.GfxSettingsIntegration.IsAvailable">
            <summary>
            Indicates that we've successfully read and parsed the contents of the GFXSettings.Gw2-64.exe.xml file.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegration.GfxSettingsIntegration.EffectLod">
            <summary>
            Indicates the value of the in-game setting "Effect LOD" which is described in game as:
            "Limit detail of particle effects."
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegration.GfxSettingsIntegration.HighResCharacter">
            <summary>
            Indicates the value of the in-game setting "High-Res Character Textures" which is described in game as:
            "Enables high-resolution textures for NPCs and other player character modules.  Requires a map change to take effect."
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegration.GfxSettingsIntegration.BestTextureFiltering">
            <summary>
            Indicates the value of the in-game setting "Best Texture Filtering" which is described in game as:
            "Override the default texture filtering to use the best."
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegration.GfxSettingsIntegration.DepthBlur">
            <summary>
            Indicates the value of the in-game setting "Depth Blur" which is described in game as:
            "Enables depth blurring effects for a stylized appearance on distance objects."
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegration.GfxSettingsIntegration.VerticalSync">
            <summary>
            Indicates the value of the in-game setting "Vertical Sync" which is described in game as:
            "Forces the framerate to syncrhronize with the monitor's refresh rate.  Helps elimiate tearing artifacts but can result in artificually low framerates."
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegration.GfxSettingsIntegration.DpiScaling">
            <summary>
            Indicates the value of the in-game setting "DPI Scaling" which is described in game as:
            "Enables additional scaling of the UI according to your system settings."
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegration.Gw2InstanceIntegration.Gw2IsRunning">
            <summary>
            Indicates that Guild Wars 2 is running and that Blish HUD is actively attached to it.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegration.Gw2InstanceIntegration.Gw2HasFocus">
            <summary>
            Indicates if Guild Wars 2 is the focused foreground window.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegration.Gw2InstanceIntegration.Gw2WindowHandle">
            <summary>
            The active Guild Wars 2 process' window handle or <c>IntPtr.Zero</c> if none.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegration.Gw2InstanceIntegration.Gw2ExecutablePath">
            <summary>
            The path to the Guild Wars 2 executable.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegration.Gw2InstanceIntegration.IsInGame">
            <summary>
            Indicates if we are actively in game.  If <c>false</c> it indicate that
            we're on a loading screen, in a cinamatic, or on the character selection screen.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegration.Gw2InstanceIntegration.IsSteamVersion">
            <summary>
            Indicates if the Guild Wars 2 instance is likely a Steam copy of the game.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegration.Gw2InstanceIntegration.AppDataPath">
            <summary>
            Indicates the associated AppData path used by the active Guild Wars 2 instance.
            Primarily used when the user is multiboxing and the appdata directory could be changed.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegration.Gw2InstanceIntegration.CommandLine">
            <summary>
            The full command line of the current Guild Wars 2 process.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegration.Gw2InstanceIntegration.GraphicsApi">
            <summary>
            Indicates what graphics API Guild Wars 2 is actively using.
            </summary>
        </member>
        <member name="F:Blish_HUD.GameIntegration.Gw2Instance.Gw2GraphicsApi.Unknown">
            <summary>
            Indicates that the graphics API used could not be detected or that the main game window hasn't been opened yet.
            </summary>
        </member>
        <member name="F:Blish_HUD.GameIntegration.Gw2Instance.Gw2GraphicsApi.DX9">
            <summary>
            Indicates that Guild Wars 2 is running with DirectX 9 enabled.
            </summary>
        </member>
        <member name="F:Blish_HUD.GameIntegration.Gw2Instance.Gw2GraphicsApi.DX11">
            <summary>
            Indicates that Guild Wars 2 is running with DirectX 11 enabled.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegration.TacOIntegration.TacOIsRunning">
            <summary>
            <c>True</c> if the TacO process has been found running.
            </summary>
        </member>
        <member name="P:Blish_HUD.GameIntegration.WinFormsIntegration.TrayIconMenu">
            <summary>
            The menu displayed when the tray icon is right-clicked.
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "M:Blish_HUD.GraphicsService.QueueMainThreadRender(System.Action{Microsoft.Xna.Framework.Graphics.GraphicsDevice})" -->
        <member name="M:Blish_HUD.GraphicsService.LendGraphicsDevice(System.Boolean)">
            <summary>
            Provides exclusive and locked access to the <see cref="P:Blish_HUD.GraphicsService.GraphicsDevice"/>. This
            method blocks until the device is available and will yield to higher priority
            lend requests. Core lend requests receive priority over these requests.  Once
            done with the <see cref="P:Blish_HUD.GraphicsService.GraphicsDevice"/> unlock it with <see cref="M:Blish_HUD.GraphicsService.ReturnGraphicsDevice(System.Boolean)"/>.
            </summary>
            <param name="highPriority">
            If <c>true</c> then this thread will return as soon as the <see cref="P:Blish_HUD.GraphicsService.GraphicsDevice"/>
            becomes available - ahead of all low priority lend requests.
            </param>
        </member>
        <member name="M:Blish_HUD.GraphicsService.LendGraphicsDevice">
            <summary>
            Provides exclusive and locked access to the <see cref="P:Blish_HUD.GraphicsService.GraphicsDevice"/>. This
            method blocks until the device is available and will yield to higher priority
            lend requests. Core lend requests receive priority over these requests.  Once
            done with the <see cref="P:Blish_HUD.GraphicsService.GraphicsDevice"/> unlock it with <see cref="M:Blish_HUD.GraphicsService.ReturnGraphicsDevice(System.Boolean)"/>.
            </summary>
        </member>
        <member name="M:Blish_HUD.GraphicsService.LendGraphicsDeviceContext">
            <summary>
            Provides exclusive and locked access to the <see cref="T:Microsoft.Xna.Framework.Graphics.GraphicsDevice"/>. This
            method blocks until the device is available and will yield to higher priority
            lend requests. Core lend requests receive priority over these requests.
            The returned <see cref="T:Blish_HUD.Graphics.GraphicsDeviceContext"/> should be disposed of either
            via a <see langword="using"/> statement, or by calling
            <see cref="M:Blish_HUD.Graphics.GraphicsDeviceContext.Dispose"/> directly.
            </summary>
        </member>
        <member name="M:Blish_HUD.GraphicsService.LendGraphicsDeviceContext(System.Boolean)">
            <summary>
            Provides exclusive and locked access to the <see cref="T:Microsoft.Xna.Framework.Graphics.GraphicsDevice"/>. This
            method blocks until the device is available and will yield to higher priority
            lend requests. Core lend requests receive priority over these requests.
            The returned <see cref="T:Blish_HUD.Graphics.GraphicsDeviceContext"/> should be disposed of either
            via a <see langword="using"/> statement, or by calling
            <see cref="M:Blish_HUD.Graphics.GraphicsDeviceContext.Dispose"/> directly.
            </summary>
            <param name="highPriority">
            If <see langword="true"/> then this thread will return as soon as the <see cref="P:Blish_HUD.Graphics.GraphicsDeviceContext.GraphicsDevice"/>
            becomes available - ahead of all low priority lend requests.
            </param>
        </member>
        <member name="M:Blish_HUD.GraphicsService.ReturnGraphicsDevice(System.Boolean)">
            <summary>
            Unlocks access to the <see cref="P:Blish_HUD.GraphicsService.GraphicsDevice"/>.  You must call this after <see cref="M:Blish_HUD.GraphicsService.LendGraphicsDevice(System.Boolean)"/>.
            </summary>
        </member>
        <member name="M:Blish_HUD.Graphics.GraphicsDeviceContext.#ctor(Blish_HUD.GraphicsService,System.Boolean)">
            <summary>
            Constructs a new graphics device context, that automatically
            calls <see cref="M:Blish_HUD.GraphicsService.LendGraphicsDevice(System.Boolean)"/> on creation
            and <see cref="M:Blish_HUD.GraphicsService.ReturnGraphicsDevice(System.Boolean)"/> when disposed.
            </summary>
            <param name="service">The graphics service instance to use.</param>
            <param name="highPriority">A value indicating whether to acquire a high priority instance.</param>
        </member>
        <member name="P:Blish_HUD.Graphics.GraphicsDeviceContext.GraphicsDevice">
            <summary>
            Get the GraphicsDevice associated with this context.
            </summary>
        </member>
        <member name="M:Blish_HUD.Graphics.GraphicsDeviceContext.Dispose">
            <summary>
            Disposes of this graphics context, calling <see cref="M:Blish_HUD.GraphicsService.ReturnGraphicsDevice(System.Boolean)"/>
            </summary>
        </member>
        <member name="M:Blish_HUD.Graphics.SharedEffect.#ctor(Microsoft.Xna.Framework.Graphics.Effect)">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Graphics.SharedEffect.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Byte[])">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Graphics.SharedEffect.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Byte[],System.Int32,System.Int32)">
            <inheritdoc />
        </member>
        <member name="T:Blish_HUD.Graphics.UI.IPresenter">
            <summary>
            Implements the presenter logic used to update an <see cref="T:Blish_HUD.Graphics.UI.IView"/> based on a model.
            </summary>
        </member>
        <member name="M:Blish_HUD.Graphics.UI.IPresenter.DoLoad(System.IProgress{System.String})">
            <summary>
            The time to load anything that will be needed for the <see cref="T:Blish_HUD.Graphics.UI.IPresenter"/>.
            This runs just before the <see cref="T:Blish_HUD.Graphics.UI.IView"/> has loaded.
            </summary>
            <param name="progress">If reported to, will show the loading status in the <see cref="T:Blish_HUD.Controls.ViewContainer"/>.</param>
            <returns>A <c>bool</c> indicating if the <see cref="T:Blish_HUD.Graphics.UI.IPresenter"/> loaded successfully or not.</returns>
        </member>
        <member name="M:Blish_HUD.Graphics.UI.IPresenter.DoUpdateView">
            <summary>
            Runs after the <see cref="T:Blish_HUD.Graphics.UI.IView"/> has been built for the first time.
            This is a good time to update the view to match the model state.
            </summary>
        </member>
        <member name="M:Blish_HUD.Graphics.UI.IPresenter.DoUnload">
            <summary>
            Unload any resources that need to be manually unloaded
            as this <see cref="T:Blish_HUD.Graphics.UI.IPresenter"/> will no longer be used.
            </summary>
        </member>
        <member name="T:Blish_HUD.Graphics.UI.IPresenter`1">
            <inheritdoc cref="T:Blish_HUD.Graphics.UI.IPresenter"/>
            <typeparam name="TView">The type of <see cref="T:Blish_HUD.Graphics.UI.IView"/> that will be presented to.</typeparam>
        </member>
        <member name="P:Blish_HUD.Graphics.UI.IPresenter`1.View">
            <summary>
            The <see cref="T:Blish_HUD.Graphics.UI.IView"/> this <see cref="T:Blish_HUD.Graphics.UI.IPresenter`1"/> will be presenting to.
            </summary>
        </member>
        <member name="T:Blish_HUD.Graphics.UI.IView">
            <summary>
            Implements a view which will display some kind of UI.
            </summary>
        </member>
        <member name="E:Blish_HUD.Graphics.UI.IView.Loaded">
            <summary>
            Occurs once the <see cref="T:Blish_HUD.Graphics.UI.IView"/> and the <see cref="T:Blish_HUD.Graphics.UI.IPresenter"/> have loaded.
            </summary>
        </member>
        <member name="E:Blish_HUD.Graphics.UI.IView.Built">
            <summary>
            Occurs once the <see cref="T:Blish_HUD.Graphics.UI.IView"/> has built its UI.
            </summary>
        </member>
        <member name="E:Blish_HUD.Graphics.UI.IView.Unloaded">
            <summary>
            Occurs once the <see cref="T:Blish_HUD.Graphics.UI.IView"/> and the <see cref="T:Blish_HUD.Graphics.UI.IPresenter"/> have unloaded.
            </summary>
        </member>
        <member name="M:Blish_HUD.Graphics.UI.IView.DoLoad(System.IProgress{System.String})">
            <summary>
            The time to load anything that will be needed for the <see cref="T:Blish_HUD.Graphics.UI.IView"/>.
            This runs just after the <see cref="T:Blish_HUD.Graphics.UI.IPresenter"/> has loaded.
            </summary>
            <param name="progress">If reported to, will show the loading status in the <see cref="T:Blish_HUD.Controls.ViewContainer"/>.</param>
            <returns>A <c>bool</c> indicating if the <see cref="T:Blish_HUD.Graphics.UI.IView"/> loaded successfully or not.</returns>
        </member>
        <member name="M:Blish_HUD.Graphics.UI.IView.DoBuild(Blish_HUD.Controls.Container)">
            <summary>
            Builds out the UI components utilized by this <see cref="T:Blish_HUD.Graphics.UI.IView"/>.
            </summary>
            <param name="buildPanel">The destination <see cref="T:Blish_HUD.Controls.Container"/> (<see cref="T:Blish_HUD.Controls.IViewContainer"/>) this <see cref="T:Blish_HUD.Graphics.UI.IView"/> will be shown in.</param>
        </member>
        <member name="M:Blish_HUD.Graphics.UI.IView.DoUnload">
            <summary>
            Unload any resources that need to be manually unloaded
            as this <see cref="T:Blish_HUD.Graphics.UI.IView"/> will no longer be used.
            </summary>
        </member>
        <member name="T:Blish_HUD.Graphics.UI.NullPresenter">
            <summary>
            A presenter which does not manage a model or the view.
            </summary>
        </member>
        <member name="P:Blish_HUD.Graphics.UI.Presenter`2.View">
            <inheritdoc cref="P:Blish_HUD.Graphics.UI.IPresenter`1.View"/>
        </member>
        <member name="P:Blish_HUD.Graphics.UI.Presenter`2.Model">
            <summary>
            The model this <see cref="T:Blish_HUD.Graphics.UI.Presenter`2"/> will use to determine
            how to present to the <see cref="P:Blish_HUD.Graphics.UI.Presenter`2.View"/>.
            </summary>
        </member>
        <member name="M:Blish_HUD.Graphics.UI.Presenter`2.DoLoad(System.IProgress{System.String})">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Graphics.UI.Presenter`2.DoUpdateView">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Graphics.UI.Presenter`2.DoUnload">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Graphics.UI.Presenter`2.Load(System.IProgress{System.String})">
            <inheritdoc cref="M:Blish_HUD.Graphics.UI.IPresenter.DoLoad(System.IProgress{System.String})"/>
        </member>
        <member name="M:Blish_HUD.Graphics.UI.Presenter`2.UpdateView">
            <inheritdoc cref="M:Blish_HUD.Graphics.UI.IPresenter.DoUpdateView"/>
        </member>
        <member name="M:Blish_HUD.Graphics.UI.Presenter`2.Unload">
            <inheritdoc cref="M:Blish_HUD.Graphics.UI.IPresenter.DoUnload"/>
        </member>
        <member name="E:Blish_HUD.Gw2MumbleService.IsAvailableChanged">
            <summary>
            Fires when the availability status changes.
            </summary>
        </member>
        <member name="P:Blish_HUD.Gw2MumbleService.RawClient">
            <inheritdoc cref="T:Gw2Sharp.Mumble.Gw2MumbleClient"/>
        </member>
        <member name="P:Blish_HUD.Gw2MumbleService.Info">
            <summary>
            Provides information about the Mumble connection and about the game instance in realtime.
            </summary>
        </member>
        <member name="P:Blish_HUD.Gw2MumbleService.PlayerCharacter">
            <summary>
            Provides data about the active player's character in realtime.
            </summary>
        </member>
        <member name="P:Blish_HUD.Gw2MumbleService.PlayerCamera">
            <summary>
            Provides data about the active player's camera in realtime.
            </summary>
        </member>
        <member name="P:Blish_HUD.Gw2MumbleService.UI">
            <summary>
            Provides data about the in-game UI state in realtime.
            </summary>
        </member>
        <member name="P:Blish_HUD.Gw2MumbleService.CurrentMap">
            <summary>
            Provides data about the map the player is currently on in realtime.
            </summary>
        </member>
        <member name="P:Blish_HUD.Gw2MumbleService.IsAvailable">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.IsAvailable"/>
        </member>
        <member name="E:Blish_HUD.Gw2Mumble.CurrentMap.MapChanged">
            <summary>
            Fires when the in-game map changes.
            </summary>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.CurrentMap.Id">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.MapId"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.CurrentMap.Type">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.MapType"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.CurrentMap.IsCompetitiveMode">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.IsCompetitiveMode"/>
        </member>
        <member name="E:Blish_HUD.Gw2Mumble.Info.BuildIdChanged">
            <summary>
            Fires when the build ID reported by the Mumble API changes.
            </summary>
        </member>
        <member name="E:Blish_HUD.Gw2Mumble.Info.IsGameFocusedChanged">
            <summary>
            Fires when the Guild Wars 2 application receives or loses focus.
            </summary>
        </member>
        <member name="E:Blish_HUD.Gw2Mumble.Info.ProcessIdChanged">
            <summary>
            Fires when the process ID of the active Guild Wars 2 window changes.
            </summary>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.Info.BuildId">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.BuildId"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.Info.IsGameFocused">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.DoesGameHaveFocus"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.Info.ServerAddress">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.ServerAddress"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.Info.ServerPort">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.ServerPort"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.Info.ShardId">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.ShardId"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.Info.Version">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.Version"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.Info.ProcessId">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.ProcessId"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.PlayerCamera.Position">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.CameraPosition"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.PlayerCamera.Forward">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.CameraFront"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.PlayerCamera.FieldOfView">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.FieldOfView"/>
        </member>
        <member name="E:Blish_HUD.Gw2Mumble.PlayerCharacter.NameChanged">
            <summary>
            Fires when the current character's name changes such as when the player switches to a different character.
            </summary>
        </member>
        <member name="E:Blish_HUD.Gw2Mumble.PlayerCharacter.SpecializationChanged">
            <summary>
            Fires when the current character's specialization changes.
            </summary>
        </member>
        <member name="E:Blish_HUD.Gw2Mumble.PlayerCharacter.IsCommanderChanged">
            <summary>
            Fires when the current character starts or stops being a Commander.
            </summary>
        </member>
        <member name="E:Blish_HUD.Gw2Mumble.PlayerCharacter.IsInCombatChanged">
            <summary>
            Fires when the current character enters or leaves combat.
            </summary>
        </member>
        <member name="E:Blish_HUD.Gw2Mumble.PlayerCharacter.CurrentMountChanged">
            <summary>
            Fires when the current characters mounts or dismounts.
            </summary>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.PlayerCharacter.Position">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.AvatarPosition"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.PlayerCharacter.Forward">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.AvatarFront"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.PlayerCharacter.Name">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.CharacterName"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.PlayerCharacter.Profession">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.Profession"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.PlayerCharacter.Race">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.Race"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.PlayerCharacter.Specialization">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.Specialization"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.PlayerCharacter.TeamColorId">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.TeamColorId"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.PlayerCharacter.IsCommander">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.IsCommander"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.PlayerCharacter.IsInCombat">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.IsInCombat"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.PlayerCharacter.CurrentMount">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.Mount"/>
        </member>
        <member name="E:Blish_HUD.Gw2Mumble.UI.CompassSizeChanged">
            <summary>
            Fires when the user changes the compass size.
            </summary>
        </member>
        <member name="E:Blish_HUD.Gw2Mumble.UI.IsCompassRotationEnabledChanged">
            <summary>
            Fires when the user toggles compass rotation.
            </summary>
        </member>
        <member name="E:Blish_HUD.Gw2Mumble.UI.IsCompassTopRightChanged">
            <summary>
            Fires when the user moves the compass between the top-right and the bottom-right.
            </summary>
        </member>
        <member name="E:Blish_HUD.Gw2Mumble.UI.IsTextInputFocusedChanged">
            <summary>
            Fires when the player selects or deselects a Guild Wars 2 text field (chat bar, search, etc.).
            </summary>
        </member>
        <member name="E:Blish_HUD.Gw2Mumble.UI.IsMapOpenChanged">
            <summary>
            Fires when the world map is opened or closed.
            </summary>
        </member>
        <member name="E:Blish_HUD.Gw2Mumble.UI.UISizeChanged">
            <summary>
            Fires when the user changes their in-game interface size.
            </summary>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.UI.CompassSize">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.Compass"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.UI.CompassRotation">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.CompassRotation"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.UI.IsCompassRotationEnabled">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.IsCompassRotationEnabled"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.UI.IsCompassTopRight">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.IsCompassTopRight"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.UI.IsMapOpen">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.IsMapOpen"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.UI.MapCenter">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.MapCenter"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.UI.MapScale">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.MapScale"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.UI.MapPosition">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.PlayerLocationMap"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.UI.IsTextInputFocused">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.DoesAnyInputHaveFocus"/>
        </member>
        <member name="P:Blish_HUD.Gw2Mumble.UI.UISize">
            <inheritdoc cref="P:Gw2Sharp.Mumble.IGw2MumbleClient.UiSize"/>
        </member>
        <member name="P:Blish_HUD.Gw2WebApi.TokenBucket.MaxTokens">
            <summary>
            The maximum number of tokens in the bucket.
            </summary>
            <remarks>
            Also represents the maximum burst.
            </remarks>
        </member>
        <member name="P:Blish_HUD.Gw2WebApi.TokenBucket.Tokens">
            <summary>
            How many tokens are currently available in the <see cref="T:Blish_HUD.Gw2WebApi.TokenBucket"/>.
            </summary>
            <remarks>
            Tokens can be negative if there are multiple calls attempting to be made after all tokens have been exhausted and represents a token debt.
            </remarks>
        </member>
        <member name="P:Blish_HUD.Gw2WebApi.TokenBucket.RefillAmount">
            <summary>
            The number of tokens added to the bucket each second.
            </summary>
        </member>
        <member name="P:Blish_HUD.InputService.Mouse">
            <summary>
            Provides details about the current mouse state.
            </summary>
        </member>
        <member name="P:Blish_HUD.InputService.Keyboard">
            <summary>
            Provides details about the current keyboard state.
            </summary>
        </member>
        <member name="T:Blish_HUD.Input.KeyBinding">
            <summary>
            Allows for actions to be ran as the result of a provided key combination.
            </summary>
        </member>
        <member name="E:Blish_HUD.Input.KeyBinding.BindingChanged">
            <summary>
            Fires when the keys of the <see cref="T:Blish_HUD.Input.KeyBinding"/> are changed.
            </summary>
        </member>
        <member name="E:Blish_HUD.Input.KeyBinding.Activated">
            <summary>
            Fires when the <see cref="T:Blish_HUD.Input.KeyBinding"/> is triggered.
            </summary>
        </member>
        <member name="P:Blish_HUD.Input.KeyBinding.PrimaryKey">
            <summary>
            The primary key in the binding.
            </summary>
        </member>
        <member name="P:Blish_HUD.Input.KeyBinding.ModifierKeys">
            <summary>
            Any combination of <see cref="P:Blish_HUD.Input.KeyBinding.ModifierKeys"/> required to be pressed
            in addition to the <see cref="P:Blish_HUD.Input.KeyBinding.PrimaryKey"/> for the <see cref="T:Blish_HUD.Input.KeyBinding"/> to fire.
            </summary>
        </member>
        <member name="P:Blish_HUD.Input.KeyBinding.Enabled">
            <summary>
            If <c>true</c>, the <see cref="T:Blish_HUD.Input.KeyBinding"/> will be enabled and can be triggered by
            the specified key combinations.
            </summary>
        </member>
        <member name="P:Blish_HUD.Input.KeyBinding.BlockSequenceFromGw2">
            <summary>
            If <c>true</c>, the <see cref="P:Blish_HUD.Input.KeyBinding.PrimaryKey"/> is not sent to the game when it is
            the final key pressed in the keybinding sequence.
            </summary>
        </member>
        <member name="P:Blish_HUD.Input.KeyBinding.IsTriggering">
            <summary>
            Indicates if the <see cref="T:Blish_HUD.Input.KeyBinding"/> is actively triggered.
            If triggered with <see cref="M:Blish_HUD.Input.KeyBinding.ManuallyTrigger"/>(), this
            will report <c>true</c> for only a single frame.
            </summary>
        </member>
        <member name="P:Blish_HUD.Input.KeyBinding.IgnoreWhenInTextField">
            <summary>
            If <c>true</c>, then the <see cref="T:Blish_HUD.Input.KeyBinding"/> will not trigger when the user is in an in-game or Blish HUD text field.
            </summary>
        </member>
        <member name="M:Blish_HUD.Input.KeyBinding.GetBindingDisplayText">
            <summary>
            Gets a display string representing the <see cref="T:Blish_HUD.Input.KeyBinding"/> suitable
            for display in the UI.
            </summary>
        </member>
        <member name="M:Blish_HUD.Input.KeyBinding.ManuallyTrigger">
            <summary>
            Manually triggers the actions bound to this <see cref="T:Blish_HUD.Input.KeyBinding"/>.
            </summary>
        </member>
        <member name="P:Blish_HUD.Input.KeyboardEventArgs.EventType">
            <summary>
            The type of keyboard event.
            </summary>
        </member>
        <member name="P:Blish_HUD.Input.KeyboardEventArgs.Key">
            <summary>
            The key that triggered the event.
            </summary>
        </member>
        <member name="F:Blish_HUD.Input.KeyboardEventType.KeyDown">
            <summary>
            A key was pressed.
            </summary>
        </member>
        <member name="F:Blish_HUD.Input.KeyboardEventType.KeyUp">
            <summary>
            A key was released.
            </summary>
        </member>
        <member name="E:Blish_HUD.Input.KeyboardHandler.KeyPressed">
            <summary>
            Occurs when a key is pressed down.
            </summary>
        </member>
        <member name="E:Blish_HUD.Input.KeyboardHandler.KeyReleased">
            <summary>
            Occurs when a key is released.
            </summary>
        </member>
        <member name="E:Blish_HUD.Input.KeyboardHandler.KeyStateChanged">
            <summary>
            Occurs when the state of any key changes.
            </summary>
        </member>
        <member name="P:Blish_HUD.Input.KeyboardHandler.State">
            <summary>
            The current state of the keyboard.
            </summary>
        </member>
        <member name="P:Blish_HUD.Input.KeyboardHandler.ActiveModifiers">
            <summary>
            A <see cref="T:Microsoft.Xna.Framework.Input.ModifierKeys"/> flag indicating the acting
            modifier keys (Ctrl, Alt, or Shift) being pressed.
            </summary>
        </member>
        <member name="P:Blish_HUD.Input.KeyboardHandler.KeysDown">
            <summary>
            A list of keys currently being pressed down.
            </summary>
        </member>
        <member name="M:Blish_HUD.Input.KeyboardHandler.TextFieldIsActive">
            <summary>
            Returns <c>true</c> if either an in-game Textbox or Blish HUD text field is active.
            </summary>
        </member>
        <member name="M:Blish_HUD.Input.KeysUtil.ModifierKeyFromKey(Microsoft.Xna.Framework.Input.Keys)">
            <summary>
            Returns the <see cref="T:Microsoft.Xna.Framework.Input.ModifierKeys"/> that represents the provided <see cref="T:Microsoft.Xna.Framework.Input.Keys"/> value.
            </summary>
        </member>
        <member name="M:Blish_HUD.Input.KeysUtil.ModifiersFromKeys(System.Collections.Generic.IEnumerable{Microsoft.Xna.Framework.Input.Keys})">
            <summary>
            Returns the <see cref="T:Microsoft.Xna.Framework.Input.ModifierKeys"/> found in an <see cref="T:System.Linq.Enumerable"/> of <see cref="T:Microsoft.Xna.Framework.Input.Keys"/>.
            </summary>
        </member>
        <member name="M:Blish_HUD.Input.KeysUtil.GetFriendlyName(Microsoft.Xna.Framework.Input.Keys)">
            <summary>
            Returns the friendly display name of the provided <see cref="T:Microsoft.Xna.Framework.Input.Keys"/> value.
            </summary>
        </member>
        <member name="M:Blish_HUD.Input.KeysUtil.GetFriendlyName(Microsoft.Xna.Framework.Input.ModifierKeys,Microsoft.Xna.Framework.Input.Keys)">
            <summary>
            Gets a display string representing a <see cref="T:Microsoft.Xna.Framework.Input.ModifierKeys"/> and
            <see cref="T:Microsoft.Xna.Framework.Input.Keys"/> pair suitable for display in the UI.
            </summary>
        </member>
        <member name="M:Blish_HUD.Input.KeysUtil.SplitToBindingPair(System.Collections.Generic.IEnumerable{Microsoft.Xna.Framework.Input.Keys})">
            <summary>
            Returns a flag indicating the set <see cref="T:Microsoft.Xna.Framework.Input.ModifierKeys"/> and the remaining <see cref="T:Microsoft.Xna.Framework.Input.Keys"/> value
            suitable for a <see cref="T:Blish_HUD.Input.KeyBinding"/> from an <see cref="T:System.Linq.Enumerable"/> of <see cref="T:Microsoft.Xna.Framework.Input.Keys"/>.
            </summary>
        </member>
        <member name="M:Blish_HUD.Input.TypedInputUtil.VkCodeToString(System.UInt32,System.Boolean)">
            <summary>
            Convert virtual-key code and keyboard state to unicode string
            </summary>
        </member>
        <member name="P:Blish_HUD.Input.MouseEventArgs.EventType">
            <summary>
            The type of mouse event.
            </summary>
        </member>
        <member name="P:Blish_HUD.Input.MouseEventArgs.MousePosition">
            <summary>
            The mouse position when the event was fired relative to the application and scaled to the UI size.
            </summary>
        </member>
        <member name="P:Blish_HUD.Input.MouseEventArgs.IsDoubleClick">
            <summary>
            Indicates if the click event is considered a double-click.
            </summary>
        </member>
        <member name="F:Blish_HUD.Input.MouseEventType.MouseMoved">
            <summary>
            Occurs when the mouse has moved.
            </summary>
        </member>
        <member name="F:Blish_HUD.Input.MouseEventType.LeftMouseButtonPressed">
            <summary>
            Occurs when the left-mouse button is pressed.
            </summary>
        </member>
        <member name="F:Blish_HUD.Input.MouseEventType.LeftMouseButtonReleased">
            <summary>
            Occurs when the left-mouse button is released.
            </summary>
        </member>
        <member name="F:Blish_HUD.Input.MouseEventType.RightMouseButtonPressed">
            <summary>
            Occurs when the right-mouse button is pressed.
            </summary>
        </member>
        <member name="F:Blish_HUD.Input.MouseEventType.RightMouseButtonReleased">
            <summary>
            Occurs when the right-mouse button is released.
            </summary>
        </member>
        <member name="F:Blish_HUD.Input.MouseEventType.MouseWheelScrolled">
            <summary>
            Occurs when the mouse-wheel is scrolled.
            </summary>
        </member>
        <member name="F:Blish_HUD.Input.MouseEventType.MouseEntered">
            <summary>
            Occurs when the mouse enters the bounds of the control.
            </summary>
            <remarks>
            Exclusive to mouse events on <see cref="N:Blish_HUD.Controls"/>.
            </remarks>
        </member>
        <member name="F:Blish_HUD.Input.MouseEventType.MouseLeft">
            <summary>
            Occurs when the mouse leaves the bounds of the control.
            </summary>
            <remarks>
            Exclusive to mouse events on <see cref="N:Blish_HUD.Controls"/>.
            </remarks>
        </member>
        <member name="P:Blish_HUD.Input.MouseHandler.Position">
            <summary>
            The current position of the mouse relative to the application.
            </summary>
        </member>
        <member name="P:Blish_HUD.Input.MouseHandler.State">
            <summary>
            The current state of the mouse.
            </summary>
        </member>
        <member name="P:Blish_HUD.Input.MouseHandler.CameraDragging">
            <summary>
            Indicates if the camera is being dragged.
            </summary>
        </member>
        <member name="P:Blish_HUD.Input.MouseHandler.ActiveControl">
            <summary>
            The <see cref="T:Blish_HUD.Controls.Control" /> that the mouse last moved over.
            </summary>
        </member>
        <member name="P:Blish_HUD.Input.MouseHandler.CursorIsVisible">
            <summary>
            Indicates if the hardware mouse is currently visible.  When <c>false</c>,
            this typically indicates that the user is rotating their camera or in action
            camera mode.
            </summary>
        </member>
        <member name="F:Blish_HUD.Input.WinApi.CursorInfo.CbSize">
            <summary>
            The caller must set this to Marshal.SizeOf(typeof(CURSORINFO))
            </summary>
        </member>
        <member name="P:Blish_HUD.ModuleService.ModulePkgRepoHandler">
            <summary>
            Access to repo management and state.
            </summary>
        </member>
        <member name="M:Blish_HUD.ModuleService.RegisterPackedModule(System.String)">
            <summary>
            Registers a packed (.bhm) module with the <see cref="T:Blish_HUD.ModuleService"/>.
            </summary>
        </member>
        <member name="M:Blish_HUD.ModuleService.UnregisterModule(Blish_HUD.Modules.ModuleManager)">
            <summary>
            Unregisters the module.
            </summary>
        </member>
        <member name="M:Blish_HUD.ModuleService.RegisterUnpackedModule(System.String)">
            <summary>
            Registers an unpacked module from a folder with the <see cref="T:Blish_HUD.ModuleService"/>.
            </summary>
        </member>
        <member name="M:Blish_HUD.Modules.Managers.ContentsManager.GetTexture(System.String)">
            <summary>
            Loads a <see cref="T:Microsoft.Xna.Framework.Graphics.Texture2D"/> from a file such as a PNG.
            </summary>
            <param name="texturePath">The path to the texture.</param>
        </member>
        <member name="M:Blish_HUD.Modules.Managers.ContentsManager.GetTexture(System.String,Microsoft.Xna.Framework.Graphics.Texture2D)">
            <summary>
            Loads a <see cref="T:Microsoft.Xna.Framework.Graphics.Texture2D"/> from a file such as a PNG. If the requested texture is inaccessible, the <see cref="!:fallbackTexture"/> will be returned.
            </summary>
            <param name="texturePath">The path to the texture.</param>
            <param name="fallbackTexture">An alternative <see cref="T:Microsoft.Xna.Framework.Graphics.Texture2D"/> to return if the requested texture is not found or is invalid.</param>
        </member>
        <member name="M:Blish_HUD.Modules.Managers.ContentsManager.GetEffect``1(System.String)">
            <summary>
            Loads a compiled shader in from a file as a <see cref="!:TEffect"/> that inherits from <see cref="T:Microsoft.Xna.Framework.Graphics.Effect"/>.
            </summary>
            <typeparam name="TEffect">A custom effect wrapper (similar to the function of <see cref="T:Microsoft.Xna.Framework.Graphics.BasicEffect"/>).</typeparam>
            <param name="effectPath">The path to the compiled shader.</param>
        </member>
        <member name="M:Blish_HUD.Modules.Managers.ContentsManager.GetEffect(System.String)">
            <summary>
            Loads a compiled shader in from a file as an <see cref="T:Microsoft.Xna.Framework.Graphics.Effect"/>.
            </summary>
            <param name="effectPath">The path to the compiled shader.</param>
        </member>
        <member name="M:Blish_HUD.Modules.Managers.ContentsManager.GetSound(System.String)">
            <summary>
            Loads a <see cref="T:Microsoft.Xna.Framework.Audio.SoundEffect"/> from a file.
            </summary>
            <param name="soundPath">The path to the sound file.</param>
        </member>
        <member name="M:Blish_HUD.Modules.Managers.ContentsManager.GetModel(System.String)">
            <summary>
            [NOT IMPLEMENTED] Loads a <see cref="T:Microsoft.Xna.Framework.Graphics.Model"/> from a file.
            </summary>
            <param name="modelPath">The path to the model.</param>
        </member>
        <member name="M:Blish_HUD.Modules.Managers.ContentsManager.GetFileStream(System.String)">
            <summary>
            Retrieves the stream of a file.
            </summary>
            <param name="filePath">The path to the file.</param>
        </member>
        <member name="M:Blish_HUD.Modules.Manifest.GetDetailedName">
            <summary>
            Gets the detailed name of the module suitable for displaying in logs.
            [ModuleName] ([ModuleNamespace] v[ModuleVersion])
            </summary>
        </member>
        <member name="M:Blish_HUD.Modules.Module.OnModuleLoaded(System.EventArgs)">
            <summary>
            Allows you to perform an action once your module has finished loading (once
            <see cref="M:Blish_HUD.Modules.Module.LoadAsync"/> has completed).  You must call "base.OnModuleLoaded(e)" at the
            end for the <see cref="E:Blish_HUD.Modules.Module.ModuleLoaded"/> event to fire.
            </summary>
        </member>
        <member name="M:Blish_HUD.Modules.Module.GetModuleErrorReason(System.Exception)">
            <summary>
                Builds a error reason for the module from the specified exception.
            </summary>
            <param name="ex">The exception to read to error reason from.</param>
            <returns>A string containing the error reasons.</returns>
        </member>
        <member name="M:Blish_HUD.Modules.Module.Initialize">
            <summary>
            Allows your module to perform any initialization it needs before starting to run.
            Please note that Initialize is NOT asynchronous and will block Blish HUD's update
            and render loop, so be sure to not do anything here that takes too long.
            </summary>
        </member>
        <member name="M:Blish_HUD.Modules.Module.DefineSettings(Blish_HUD.Settings.SettingCollection)">
            <summary>
            Define the settings you would like to use in your module.  Settings are persistent
            between updates to both Blish HUD and your module.
            </summary>
        </member>
        <member name="M:Blish_HUD.Modules.Module.GetSettingsView">
            <summary>
            The <see cref="T:Blish_HUD.Graphics.UI.IView"/> to display in the settings area of the module when it is enabled.
            By default, this is a <see cref="T:Blish_HUD.Settings.UI.Views.SettingsView"/> of your module settings.
            </summary>
        </member>
        <member name="M:Blish_HUD.Modules.Module.LoadAsync">
            <summary>
            Load content and more here. This call is asynchronous, so it is a good time to run
            any long running steps for your module including loading resources from file or ref.
            </summary>
        </member>
        <member name="M:Blish_HUD.Modules.Module.Update(Microsoft.Xna.Framework.GameTime)">
            <summary>
            Allows your module to run logic such as updating UI elements,
            checking for conditions, playing audio, calculating changes, etc.
            This method will block the primary Blish HUD loop, so any long
            running tasks should be executed on a separate thread to prevent
            slowing down the overlay.
            </summary>
        </member>
        <member name="M:Blish_HUD.Modules.Module.Unload">
            <summary>
            For a good module experience, your module should clean up ANY and ALL entities
            and controls that were created and added to either the World or SpriteScreen.
            Be sure to remove any tabs added to the Director window, CornerIcons, etc.
            </summary>
        </member>
        <member name="M:Blish_HUD.Modules.Module.Dispose">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Modules.Module.Finalize">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Modules.ModuleDependency.GetDependencyDetails">
            <summary>
            Calculates the current details of the dependency.
            </summary>
        </member>
        <member name="P:Blish_HUD.Modules.ModuleManager.AssemblyLoaded">
            <summary>
            Indicates that the modules assembly has been loaded into memory.
            </summary>
        </member>
        <member name="P:Blish_HUD.Modules.ModuleManager.IsModuleAssemblyStateDirty">
            <summary>
            Used to indicate if a different version of the assembly has previously
            been loaded preventing us from loading another of a different version.
            </summary>
        </member>
        <member name="P:Blish_HUD.Modules.ModuleManager.Enabled">
            <summary>
            Indicates if the module is currently enabled.
            </summary>
        </member>
        <member name="P:Blish_HUD.Modules.ModulePkgRepoHandler.PendingUpdates">
            <summary>
            All pending module updates applicable to the current version of Blish HUD.
            </summary>
        </member>
        <member name="P:Blish_HUD.Modules.ModulePkgRepoHandler.UnacknowledgedUpdates">
            <summary>
            Pending module updates which have not been acknowledged by the user.
            </summary>
        </member>
        <member name="P:Blish_HUD.Modules.ModulePkgRepoHandler.PkgRepos">
            <summary>
            The collection of repos which are available to look up modules.
            </summary>
        </member>
        <member name="F:Blish_HUD.Modules.ModuleRunState.Unloaded">
            <summary>
            The module is not loaded.
            </summary>
        </member>
        <member name="F:Blish_HUD.Modules.ModuleRunState.Loading">
            <summary>
            The module is currently still working to complete its initial <see cref="M:Blish_HUD.Modules.Module.LoadAsync"/>.
            </summary>
        </member>
        <member name="F:Blish_HUD.Modules.ModuleRunState.Loaded">
            <summary>
            The module has completed loading and is enabled.
            </summary>
        </member>
        <member name="F:Blish_HUD.Modules.ModuleRunState.Unloading">
            <summary>
            The module has been disabled and is currently unloading the resources it has.
            </summary>
        </member>
        <member name="F:Blish_HUD.Modules.ModuleRunState.FatalError">
            <summary>
            The module has experienced an error that it can not recover from.
            </summary>
        </member>
        <member name="P:Blish_HUD.Modules.UI.Views.ModulePermissionView.Editable">
            <summary>
            Determines whether the displayed permissions may be edited.
            </summary>
        </member>
        <member name="P:Blish_HUD.OverlayService.OverlayUpdateHandler">
            <summary>
            Details and processing for automatic self updates.
            </summary>
        </member>
        <member name="P:Blish_HUD.OverlayService.Exiting">
            <summary>
            Indicates that Blish HUD is actively attempting to exit.
            </summary>
        </member>
        <member name="M:Blish_HUD.OverlayService.QueueMainThreadUpdate(System.Action{Microsoft.Xna.Framework.GameTime})">
            <summary>
            Allows you to enqueue a call that will occur during the next time the update loop executes.
            </summary>
            <param name="call">A method accepting <see cref="T:Microsoft.Xna.Framework.GameTime" /> as a parameter.</param>
        </member>
        <member name="M:Blish_HUD.OverlayService.Exit">
            <summary>
            Instructs Blish HUD to unload and exit.
            </summary>
        </member>
        <member name="M:Blish_HUD.OverlayService.Restart">
            <summary>
            Instructs Blish HUD to unload and then restart.
            </summary>
        </member>
        <member name="P:Blish_HUD.Overlay.OverlayUpdateHandler.LastAcknowledgedRelease">
            <summary>
            The last update <see cref="T:SemVer.Version"/> that was acknowledged by the user.
            </summary>
        </member>
        <member name="P:Blish_HUD.Overlay.OverlayUpdateHandler.LatestRelease">
            <summary>
            The highest version release.  Will include prereleases only if <see cref="!:PrereleasesVisible"/> is <c>true</c>.
            </summary>
        </member>
        <member name="E:Blish_HUD.Settings.ISettingsMenuRegistrar.RegistrarListChanged">
            <summary>
            Occurs when the list of root menus is updated.
            </summary>
        </member>
        <member name="M:Blish_HUD.Settings.ISettingsMenuRegistrar.GetSettingMenus">
            <summary>
            Returns a list of all root level menu items for the settings menu.
            </summary>
        </member>
        <member name="M:Blish_HUD.Settings.ISettingsMenuRegistrar.GetMenuItemView(Blish_HUD.Controls.MenuItem)">
            <summary>
            Gets the view associated with a menu item.
            </summary>
        </member>
        <member name="M:Blish_HUD.Settings.SettingCollection.GetEnumerator">
            <inheritdoc />
        </member>
        <member name="M:Blish_HUD.Settings.SettingCollection.System#Collections#IEnumerable#GetEnumerator">
            <inheritdoc />
        </member>
        <member name="P:Blish_HUD.Settings.SettingEntry.EntryKey">
            <summary>
            The unique key used to identify the <see cref="T:Blish_HUD.Settings.SettingEntry"/> in the <see cref="T:Blish_HUD.Settings.SettingCollection"/>.
            </summary>
        </member>
        <member name="M:Blish_HUD.Settings.SettingEntry`1.#ctor(`0)">
            <summary>
            Creates a new <see cref="T:Blish_HUD.Settings.SettingEntry"/> of type <see cref="!:T"/>.
            </summary>
            <param name="value">The default value for the <see cref="T:Blish_HUD.Settings.SettingEntry`1"/> if a value has not yet been saved in the settings.</param>
        </member>
        <member name="T:Blish_HUD.Settings.UI.Views.SettingsMenuView">
            <summary>
            Typically used with a <see cref="T:Blish_HUD.Settings.UI.Presenters.SettingsMenuPresenter"/> to create
            a settings tab view where menu items can be registered.
            </summary>
        </member>
        <member name="M:Blish_HUD.Settings.SettingComplianceExtensions.GetComplianceRequisite(Blish_HUD.Settings.SettingEntry)">
            <summary>
            Returns the <see cref="T:Blish_HUD.Settings.IComplianceRequisite"/>s associated with a setting, if any have been specified.
            </summary>
        </member>
        <member name="M:Blish_HUD.Settings.SettingComplianceExtensions.SetDisabled(Blish_HUD.Settings.SettingEntry,System.Boolean)">
            <summary>
            Sets the setting to be disabled or enabled in the UI.
            </summary>
        </member>
        <member name="M:Blish_HUD.Settings.SettingComplianceExtensions.SetValidation``1(Blish_HUD.Settings.SettingEntry{``0},System.Func{``0,Blish_HUD.Settings.SettingValidationResult})">
            <summary>
            Sets the validation function used to indicate if the value is valid for the setting when changed via the UI.
            </summary>
        </member>
        <member name="M:Blish_HUD.Settings.SettingComplianceExtensions.SetRange(Blish_HUD.Settings.SettingEntry{System.Int32},System.Int32,System.Int32)">
            <summary>
            Sets the minimum and maximum <c>int</c> value a user can set the setting to from the UI.
            </summary>
        </member>
        <member name="M:Blish_HUD.Settings.SettingComplianceExtensions.SetRange(Blish_HUD.Settings.SettingEntry{System.Single},System.Single,System.Single)">
            <summary>
            Sets the minimum and maximum <c>float</c> value a user can set the setting to from the UI.
            </summary>
        </member>
        <member name="M:Blish_HUD.Settings.SettingComplianceExtensions.SetIncluded``1(Blish_HUD.Settings.SettingEntry{``0},``0[])">
            <summary>
            Limits the enum values a user can set the setting to in the UI to just the provided values.
            </summary>
        </member>
        <member name="M:Blish_HUD.Settings.SettingComplianceExtensions.SetExcluded``1(Blish_HUD.Settings.SettingEntry{``0},``0[])">
            <summary>
            Limits the enum values a user can set the setting to in the UI to anything except for the provided values.
            </summary>
        </member>
        <member name="P:Blish_HUD.Settings.SettingValidationResult.Valid">
            <summary>
            Indicates if the value provided for validation was valid.
            </summary>
        </member>
        <member name="P:Blish_HUD.Settings.SettingValidationResult.InvalidMessage">
            <summary>
            [NOT IMPLEMENTED] If <see cref="P:Blish_HUD.Settings.SettingValidationResult.Valid" /> is <c>false</c>, then this is the error message should be displayed to the user indicating the issue with the value.
            </summary>
        </member>
        <member name="T:Blish_HUD.Program">
            <summary>
            The main class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Program.IsMainThread">
            <summary>
            Indicates if the current thread is the main thread.
            </summary>
        </member>
        <member name="M:Blish_HUD.Program.Main(System.String[])">
            <summary>
            The main entry point for the application.
            </summary>
        </member>
        <member name="T:Blish_HUD.Properties.Resources">
            <summary>
              A strongly-typed resource class, for looking up localized strings, etc.
            </summary>
        </member>
        <member name="P:Blish_HUD.Properties.Resources.ResourceManager">
            <summary>
              Returns the cached ResourceManager instance used by this class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Properties.Resources.Culture">
            <summary>
              Overrides the current thread's CurrentUICulture property for all
              resource lookups using this strongly typed resource class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Properties.Resources.Ico2039771">
            <summary>
              Looks up a localized resource of type System.Drawing.Icon similar to (Icon).
            </summary>
        </member>
        <member name="T:Blish_HUD.Strings.Common">
            <summary>
              A strongly-typed resource class, for looking up localized strings, etc.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.Common.ResourceManager">
            <summary>
              Returns the cached ResourceManager instance used by this class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.Common.Culture">
            <summary>
              Overrides the current thread's CurrentUICulture property for all
              resource lookups using this strongly typed resource class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.Common.Action_Accept">
            <summary>
              Looks up a localized string similar to Accept.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.Common.Action_Cancel">
            <summary>
              Looks up a localized string similar to Cancel.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.Common.Action_Clear">
            <summary>
              Looks up a localized string similar to Clear.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.Common.Action_Exit">
            <summary>
              Looks up a localized string similar to Exit {0}.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.Common.Action_Restart">
            <summary>
              Looks up a localized string similar to Restart {0}.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.Common.Action_Retry">
            <summary>
              Looks up a localized string similar to Retry.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.Common.Action_Update">
            <summary>
              Looks up a localized string similar to Update.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.Common.Action_UpdateLater">
            <summary>
              Looks up a localized string similar to Update Later.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.Common.BlishHUD">
            <summary>
              Looks up a localized string similar to Blish HUD.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.Common.Instructions">
            <summary>
              Looks up a localized string similar to Instructions.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.Common.Options">
            <summary>
              Looks up a localized string similar to Options.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.Common.PlaceholderSearch">
            <summary>
              Looks up a localized string similar to Search....
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.Common.Unknown">
            <summary>
              Looks up a localized string similar to Unknown.
            </summary>
        </member>
        <member name="T:Blish_HUD.Strings.Controls">
            <summary>
              A strongly-typed resource class, for looking up localized strings, etc.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.Controls.ResourceManager">
            <summary>
              Returns the cached ResourceManager instance used by this class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.Controls.Culture">
            <summary>
              Overrides the current thread's CurrentUICulture property for all
              resource lookups using this strongly typed resource class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.Controls.InteractionIndicator_Interact">
            <summary>
              Looks up a localized string similar to Interact.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.Controls.InteractionInfo_Info">
            <summary>
              Looks up a localized string similar to Info.
            </summary>
        </member>
        <member name="T:Blish_HUD.Strings.GameServices.ContentService">
            <summary>
              A strongly-typed resource class, for looking up localized strings, etc.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ContentService.ResourceManager">
            <summary>
              Returns the cached ResourceManager instance used by this class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ContentService.Culture">
            <summary>
              Overrides the current thread's CurrentUICulture property for all
              resource lookups using this strongly typed resource class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ContentService.LoadingEntry">
            <summary>
              Looks up a localized string similar to Loading {0}.
            </summary>
        </member>
        <member name="T:Blish_HUD.Strings.GameServices.ContextsService">
            <summary>
              A strongly-typed resource class, for looking up localized strings, etc.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ContextsService.ResourceManager">
            <summary>
              Returns the cached ResourceManager instance used by this class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ContextsService.Culture">
            <summary>
              Overrides the current thread's CurrentUICulture property for all
              resource lookups using this strongly typed resource class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ContextsService.State_NotReady">
            <summary>
              Looks up a localized string similar to Not ready.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ContextsService.State_Success">
            <summary>
              Looks up a localized string similar to Succeeded.
            </summary>
        </member>
        <member name="T:Blish_HUD.Strings.GameServices.Contexts.Festivals">
            <summary>
              A strongly-typed resource class, for looking up localized strings, etc.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Contexts.Festivals.ResourceManager">
            <summary>
              Returns the cached ResourceManager instance used by this class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Contexts.Festivals.Culture">
            <summary>
              Overrides the current thread's CurrentUICulture property for all
              resource lookups using this strongly typed resource class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Contexts.Festivals.Festival_DragonBash">
            <summary>
              Looks up a localized string similar to Dragon Bash.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Contexts.Festivals.Festival_FestivalOfTheFourWinds">
            <summary>
              Looks up a localized string similar to Festival of the Four Winds.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Contexts.Festivals.Festival_Halloween">
            <summary>
              Looks up a localized string similar to Halloween.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Contexts.Festivals.Festival_LunarNewYear">
            <summary>
              Looks up a localized string similar to Lunar New Year.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Contexts.Festivals.Festival_SuperAdventureFestival">
            <summary>
              Looks up a localized string similar to Super Adventure Festival.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Contexts.Festivals.Festival_Wintersday">
            <summary>
              Looks up a localized string similar to Wintersday.
            </summary>
        </member>
        <member name="T:Blish_HUD.Strings.GameServices.DebugService">
            <summary>
              A strongly-typed resource class, for looking up localized strings, etc.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.DebugService.ResourceManager">
            <summary>
              Returns the cached ResourceManager instance used by this class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.DebugService.Culture">
            <summary>
              Overrides the current thread's CurrentUICulture property for all
              resource lookups using this strongly typed resource class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.DebugService.DebugSettingsSection">
            <summary>
              Looks up a localized string similar to Debug Settings.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.DebugService.Setting_AdditionalDebugDisplay_Description">
            <summary>
              Looks up a localized string similar to If enabled additional debug information will be displayed.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.DebugService.Setting_AdditionalDebugDisplay_DisplayName">
            <summary>
              Looks up a localized string similar to Show Additional Debug Data.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.DebugService.Setting_Debug_Locked_Description">
            <summary>
              Looks up a localized string similar to (Disabled because Blish HUD was started with --debug specified).
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.DebugService.Setting_DebugLogging_Description">
            <summary>
              Looks up a localized string similar to If enabled Blish HUD will create more verbose logfiles.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.DebugService.Setting_DebugLogging_DisplayName">
            <summary>
              Looks up a localized string similar to Enable Debug Logging.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.DebugService.Setting_FPSDisplay_Description">
            <summary>
              Looks up a localized string similar to If enabled Blish HUD will show how many FPS are currently rendered by the overlay.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.DebugService.Setting_FPSDisplay_DisplayName">
            <summary>
              Looks up a localized string similar to Show Blish HUD FPS.
            </summary>
        </member>
        <member name="T:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages">
            <summary>
              A strongly-typed resource class, for looking up localized strings, etc.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.ResourceManager">
            <summary>
              Returns the cached ResourceManager instance used by this class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.Culture">
            <summary>
              Overrides the current thread's CurrentUICulture property for all
              resource lookups using this strongly typed resource class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.ArcDpsSameDir_Description">
            <summary>
              Looks up a localized string similar to There is a custom &apos;d3d11.dll&apos; (e.g. ArcDPS) in the same directory as Blish HUD which will attempt to inject into Blish HUD and cause it to crash.  Please extract Blish HUD into a different folder..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.ArcDpsSameDir_Title">
            <summary>
              Looks up a localized string similar to Blish HUD Can&apos;t Run!.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.CfaBlocking_Description">
             <summary>
               Looks up a localized string similar to Blish HUD was actively blocked saving to &apos;{0}&apos; by what appears to Window&apos;s Controlled Folder Access feature.
            
            Please explicitly allow Blish HUD in your &quot;Controlled Folder Access&quot; settings or review the troubleshooting guide linked below..
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.CfaBlocking_Title">
            <summary>
              Looks up a localized string similar to Blish HUD Blocked!.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.ConflictingFullscreenSettings_Description">
             <summary>
               Looks up a localized string similar to Blish HUD has detected that you are running the game with DirectX 9 enabled while in fullscreen.  Blish HUD is unable to function in this configuration.  To resolve, either:
            
            1) Uncheck &quot;Enable DX9 Rendering (Deprecated)&quot; in your in-game graphics options.
            2) Set &quot;Resolution&quot; to &quot;Windowed Fullscreen&quot; or &quot;Window&quot;.
            
            You can reference the guide linked below for further assistance..
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.ConflictingFullscreenSettings_Title">
            <summary>
              Looks up a localized string similar to Conflicting Graphics Settings!.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.CoreUpdateFailed_Description">
             <summary>
               Looks up a localized string similar to Update to v{0} of Blish HUD failed.  Relaunch Blish HUD to try again.  The error was:
            
            {1}.
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.CoreUpdateFailed_Description_Timeout">
            <summary>
              Looks up a localized string similar to There are other instances of Blish HUD running.  Please close the other instances first and then run Blish HUD again to complete the update..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.CoreUpdateFailed_Title">
            <summary>
              Looks up a localized string similar to Update Failed!.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.FileSaveAccessDenied_Action_ToLoadSettings">
            <summary>
              Looks up a localized string similar to to load your settings.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.FileSaveAccessDenied_Action_ToSaveSettings">
            <summary>
              Looks up a localized string similar to to save your settings.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.FileSaveAccessDenied_Action_ToUpdate">
            <summary>
              Looks up a localized string similar to to update Blish HUD.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.FileSaveAccessDenied_Description">
             <summary>
               Looks up a localized string similar to Blish HUD was actively blocked saving to &apos;{0}&apos; {1}.
            
            This is typically due to an anti-virus blocking us or Window&apos;s Controlled Folder Access. Ensure that Blish HUD is explicitly marked as allowed by your anti-virus..
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.FileSaveAccessDenied_Title">
            <summary>
              Looks up a localized string similar to Blish HUD Was Blocked From Saving Data!.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.GenericUrl_Footer">
            <summary>
              Looks up a localized string similar to Check our &lt;a href=&quot;{0}&quot;&gt;troubleshooting guide&lt;/a&gt; for this issue or join our &lt;a href=&quot;{1}&quot;&gt;Discord 💢help channel&lt;/a&gt;..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.HttpAccessDenied_Description">
             <summary>
               Looks up a localized string similar to Something explicitly blocked us from making a web request {0}.
            
            If you have an anti-virus or third party firewall utility, please ensure that Blish HUD is manually excluded in its filters..
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.HttpAccessDenied_Title">
            <summary>
              Looks up a localized string similar to Web access blocked!.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.MissingRef_Description">
            <summary>
              Looks up a localized string similar to Blish HUD was unable to find the ref.dat file. When you download Blish HUD, be sure to extract all files from the zip and ensure they are within the same directory as Blish HUD.exe..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.MissingRef_Title">
            <summary>
              Looks up a localized string similar to Blish HUD Needs Re-extracted!.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.NvidiaSettings_Description">
             <summary>
               Looks up a localized string similar to One of your NVIDIA settings has been changed in a way that is not compatible with Blish HUD (Blish HUD will have a black background).
            
            These settings must be set back to default:
            {0}
            
            See the linked troubleshooting guide for more information on how to resolve this issue..
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.NvidiaSettings_Error">
            <summary>
              Looks up a localized string similar to &apos;{0}&apos; should not be &apos;{1}&apos;.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.NvidiaSettings_OpenControlPanelAction">
            <summary>
              Looks up a localized string similar to Open NVIDIA Control Panel.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.NvidiaSettings_Title">
            <summary>
              Looks up a localized string similar to Incompatible NVIDIA Settings.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.Win32AccessDenied_Description">
             <summary>
               Looks up a localized string similar to Blish HUD was unable to access to Guild Wars 2 process. It was likely started as an administrator.
            
            Relaunch Blish HUD as an administrator or relaunch Guild Wars 2 without admin..
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages.Win32AccessDenied_Title">
            <summary>
              Looks up a localized string similar to Blish HUD Access Denied!.
            </summary>
        </member>
        <member name="T:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages___Copier">
            <summary>
              Une classe de ressource fortement typée destinée, entre autres, à la consultation des chaînes localisées.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages___Copier.ResourceManager">
            <summary>
              Retourne l'instance ResourceManager mise en cache utilisée par cette classe.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages___Copier.Culture">
            <summary>
              Remplace la propriété CurrentUICulture du thread actuel pour toutes
              les recherches de ressources à l'aide de cette classe de ressource fortement typée.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages___Copier.ArcDpsSameDir_Description">
            <summary>
              Recherche une chaîne localisée semblable à There is a custom &apos;d3dll.dll&apos; (e.g. ArcDPS) in the same directory as Blish HUD which will attempt to inject into Blish HUD and cause it to crash.  Please move Blish HUD to a different folder..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages___Copier.ArcDpsSameDir_Title">
            <summary>
              Recherche une chaîne localisée semblable à Blish HUD Can&apos;t Run!.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages___Copier.CoreUpdateFailed_Description">
             <summary>
               Recherche une chaîne localisée semblable à Update to v{0} of Blish HUD failed.  Relaunch Blish HUD to try again.  The error was:
            
            {1}.
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages___Copier.CoreUpdateFailed_Description_Timeout">
            <summary>
              Recherche une chaîne localisée semblable à There are other instances of Blish HUD running.  Please close the other instances first and then run Blish HUD again to complete the update..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages___Copier.CoreUpdateFailed_Title">
            <summary>
              Recherche une chaîne localisée semblable à Update Failed!.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages___Copier.FileSaveAccessDenied_Action_ToLoadSettings">
            <summary>
              Recherche une chaîne localisée semblable à to load your settings.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages___Copier.FileSaveAccessDenied_Action_ToSaveSettings">
            <summary>
              Recherche une chaîne localisée semblable à to save your settings.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages___Copier.FileSaveAccessDenied_Action_ToUpdate">
            <summary>
              Recherche une chaîne localisée semblable à to update Blish HUD.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages___Copier.FileSaveAccessDenied_Description">
             <summary>
               Recherche une chaîne localisée semblable à Blish HUD was actively blocked saving to &apos;{0}&apos; {1}.
            
            This is typically due to an anti-virus blocking us or Window&apos;s Controlled Folder Access. Ensure that Blish HUD is explicitly marked as allowed by your anti-virus..
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages___Copier.FileSaveAccessDenied_Title">
            <summary>
              Recherche une chaîne localisée semblable à Blish HUD Was Blocked From Saving Data!.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages___Copier.GenericUrl_Footer">
            <summary>
              Recherche une chaîne localisée semblable à Check our &lt;a href=&quot;{0}&quot;&gt;troubleshooting guide&lt;/a&gt; for this issue or join our &lt;a href=&quot;{1}&quot;&gt;Discord 💢help channel&lt;/a&gt;..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages___Copier.HttpAccessDenied_Description">
             <summary>
               Recherche une chaîne localisée semblable à Something explicitly blocked us from making a web request {0}.
            
            If you have an anti-virus or third party firewall utility, please ensure that Blish HUD is manually excluded in its filters..
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages___Copier.HttpAccessDenied_Title">
            <summary>
              Recherche une chaîne localisée semblable à Web access blocked!.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages___Copier.MissingRef_Description">
            <summary>
              Recherche une chaîne localisée semblable à Blish HUD was unable to find the ref.dat file. When you download Blish HUD, be sure to extract all files from the zip and ensure they are within the same directory as Blish HUD.exe..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages___Copier.MissingRef_Title">
            <summary>
              Recherche une chaîne localisée semblable à Blish HUD Needs Re-extracted!.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages___Copier.Win32AccessDenied_Description">
             <summary>
               Recherche une chaîne localisée semblable à Blish HUD was unable to access to Guild Wars 2 process. It was likely started as an administrator.
            
            Relaunch Blish HUD as an administrator or relaunch Guild Wars 2 without admin..
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Debug.ContingencyMessages___Copier.Win32AccessDenied_Title">
            <summary>
              Recherche une chaîne localisée semblable à Blish HUD Access Denied!.
            </summary>
        </member>
        <member name="T:Blish_HUD.Strings.GameServices.GameIntegrationService">
            <summary>
              A strongly-typed resource class, for looking up localized strings, etc.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GameIntegrationService.ResourceManager">
            <summary>
              Returns the cached ResourceManager instance used by this class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GameIntegrationService.Culture">
            <summary>
              Overrides the current thread's CurrentUICulture property for all
              resource lookups using this strongly typed resource class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GameIntegrationService.TrayIcon_Autologin">
            <summary>
              Looks up a localized string similar to Autologin.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GameIntegrationService.TrayIcon_LaunchGuildWars2">
            <summary>
              Looks up a localized string similar to Launch Guild Wars 2.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GameIntegrationService.TrayIcon_OpenProgramDataFolder">
            <summary>
              Looks up a localized string similar to Open ProgramData folder.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GameIntegrationService.TrayIcon_OpenSettingsFolder">
            <summary>
              Looks up a localized string similar to Open settings folder.
            </summary>
        </member>
        <member name="T:Blish_HUD.Strings.GameServices.GraphicsService">
            <summary>
              A strongly-typed resource class, for looking up localized strings, etc.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService.ResourceManager">
            <summary>
              Returns the cached ResourceManager instance used by this class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService.Culture">
            <summary>
              Overrides the current thread's CurrentUICulture property for all
              resource lookups using this strongly typed resource class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService.GraphicsSettingsSection">
            <summary>
              Looks up a localized string similar to Graphics Settings.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService.Setting_DPIScaling_Description">
            <summary>
              Looks up a localized string similar to Enables additional scaling of the UI according to your system settings..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService.Setting_DPIScaling_DisplayName">
            <summary>
              Looks up a localized string similar to DPI Scaling.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService.Setting_FramerateLimiter_Description">
            <summary>
              Looks up a localized string similar to The method used to determine the framerate that Blish HUD should run at..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService.Setting_FramerateLimiter_DisplayName">
            <summary>
              Looks up a localized string similar to Frame Limiter.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService.Setting_FramerateLimiter_Locked_Description">
            <summary>
              Looks up a localized string similar to (Disabled because Blish HUD was started with --maxfps/--unlockfps specified).
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService.Setting_SmoothCharacterPosition_Description">
            <summary>
              Looks up a localized string similar to If enabled, the character position is smoothed to prevent 3D overlay elements from jumping around..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService.Setting_SmoothCharacterPosition_DisplayName">
            <summary>
              Looks up a localized string similar to Smooth Character Position.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService.Setting_UIScaling_Description">
             <summary>
               Looks up a localized string similar to Determines the scaling of the UI. Either sync with game or set manually.
            NOTE: &apos;Automatic&apos; will only update while logged in with a character.
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService.Setting_UIScaling_DisplayName">
            <summary>
              Looks up a localized string similar to Interface Size.
            </summary>
        </member>
        <member name="T:Blish_HUD.Strings.GameServices.GraphicsService___Copier">
            <summary>
              Une classe de ressource fortement typée destinée, entre autres, à la consultation des chaînes localisées.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService___Copier.ResourceManager">
            <summary>
              Retourne l'instance ResourceManager mise en cache utilisée par cette classe.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService___Copier.Culture">
            <summary>
              Remplace la propriété CurrentUICulture du thread actuel pour toutes
              les recherches de ressources à l'aide de cette classe de ressource fortement typée.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService___Copier.GraphicsSettingsSection">
            <summary>
              Recherche une chaîne localisée semblable à Graphics Settings.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService___Copier.Setting_DPIScaling_Description">
            <summary>
              Recherche une chaîne localisée semblable à Enables additional scaling of the UI according to your system settings..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService___Copier.Setting_DPIScaling_DisplayName">
            <summary>
              Recherche une chaîne localisée semblable à DPI Scaling.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService___Copier.Setting_FramerateLimiter_Description">
            <summary>
              Recherche une chaîne localisée semblable à The method used to determine the framerate that Blish HUD should run at..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService___Copier.Setting_FramerateLimiter_DisplayName">
            <summary>
              Recherche une chaîne localisée semblable à Frame Limiter.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService___Copier.Setting_FramerateLimiter_Locked_Description">
            <summary>
              Recherche une chaîne localisée semblable à (Disabled because Blish HUD was started with --maxfps specified).
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService___Copier.Setting_SmoothCharacterPosition_Description">
            <summary>
              Recherche une chaîne localisée semblable à If enabled, the character position is smoothed to prevent 3D overlay elements from jumping around..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService___Copier.Setting_SmoothCharacterPosition_DisplayName">
            <summary>
              Recherche une chaîne localisée semblable à Smooth Character Position.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService___Copier.Setting_UIScaling_Description">
             <summary>
               Recherche une chaîne localisée semblable à Determines the scaling of the UI. Either sync with game or set manually.
            NOTE: &apos;Automatic&apos; will only update while logged in with a character.
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService___Copier.Setting_UIScaling_DisplayName">
            <summary>
              Recherche une chaîne localisée semblable à Interface Size.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService___Copier.Setting_Vsync_Description">
            <summary>
              Recherche une chaîne localisée semblable à Enabling Vsync limits the frame rate of Blish HUD to the monitor refresh rate to prevent screen tearing..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.GraphicsService___Copier.Setting_Vsync_DisplayName">
            <summary>
              Recherche une chaîne localisée semblable à Enable Vsync.
            </summary>
        </member>
        <member name="T:Blish_HUD.Strings.GameServices.Gw2ApiService">
            <summary>
              A strongly-typed resource class, for looking up localized strings, etc.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.ResourceManager">
            <summary>
              Returns the cached ResourceManager instance used by this class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.Culture">
            <summary>
              Overrides the current thread's CurrentUICulture property for all
              resource lookups using this strongly typed resource class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.AccountInfo_Character">
            <summary>
              Looks up a localized string similar to Character.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.AccountInfo_Commander">
            <summary>
              Looks up a localized string similar to Commander.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.CreateTokenInstructions_Step1">
            <summary>
              Looks up a localized string similar to Navigate to the official applications page..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.CreateTokenInstructions_Step2">
            <summary>
              Looks up a localized string similar to Click &quot;New Key&quot;..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.CreateTokenInstructions_Step3">
             <summary>
               Looks up a localized string similar to Select all permissions and press the
            &quot;CREATE API KEY&quot; button..
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.CreateTokenInstructions_Step4">
            <summary>
              Looks up a localized string similar to Copy the new key..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.CreateTokenInstructions_Step5">
             <summary>
               Looks up a localized string similar to Paste the key into the field above and
            press &quot;Register&quot;..
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.CreateTokenInstructions_Warning">
             <summary>
               Looks up a localized string similar to You can register a key without all permissions, but some
            features and modules may fail to function properly.
            
            At a minimum, &quot;Account&quot; and &quot;Character&quot; permissions
            are required..
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.Link_ManageApplications">
            <summary>
              Looks up a localized string similar to Manage Applications.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.ManageApiKeys_DeleteToken">
            <summary>
              Looks up a localized string similar to Delete Token.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.ManageApiKeys_Register">
            <summary>
              Looks up a localized string similar to Register.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.ManageApiKeys_Title">
            <summary>
              Looks up a localized string similar to Register API Key.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.ManageApiKeysSection">
            <summary>
              Looks up a localized string similar to Manage API Keys.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.Token_NoName">
            <summary>
              Looks up a localized string similar to (no name).
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenLoading_AccountDetails">
            <summary>
              Looks up a localized string similar to Account Details.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenLoading_Characters">
            <summary>
              Looks up a localized string similar to Characters.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenLoading_HandlingResponse">
            <summary>
              Looks up a localized string similar to Handling response from API....
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenLoading_Status">
            <summary>
              Looks up a localized string similar to Loading {0}....
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenLoading_TokenInfo">
            <summary>
              Looks up a localized string similar to Token Info.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenPermissionDescription_Account">
            <summary>
              Looks up a localized string similar to Your account display name, ID, home world, and list of guilds..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenPermissionDescription_Builds">
            <summary>
              Looks up a localized string similar to Your currently equipped specializations, traits, skills, and equipment for all game modes..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenPermissionDescription_Characters">
            <summary>
              Looks up a localized string similar to Basic information about your characters..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenPermissionDescription_Guilds">
            <summary>
              Looks up a localized string similar to Guilds&apos; rosters, history, and MOTDs for all guilds you are a member of..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenPermissionDescription_Inventories">
            <summary>
              Looks up a localized string similar to Your account bank, material storage, recipe unlocks, and character inventories..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenPermissionDescription_Progression">
            <summary>
              Looks up a localized string similar to Your achievements, dungeon unlock status, mastery point assignments, and general PvE progress..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenPermissionDescription_Pvp">
            <summary>
              Looks up a localized string similar to Your PvP stats, match history, reward track progression, and custom arena details..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenPermissionDescription_Tradingpost">
            <summary>
              Looks up a localized string similar to Your Trading Post transactions..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenPermissionDescription_Unlocks">
            <summary>
              Looks up a localized string similar to Your wardrobe unlocks—skins, dyes, minipets, finishers, etc.—and currently equipped skins..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenPermissionDescription_Wallet">
            <summary>
              Looks up a localized string similar to Your account&apos;s wallet..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenRegion_Europe">
            <summary>
              Looks up a localized string similar to Europe.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenRegion_France">
            <summary>
              Looks up a localized string similar to France.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenRegion_Germany">
            <summary>
              Looks up a localized string similar to Germany.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenRegion_NorthAmerica">
            <summary>
              Looks up a localized string similar to US / North America.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenRegion_Spain">
            <summary>
              Looks up a localized string similar to Spain.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenStatus_AccountFailed">
            <summary>
              Looks up a localized string similar to Getting account details failed.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenStatus_FailedToLoad">
            <summary>
              Looks up a localized string similar to Failed to load token..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenStatus_InvalidToken">
            <summary>
              Looks up a localized string similar to Invalid token.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenStatus_MissingMinPermission">
            <summary>
              Looks up a localized string similar to Missing required permissions.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenStatus_PartialPermission">
            <summary>
              Looks up a localized string similar to Token missing permissions.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Gw2ApiService.TokenStatus_ValidToken">
            <summary>
              Looks up a localized string similar to {0} ({1}) - Valid token.
            </summary>
        </member>
        <member name="T:Blish_HUD.Strings.GameServices.InputService">
            <summary>
              Une classe de ressource fortement typée destinée, entre autres, à la consultation des chaînes localisées.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.InputService.ResourceManager">
            <summary>
              Retourne l'instance ResourceManager mise en cache utilisée par cette classe.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.InputService.Culture">
            <summary>
              Remplace la propriété CurrentUICulture du thread actuel pour toutes
              les recherches de ressources à l'aide de cette classe de ressource fortement typée.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.InputService.Hotkey_AssignInputsTo">
            <summary>
              Recherche une chaîne localisée semblable à Assign inputs to: {0}.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.InputService.Hotkey_Overwrite">
            <summary>
              Recherche une chaîne localisée semblable à Overwrite.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.InputService.Hotkey_Unbind">
            <summary>
              Recherche une chaîne localisée semblable à Unbind.
            </summary>
        </member>
        <member name="T:Blish_HUD.Strings.GameServices.ModulesService">
            <summary>
              A strongly-typed resource class, for looking up localized strings, etc.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ResourceManager">
            <summary>
              Returns the cached ResourceManager instance used by this class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.Culture">
            <summary>
              Overrides the current thread's CurrentUICulture property for all
              resource lookups using this strongly typed resource class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ApiPermission_MissingRequiredPermissions">
            <summary>
              Looks up a localized string similar to Missing required permissions:.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ApiPermission_NoPermissionsRequested">
            <summary>
              Looks up a localized string similar to No permissions requested.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ApiPermission_NotEditable">
            <summary>
              Looks up a localized string similar to Permissions may only be edited, when the module is disabled..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ApiPermission_Optional">
            <summary>
              Looks up a localized string similar to Optional.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ApiPermission_RequestedApiPermissionsInfo">
            <summary>
              Looks up a localized string similar to has requested to read from the following APIs.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ApiPermission_Required">
            <summary>
              Looks up a localized string similar to Required.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.Dependency_MissingDependencies">
            <summary>
              Looks up a localized string similar to This module relies on dependencies not currently available:.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.Dependency_NoDependencies">
            <summary>
              Looks up a localized string similar to No dependencies.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.Dependency_NotEnabled">
            <summary>
              Looks up a localized string similar to [Not Enabled].
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.Dependency_NotFound">
            <summary>
              Looks up a localized string similar to [Not Found].
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.Dependency_RequiresVersion">
            <summary>
              Looks up a localized string similar to Requires {0}.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.Dependency_WrongVersion">
            <summary>
              Looks up a localized string similar to [Wrong Version].
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ManageModulesSection">
            <summary>
              Looks up a localized string similar to Manage Modules.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleManagement_ApiPermissions">
            <summary>
              Looks up a localized string similar to API Permissions.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleManagement_AuthoredBy">
            <summary>
              Looks up a localized string similar to Authored by.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleManagement_ClearPermissions">
            <summary>
              Looks up a localized string similar to Clear Permissions.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleManagement_Dependencies">
            <summary>
              Looks up a localized string similar to Dependencies.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleManagement_Description">
            <summary>
              Looks up a localized string similar to Description.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleManagement_DisableModule">
            <summary>
              Looks up a localized string similar to Disable Module.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleManagement_EnableModule">
            <summary>
              Looks up a localized string similar to Enable Module.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleManagement_IgnoreDependencyRequirements">
            <summary>
              Looks up a localized string similar to Ignore Dependency Requirements.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleManagement_ModifyPermissions">
            <summary>
              Looks up a localized string similar to Modify Permissions.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleManagement_ModuleSettings">
            <summary>
              Looks up a localized string similar to Module Settings.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleManagement_ViewModuleLogs">
            <summary>
              Looks up a localized string similar to View Module Logs.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleOption_ClearSettings">
            <summary>
              Looks up a localized string similar to Clear Settings.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleOption_ClearSettings_DescriptionDisabled">
            <summary>
              Looks up a localized string similar to Can&apos;t clear settings while the module is enabled..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleOption_ClearSettings_DescriptionEnabled">
            <summary>
              Looks up a localized string similar to Reset the module settings back to their default..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleOption_DeleteModule">
            <summary>
              Looks up a localized string similar to Delete Module.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleOption_OpenDir">
            <summary>
              Looks up a localized string similar to Open &apos;{0}&apos; Directory.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleSettings_ShownWhenEnabled">
            <summary>
              Looks up a localized string similar to Settings will show when Module is enabled.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleState_Custom_ExplicitlyIncompatible">
            <summary>
              Looks up a localized string similar to Module Version Is Incompatible.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleState_Disabled">
            <summary>
              Looks up a localized string similar to Disabled.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleState_Disabling">
            <summary>
              Looks up a localized string similar to Disabling.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleState_Enabled">
            <summary>
              Looks up a localized string similar to Enabled.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleState_FatalError">
            <summary>
              Looks up a localized string similar to Fatal Error.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.ModuleState_Loading">
            <summary>
              Looks up a localized string similar to Loading.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.NoModules_Info">
             <summary>
               Looks up a localized string similar to You don&apos;t currently have any modules.
            Download some modules and place them in the modules folder..
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.NoModules_OpenFolder">
            <summary>
              Looks up a localized string similar to Open Modules Folder.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.PkgInstall_Progress_Installing">
            <summary>
              Looks up a localized string similar to Installing....
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.PkgInstall_Progress_Upgrading">
            <summary>
              Looks up a localized string similar to Upgrading....
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.PkgManagement_CurrentVersion">
            <summary>
              Looks up a localized string similar to Current Version.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.PkgManagement_Downgrade">
            <summary>
              Looks up a localized string similar to Downgrade.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.PkgManagement_Install">
            <summary>
              Looks up a localized string similar to Install.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.PkgManagement_IsPreview">
            <summary>
              Looks up a localized string similar to Preview Release.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.PkgManagement_ModulesNeedRestart">
            <summary>
              Looks up a localized string similar to Blish HUD requires a restart before some modules can be re-enabled..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.PkgManagement_MoreInfo">
            <summary>
              Looks up a localized string similar to More Info.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.PkgManagement_Progress_CheckingRepository">
            <summary>
              Looks up a localized string similar to Checking repository....
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.PkgManagement_Progress_FailedToGetReleases">
            <summary>
              Looks up a localized string similar to Failed to pull root from package repo..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.PkgManagement_Progress_FailedToReadOrParseRepoManifest">
            <summary>
              Looks up a localized string similar to Failed to get or parse latest repo manifest..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.PkgManagement_Progress_GettingModuleList">
            <summary>
              Looks up a localized string similar to Getting module list....
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.ModulesService.PkgManagement_Update">
            <summary>
              Looks up a localized string similar to Update.
            </summary>
        </member>
        <member name="T:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement">
            <summary>
              A strongly-typed resource class, for looking up localized strings, etc.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement.ResourceManager">
            <summary>
              Returns the cached ResourceManager instance used by this class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement.Culture">
            <summary>
              Overrides the current thread's CurrentUICulture property for all
              resource lookups using this strongly typed resource class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement.PkgRepo_PackageRelationship_CanUpdate">
            <summary>
              Looks up a localized string similar to A newer version of this module is available..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement.PkgRepo_PackageRelationship_CurrentVersion">
            <summary>
              Looks up a localized string similar to This module is installed and up to date..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement.PkgRepo_PackageStatus_DisablingModule">
            <summary>
              Looks up a localized string similar to Disabling module....
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement.PkgRepo_ProviderExtraOption_FilterInstalledModules">
            <summary>
              Looks up a localized string similar to Only Show Installed Modules.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement.PkgRepo_ProviderExtraOption_FilterModulesWithUpdates">
            <summary>
              Looks up a localized string similar to Only Show Modules With Updates.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement.PkgRepo_ProviderExtraOption_FilterNotInstalledModules">
            <summary>
              Looks up a localized string similar to Only Show Modules Not Installed.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement.PkgRepo_ProviderExtraOption_FilterSupportedVersions">
            <summary>
              Looks up a localized string similar to Only Show Supported Versions.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement.PkgRepo_ProviderExtraOption_ReloadRepository">
            <summary>
              Looks up a localized string similar to Force Reload Repository.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement.PkgRepoSection">
            <summary>
              Looks up a localized string similar to Module Repo.
            </summary>
        </member>
        <member name="T:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement___Copier">
            <summary>
              Une classe de ressource fortement typée destinée, entre autres, à la consultation des chaînes localisées.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement___Copier.ResourceManager">
            <summary>
              Retourne l'instance ResourceManager mise en cache utilisée par cette classe.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement___Copier.Culture">
            <summary>
              Remplace la propriété CurrentUICulture du thread actuel pour toutes
              les recherches de ressources à l'aide de cette classe de ressource fortement typée.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement___Copier.PkgRepo_PackageRelationship_CanUpdate">
            <summary>
              Recherche une chaîne localisée semblable à A newer version of this module is available..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement___Copier.PkgRepo_PackageRelationship_CurrentVersion">
            <summary>
              Recherche une chaîne localisée semblable à This module is installed and up to date..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement___Copier.PkgRepo_PackageStatus_DisablingModule">
            <summary>
              Recherche une chaîne localisée semblable à Disabling module....
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement___Copier.PkgRepo_ProviderExtraOption_FilterInstalledModules">
            <summary>
              Recherche une chaîne localisée semblable à Only Show Installed Modules.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement___Copier.PkgRepo_ProviderExtraOption_FilterModulesWithUpdates">
            <summary>
              Recherche une chaîne localisée semblable à Only Show Modules With Updates.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement___Copier.PkgRepo_ProviderExtraOption_FilterNotInstalledModules">
            <summary>
              Recherche une chaîne localisée semblable à Only Show Modules Not Installed.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement___Copier.PkgRepo_ProviderExtraOption_FilterSupportedVersions">
            <summary>
              Recherche une chaîne localisée semblable à Only Show Supported Versions.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement___Copier.PkgRepo_ProviderExtraOption_ReloadRepository">
            <summary>
              Recherche une chaîne localisée semblable à Force Reload Repository.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.Modules.RepoAndPkgManagement___Copier.PkgRepoSection">
            <summary>
              Recherche une chaîne localisée semblable à Module Repo.
            </summary>
        </member>
        <member name="T:Blish_HUD.Strings.GameServices.OverlayService">
            <summary>
              A strongly-typed resource class, for looking up localized strings, etc.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.ResourceManager">
            <summary>
              Returns the cached ResourceManager instance used by this class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Culture">
            <summary>
              Overrides the current thread's CurrentUICulture property for all
              resource lookups using this strongly typed resource class.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.About_DiscordCallToAction_Button">
            <summary>
              Looks up a localized string similar to Join our Discord.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.About_DiscordCallToAction_Question">
             <summary>
               Looks up a localized string similar to  
            Need help or just want to
            participate in the conversation?.
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.About_DiscordCallToAction1">
             <summary>
               Looks up a localized string similar to  
            The majority of Blish HUD&apos;s feedback, development, and other discussions take place in our.
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.About_DiscordCallToAction2">
            <summary>
              Looks up a localized string similar to Discord.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.About_DiscordCallToAction3">
            <summary>
              Looks up a localized string similar to  channel.
            .
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.AboutAnetNotice">
             <summary>
               Looks up a localized string similar to ©2010-{0} ArenaNet, LLC. All rights reserved. Guild Wars, Guild Wars 2, Heart of Thorns,
            Guild Wars 2: Path of Fire, ArenaNet, NCSOFT, the Interlocking NC Logo, and all associated
            logos and designs are trademarks or registered trademarks of NCSOFT Corporation. All other
            trademarks are the property of their respective owners..
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.AboutLoveMessage">
             <summary>
               Looks up a localized string similar to Designed and built with all the love in Tyria by
            the Blish HUD team with help from many more!.
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.AboutSection">
            <summary>
              Looks up a localized string similar to About.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.AboutThirdPartySoftware">
             <summary>
               Looks up a localized string similar to 
            
            Blish HUD
            
            MIT License
            
            Copyright (c) 2022 Dade Lamkins
            
            Permission is hereby granted, free of charge, to any person obtaining a copy
            of this software and associated documentation files (the &quot;Software&quot;), to deal
            in the Software without restriction, including without limitation the rights
            to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
            copies of the Software, and to permit persons to whom the Software is
            furnished to do so, subject to the following conditions:
            
            The  [rest of string was truncated]&quot;;.
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.AboutThirdPartySoftwareHeading">
            <summary>
              Looks up a localized string similar to Software Licences.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.ConnectionStatus_ArcDPSBridge_Connected">
            <summary>
              Looks up a localized string similar to Connected to ArcDPS via bridge plugin..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.ConnectionStatus_ArcDPSBridge_Disconnected">
             <summary>
               Looks up a localized string similar to No connection received from bridge.
            
            It might not be installed..
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.ConnectionStatus_ArcDPSBridge_Name">
            <summary>
              Looks up a localized string similar to ArcDPS Bridge.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.ConnectionStatus_Mumble_Connected">
            <summary>
              Looks up a localized string similar to Connected to MumbleLink with name &apos;{0}&apos;..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.ConnectionStatus_Mumble_Disconnected">
             <summary>
               Looks up a localized string similar to Unable to connect to MumbleLink with name &apos;{0}&apos;.
            
            Check what launch arguments were used
            to launch both Guild Wars 2 and Blish HUD..
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.ConnectionStatus_Mumble_Name">
            <summary>
              Looks up a localized string similar to MumbleLink.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.HomeTab">
            <summary>
              Looks up a localized string similar to Home.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.OverlayDynamicHUDSection">
            <summary>
              Looks up a localized string similar to Dynamic HUD.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.OverlaySettingsSection">
            <summary>
              Looks up a localized string similar to Overlay Settings.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.SelfUpdate_ChangesInVersion">
            <summary>
              Looks up a localized string similar to Changes in v{0}.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.SelfUpdate_NewPrereleaseAvailable">
            <summary>
              Looks up a localized string similar to New Prerelease Available.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.SelfUpdate_NewUpdateAvailable">
            <summary>
              Looks up a localized string similar to New Release Available.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.SelfUpdate_NoPendingUpdates">
            <summary>
              Looks up a localized string similar to No Pending Updates.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.SelfUpdate_PendingUpdatesQueryFailed">
            <summary>
              Looks up a localized string similar to Failed to Check for Updates.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.SelfUpdate_Progress_DownloadingPrereleaseArchive">
            <summary>
              Looks up a localized string similar to Downloading prerelease v{0}....
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.SelfUpdate_Progress_DownloadingReleaseArchive">
            <summary>
              Looks up a localized string similar to Downloading release v{0}....
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.SelfUpdate_Progress_ExtractingExecutable">
            <summary>
              Looks up a localized string similar to Extracting new executable....
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.SelfUpdate_Progress_Restarting">
            <summary>
              Looks up a localized string similar to Restarting....
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.SelfUpdate_Progress_RestartingIn">
            <summary>
              Looks up a localized string similar to Restarting in {0}....
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.SelfUpdate_Progress_VerifyingChecksum">
            <summary>
              Looks up a localized string similar to Verifying checksum....
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.SelfUpdate_UpdateToPrereleaseMenuStripText">
            <summary>
              Looks up a localized string similar to Update to Prerelease v{0}.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.SelfUpdate_UpdateToReleaseMenuStripText">
            <summary>
              Looks up a localized string similar to Update to Release v{0}.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_AppCulture_Description">
            <summary>
              Looks up a localized string similar to Determines the language used when displaying Blish HUD text and when requests are made to the GW2 web API..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_AppCulture_DisplayName">
            <summary>
              Looks up a localized string similar to Application &amp; API Language.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_AudioDevice_Description">
            <summary>
              Looks up a localized string similar to This determines the Audio output device used by Blish HUD. The Gw2OutputDevice adjusts itself to whatever GW2 is using..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_AudioDevice_DisplayName">
            <summary>
              Looks up a localized string similar to Audio Output Device.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_CloseWindowOnEscape_Description">
            <summary>
              Looks up a localized string similar to Closes Blish windows when focused and escape key is pressed.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_CloseWindowOnEscape_DisplayName">
            <summary>
              Looks up a localized string similar to Close Window on Escape.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_DynamicHUDLoading_Description">
            <summary>
              Looks up a localized string similar to Controls visibility during cut scenes and loading screens..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_DynamicHUDLoading_DisplayName">
            <summary>
              Looks up a localized string similar to Cut Scene / Loading Screen.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_DynamicHUDMenuBar_Description">
            <summary>
              Looks up a localized string similar to Controls visibility of the Menu bar located in the upper-left of the screen..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_DynamicHUDMenuBar_DisplayName">
            <summary>
              Looks up a localized string similar to Menu Bar.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_DynamicHUDWindows_Description">
            <summary>
              Looks up a localized string similar to Controls visibility of the windows..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_DynamicHUDWindows_DisplayName">
            <summary>
              Looks up a localized string similar to Windows.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_HideInterfaceKeybind_Description">
            <summary>
              Looks up a localized string similar to Hide all of Blish interface for marvelous screenshots.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_HideInterfaceKeybind_DisplayName">
            <summary>
              Looks up a localized string similar to Hide interface.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_InteractKey_Description">
             <summary>
               Looks up a localized string similar to Used for interacting with the environment.
            For the best experience set this to the same key as in the game..
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_InteractKey_DisplayName">
            <summary>
              Looks up a localized string similar to Interact.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_MuteIfNoGameAudio_Description">
            <summary>
              Looks up a localized string similar to When enabled, Blish HUD will mute itself when the game does not emit any sound either..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_MuteIfNoGameAudio_DisplayName">
            <summary>
              Looks up a localized string similar to Mute when Game is muted..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_ShowInTaskbar_Description">
            <summary>
              Looks up a localized string similar to When enabled, Blish HUD will be shown in the taskbar while running..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_ShowInTaskbar_DisplayName">
            <summary>
              Looks up a localized string similar to Show in Taskbar.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_ShowPreviews_Description">
             <summary>
               Looks up a localized string similar to If enabled, prerelease versions of both modules and Blish HUD itself become available through the interface.
            
            WARNING: Prerelease modules or Blish HUD versions may be unstable.  By enabling this feature, you acknowledge that you&apos;d like to be a guinea pig.  Do not use prerelease modules / versions of Blish HUD unless you&apos;re willing to experience crashes, bugs, or other issues..
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_ShowPreviews_DisplayName">
            <summary>
              Looks up a localized string similar to Preview Releases.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_StayInTray_AppendDisabled">
            <summary>
              Looks up a localized string similar to  (Disabled because you launched Blish HUD with --startgw2, --pid, -g, or -P).
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_StayInTray_Description">
             <summary>
               Looks up a localized string similar to If true, Blish HUD will automatically minimize when GW2 closes and will continue running until GW2 is launched again.
            You can also use the Blish HUD icon in the tray to launch Guild Wars 2..
             </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_StayInTray_DisplayName">
            <summary>
              Looks up a localized string similar to Minimize to tray when Guild Wars 2 Closes..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_ToggleBlishWindowKeybind_Description">
            <summary>
              Looks up a localized string similar to Set keybind to toggle the main window of Blish HUD.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_ToggleBlishWindowKeybind_DisplayName">
            <summary>
              Looks up a localized string similar to Toggle Blish HUD window.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_UseGameVolume_Description">
            <summary>
              Looks up a localized string similar to When enabled, Blish HUD will adjust it&apos;s volume to the game audio..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_UseGameVolume_DisplayName">
            <summary>
              Looks up a localized string similar to Use Game Volume.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_Volume_Description">
            <summary>
              Looks up a localized string similar to Determines the volume of Blish HUD. Only has an effect when &apos;Use Game Volume&apos; is deactivated..
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.OverlayService.Setting_Volume_DisplayName">
            <summary>
              Looks up a localized string similar to Volume.
            </summary>
        </member>
        <member name="T:Blish_HUD.Strings.GameServices.SettingsService">
            <summary>
              Une classe de ressource fortement typée destinée, entre autres, à la consultation des chaînes localisées.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.SettingsService.ResourceManager">
            <summary>
              Retourne l'instance ResourceManager mise en cache utilisée par cette classe.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.SettingsService.Culture">
            <summary>
              Remplace la propriété CurrentUICulture du thread actuel pour toutes
              les recherches de ressources à l'aide de cette classe de ressource fortement typée.
            </summary>
        </member>
        <member name="P:Blish_HUD.Strings.GameServices.SettingsService.SettingsTab">
            <summary>
              Recherche une chaîne localisée semblable à Settings.
            </summary>
        </member>
        <member name="P:Blish_HUD.KeyedValueChangedEventArgs`2.Key">
            <summary>
            The key of the property that triggered the event.
            </summary>
        </member>
        <member name="P:Blish_HUD.KeyedValueChangedEventArgs`2.Value">
            <summary>
            The value of the property that triggered the event.
            </summary>
        </member>
        <member name="P:Blish_HUD.ValueChangedEventArgs`1.PreviousValue">
            <summary>
            The value of the property before it was changed.
            </summary>
        </member>
        <member name="P:Blish_HUD.ValueChangedEventArgs`1.NewValue">
            <summary>
            The value of the property now that it has been changed.
            </summary>
        </member>
        <member name="P:Blish_HUD.ValueEventArgs`1.Value">
            <summary>
            The value of the property that triggered the event.
            </summary>
        </member>
        <member name="M:Blish_HUD.DictionaryExtension.MergeLeft``2(System.Collections.Generic.Dictionary{``0,``1},System.Boolean,System.Collections.Generic.Dictionary{``0,``1}[])">
            <summary>
            Merges an array of dictionaries into another dictionary, resolving dublicates if demanded.
            </summary>
            <typeparam name="TKey">The type of the keys.</typeparam>
            <typeparam name="TValue">The type of the values.</typeparam>
            <param name="main">The dictionary to merge into.</param>
            <param name="update">If values of existing keys should be updated.</param>
            <param name="dictionaries">The array of dictionaries to merge.</param>
        </member>
        <member name="M:Blish_HUD.DictionaryExtension.MergeLeft``3(``0,System.Collections.Generic.Dictionary{``1,``2}[])">
            <summary>
            Merges dictionaries into another dictionary and returns a new dictionary from the result.
            </summary>
            <typeparam name="TKey">The type of the keys.</typeparam>
            <typeparam name="TValue">The type of the values.</typeparam>
            <param name="main">The dictionary to merge into.</param>
            <param name="dictionaries">The array of dictionaries to merge.</param>
            <returns>A new dictionary from the merge result.</returns>
        </member>
        <member name="F:Blish_HUD.ScaleMode.Fit">
            <summary>
            Scale to fit - Largest dimension fits within smallest dimension.
            </summary>
        </member>
        <member name="F:Blish_HUD.ScaleMode.Fill">
            <summary>
            Scale to fill - Largest dimension fits within largest dimension.
            </summary>
        </member>
        <member name="M:Blish_HUD.PointExtensions.ToSystemDrawingPoint(Microsoft.Xna.Framework.Point)">
            <summary>
            Converts a <see cref="T:Microsoft.Xna.Framework.Point"/> to a <see cref="T:System.Drawing.Point"/>
            </summary>
            <param name="point">The <see cref="T:Microsoft.Xna.Framework.Point"/> to convert.</param>
            <returns>A new equivalent <see cref="T:System.Drawing.Point"/>.</returns>
        </member>
        <member name="M:Blish_HUD.PointExtensions.ScaleToUi(Microsoft.Xna.Framework.Point)">
            <summary>
            Scales a <see cref="T:Microsoft.Xna.Framework.Point"/> to the game UI scale.
            </summary>
            <param name="point">The <see cref="T:Microsoft.Xna.Framework.Point"/> to scale.</param>
            <returns>A new <see cref="T:Microsoft.Xna.Framework.Point"/> scaled to the game UI.</returns>
        </member>
        <member name="M:Blish_HUD.PointExtensions.UiToScale(Microsoft.Xna.Framework.Point)">
            <summary>
            De-scales a <see cref="T:Microsoft.Xna.Framework.Point"/> from the game UI scale.
            </summary>
            <param name="point">The <see cref="T:Microsoft.Xna.Framework.Point"/> to de-scale.</param>
            <returns>A new <see cref="T:Microsoft.Xna.Framework.Point"/> without game UI scaling.</returns>
        </member>
        <member name="M:Blish_HUD.PointExtensions.InBounds(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Rectangle)">
            <summary>
            Creates a <see cref="T:Microsoft.Xna.Framework.Rectangle"/> of size <paramref name="point"/> within <paramref name="bounds"/>.
            </summary>
            <param name="point">The size of the new <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
            <param name="bounds">The parent <see cref="T:Microsoft.Xna.Framework.Rectangle"/></param>
            <returns>A new <see cref="T:Microsoft.Xna.Framework.Rectangle"/> of size <paramref name="point"/> within <paramref name="bounds"/></returns>
        </member>
        <member name="M:Blish_HUD.PointExtensions.ToSystemDrawingSize(Microsoft.Xna.Framework.Point)">
            <summary>
            Converts a <see cref="T:Microsoft.Xna.Framework.Point"/> to a <see cref="T:System.Drawing.Size"/>
            </summary>
            <param name="point">The <see cref="T:Microsoft.Xna.Framework.Point"/> to convert.</param>
            <returns>A new equvalent <see cref="T:System.Drawing.Point"/>.</returns>
        </member>
        <member name="M:Blish_HUD.PointExtensions.ToXnaPoint(System.Drawing.Point)">
            <summary>
            Converts a <see cref="T:System.Drawing.Point"/> to a <see cref="T:Microsoft.Xna.Framework.Point"/>
            </summary>
            <param name="point">The <see cref="T:System.Drawing.Point"/> to convert.</param>
            <returns>A new equvalent <see cref="T:Microsoft.Xna.Framework.Point"/>.</returns>
        </member>
        <member name="M:Blish_HUD.PointExtensions.ResizeKeepAspect(Microsoft.Xna.Framework.Point,System.Int32,System.Int32,Blish_HUD.ScaleMode,System.Boolean)">
            <summary>
            Resize a <see cref="T:Microsoft.Xna.Framework.Point"/> to fit within another <see cref="T:Microsoft.Xna.Framework.Point"/>, maintaining aspect ratio.
            </summary>
            <param name="src">The <see cref="T:Microsoft.Xna.Framework.Point"/> to scale.</param>
            <param name="maxWidth">The maximum X bound to scale within.</param>
            <param name="maxHeight">The maximum Y bound to scale within.</param>
            <param name="scaleMode">The scaling mode to use when calculating the ratio.</param>
            <param name="enlarge">A value indicating whether to allow scale ratios above 1.</param>
            <returns>A new <see cref="T:Microsoft.Xna.Framework.Point"/> with the same aspect ratio as <paramref name="src"/>, scaled to <paramref name="maxWidth"/>, <paramref name="maxHeight"/></returns>
        </member>
        <member name="M:Blish_HUD.PointExtensions.ResizeKeepAspect(Microsoft.Xna.Framework.Point,System.Int32,System.Int32,System.Boolean)">
            <summary>
            Resize a <see cref="T:Microsoft.Xna.Framework.Point"/> to fit within another <see cref="T:Microsoft.Xna.Framework.Point"/>, maintaining aspect ratio.
            </summary>
            <param name="src">The point to scale.</param>
            <param name="maxWidth">The maximum X bound to scale within.</param>
            <param name="maxHeight">The maximum Y bound to scale within.</param>
            <param name="enlarge">A value indicating whether to allow scale ratios above 1.</param>
            <returns>A new <see cref="T:Microsoft.Xna.Framework.Point"/> with the same aspect ratio as <paramref name="src"/>, scaled to <paramref name="maxWidth"/>, <paramref name="maxHeight"/></returns>
        </member>
        <member name="M:Blish_HUD.PointExtensions.ResizeKeepAspect(Microsoft.Xna.Framework.Point,System.Int32,System.Int32,Blish_HUD.ScaleMode)">
            <summary>
            Resize a <see cref="T:Microsoft.Xna.Framework.Point"/> to fit within another <see cref="T:Microsoft.Xna.Framework.Point"/>, maintaining aspect ratio.
            </summary>
            <param name="src">The <see cref="T:Microsoft.Xna.Framework.Point"/> to scale.</param>
            <param name="maxWidth">The maximum X bound to scale within.</param>
            <param name="maxHeight">The maximum Y bound to scale within.</param>
            <param name="scaleMode">The scaling mode to use when calculating the ratio.</param>
            <returns>A new <see cref="T:Microsoft.Xna.Framework.Point"/> with the same aspect ratio as <paramref name="src"/>, scaled to <paramref name="maxWidth"/>, <paramref name="maxHeight"/></returns>
        </member>
        <member name="M:Blish_HUD.PointExtensions.ResizeKeepAspect(Microsoft.Xna.Framework.Point,System.Int32,System.Int32)">
            <summary>
            Resize a <see cref="T:Microsoft.Xna.Framework.Point"/> to fit within another <see cref="T:Microsoft.Xna.Framework.Point"/>, maintaining aspect ratio.
            </summary>
            <param name="src">The <see cref="T:Microsoft.Xna.Framework.Point"/> to scale.</param>
            <param name="maxWidth">The maximum X bound to scale within.</param>
            <param name="maxHeight">The maximum Y bound to scale within.</param>
            <returns>A new <see cref="T:Microsoft.Xna.Framework.Point"/> with the same aspect ratio as <paramref name="src"/>, scaled to <paramref name="maxWidth"/>, <paramref name="maxHeight"/></returns>
        </member>
        <member name="M:Blish_HUD.PointExtensions.ResizeKeepAspect(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point,Blish_HUD.ScaleMode,System.Boolean)">
            <summary>
            Resize a <see cref="T:Microsoft.Xna.Framework.Point"/> to fit within another <see cref="T:Microsoft.Xna.Framework.Point"/>, maintaining aspect ratio.
            </summary>
            <param name="src">The <see cref="T:Microsoft.Xna.Framework.Point"/> to scale.</param>
            <param name="max">The maximum bounds to scale within.</param>
            <param name="scaleMode">The scaling mode to use when calculating the ratio.</param>
            <param name="enlarge">A value indicating whether to allow scale ratios above 1.</param>
            <returns>A new <see cref="T:Microsoft.Xna.Framework.Point"/> with the same aspect ratio as <paramref name="src"/>, scaled to <paramref name="max"/></returns>
        </member>
        <member name="M:Blish_HUD.PointExtensions.ResizeKeepAspect(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point,System.Boolean)">
            <summary>
            Resize a <see cref="T:Microsoft.Xna.Framework.Point"/> to fit within another <see cref="T:Microsoft.Xna.Framework.Point"/>, maintaining aspect ratio.
            </summary>
            <param name="src">The <see cref="T:Microsoft.Xna.Framework.Point"/> to scale.</param>
            <param name="max">The maximum bounds to scale within.</param>
            <param name="enlarge">A value indicating whether to allow scale ratios above 1.</param>
            <returns>A new <see cref="T:Microsoft.Xna.Framework.Point"/> with the same aspect ratio as <paramref name="src"/>, scaled to <paramref name="max"/></returns>
        </member>
        <member name="M:Blish_HUD.PointExtensions.ResizeKeepAspect(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point,Blish_HUD.ScaleMode)">
            <summary>
            Resize a <see cref="T:Microsoft.Xna.Framework.Point"/> to fit within another <see cref="T:Microsoft.Xna.Framework.Point"/>, maintaining aspect ratio.
            </summary>
            <param name="src">The <see cref="T:Microsoft.Xna.Framework.Point"/> to scale.</param>
            <param name="max">The maximum bounds to scale within.</param>
            <param name="scaleMode">The scaling mode to use when calculating the ratio.</param>
            <returns>A new <see cref="T:Microsoft.Xna.Framework.Point"/> with the same aspect ratio as <paramref name="src"/>, scaled to <paramref name="max"/></returns>
        </member>
        <member name="M:Blish_HUD.PointExtensions.ResizeKeepAspect(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point)">
            <summary>
            Resize a <see cref="T:Microsoft.Xna.Framework.Point"/> to fit within another <see cref="T:Microsoft.Xna.Framework.Point"/>, maintaining aspect ratio.
            </summary>
            <param name="src">The <see cref="T:Microsoft.Xna.Framework.Point"/> to scale.</param>
            <param name="max">The maximum bounds to scale within.</param>
            <returns>A new <see cref="T:Microsoft.Xna.Framework.Point"/> with the same aspect ratio as <paramref name="src"/>, scaled to <paramref name="max"/></returns>
        </member>
        <member name="M:Blish_HUD.PointExtensions.GetAspectRatioScale(Microsoft.Xna.Framework.Point,System.Int32,System.Int32,Blish_HUD.ScaleMode,System.Boolean)">
            <summary>
            Get the minimum locked aspect ratio scale factor between two <see cref="T:Microsoft.Xna.Framework.Point"/> objects.
            </summary>
            <param name="src">The <see cref="T:Microsoft.Xna.Framework.Point"/> to scale.</param>
            <param name="maxWidth">The maximum X bound to scale within.</param>
            <param name="maxHeight">The maximum Y bound to scale within.</param>
            <param name="scaleMode">The scaling mode to use when calculating the ratio.</param>
            <param name="enlarge">A value indicating whether to allow scale ratios above 1.</param>
            <returns>A scale value for scaling <paramref name="src"/> with a locked aspect ratio to <paramref name="maxHeight"/>, <paramref name="maxWidth"/></returns>
        </member>
        <member name="M:Blish_HUD.PointExtensions.GetAspectRatioScale(Microsoft.Xna.Framework.Point,System.Int32,System.Int32,Blish_HUD.ScaleMode)">
            <summary>
            Get the minimum locked aspect ratio scale factor between two <see cref="T:Microsoft.Xna.Framework.Point"/> objects.
            </summary>
            <param name="src">The <see cref="T:Microsoft.Xna.Framework.Point"/> to scale.</param>
            <param name="maxWidth">The maximum X bound to scale within.</param>
            <param name="maxHeight">The maximum Y bound to scale within.</param>
            <param name="scaleMode">The scaling mode to use when calculating the ratio.</param>
            <returns>A scale value for scaling <paramref name="src"/> with a locked aspect ratio to <paramref name="maxHeight"/>, <paramref name="maxWidth"/></returns>
        </member>
        <member name="M:Blish_HUD.PointExtensions.GetAspectRatioScale(Microsoft.Xna.Framework.Point,System.Int32,System.Int32)">
            <summary>
            Get the minimum locked aspect ratio scale factor between two <see cref="T:Microsoft.Xna.Framework.Point"/> objects.
            </summary>
            <param name="src">The <see cref="T:Microsoft.Xna.Framework.Point"/> to scale.</param>
            <param name="maxWidth">The maximum X bound to scale within.</param>
            <param name="maxHeight">The maximum Y bound to scale within.</param>
            <returns>A scale value for scaling <paramref name="src"/> with a locked aspect ratio to <paramref name="maxHeight"/>, <paramref name="maxWidth"/></returns>
        </member>
        <member name="M:Blish_HUD.PointExtensions.GetAspectRatioScale(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point,Blish_HUD.ScaleMode,System.Boolean)">
            <summary>
            Get the minimum locked aspect ratio scale factor between two <see cref="T:Microsoft.Xna.Framework.Point"/> objects.
            </summary>
            <param name="src">The <see cref="T:Microsoft.Xna.Framework.Point"/> to scale.</param>
            <param name="max">The maximum bounds to scale within.</param>
            <param name="scaleMode">The scaling mode to use when calculating the ratio.</param>
            <param name="enlarge">A value indicating whether to allow scale ratios above 1.</param>
            <returns></returns>
        </member>
        <member name="M:Blish_HUD.PointExtensions.GetAspectRatioScale(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point,Blish_HUD.ScaleMode)">
            <summary>
            Get the minimum locked aspect ratio scale factor between two <see cref="T:Microsoft.Xna.Framework.Point"/> objects.
            </summary>
            <param name="src">The <see cref="T:Microsoft.Xna.Framework.Point"/> to scale.</param>
            <param name="max">The maximum bounds to scale within.</param>
            <param name="scaleMode">The scaling mode to use when calculating the ratio.</param>
            <returns>A scale value for scaling <paramref name="src"/> with a locked aspect ratio to <paramref name="max"/></returns>
        </member>
        <member name="M:Blish_HUD.PointExtensions.GetAspectRatioScale(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point)">
            <summary>
            Get the minimum locked aspect ratio scale factor between two <see cref="T:Microsoft.Xna.Framework.Point"/> objects.
            </summary>
            <param name="src">The <see cref="T:Microsoft.Xna.Framework.Point"/> to scale.</param>
            <param name="max">The maximum bounds to scale within.</param>
            <returns>A scale value for scaling <paramref name="src"/> with a locked aspect ratio to <paramref name="max"/></returns>
        </member>
        <member name="M:Blish_HUD.Texture2DExtension.GetRegion(Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Rectangle)">
            <remarks>https://stackoverflow.com/a/16141281/595437</remarks>
        </member>
        <member name="M:Blish_HUD.Vector3Extensions.ToXnaVector3(Gw2Sharp.Models.Coordinates3)">
            <summary>
            Converts Gw2Sharp's left-handed <see cref="T:Gw2Sharp.Models.Coordinates3"/> to XNA's right-handed <see cref="T:Microsoft.Xna.Framework.Vector3"/>.
            </summary>
        </member>
        <member name="M:Blish_HUD.IUpdatable.Update(Microsoft.Xna.Framework.GameTime)">
            <summary>
            Indicates that this can be updated as part of the standard update loop.
            </summary>
        </member>
        <member name="T:Blish_HUD.ClipboardUtil">
            <summary>
            Contains reference to a shared <see cref="P:Blish_HUD.ClipboardUtil.WindowsClipboardService"/>
            used to make async calls to the Windows clipboard.
            </summary>
        </member>
        <member name="P:Blish_HUD.ClipboardUtil.WindowsClipboardService">
            <summary>
            A shared <see cref="P:Blish_HUD.ClipboardUtil.WindowsClipboardService"/>
            used to make async calls to the Windows clipboard.
            </summary>
        </member>
        <member name="T:Blish_HUD.DirectoryUtil">
            <summary>
            Provides a way to get the root application save directory and to easily make new folders within it.
            </summary>
        </member>
        <member name="P:Blish_HUD.DirectoryUtil.BasePath">
            <summary>
            The current root application save path used for saving settings, letting modules save data, etc.
            By default it is found in "Documents\Guild Wars 2\addons\blishhud."
            </summary>
        </member>
        <member name="P:Blish_HUD.DirectoryUtil.ScreensPath">
            <summary>
            The path used by the game client for saving screenshots made in the game (usually using the print screen key).
            By default it is found in "Documents\Guild Wars 2\Screens."
            </summary>
        </member>
        <member name="P:Blish_HUD.DirectoryUtil.MusicPath">
            <summary>
            The path used by the game client for loading custom music playlists in a context-sensitive manner during gameplay.
            By default it is found in "Documents\Guild Wars 2\Music."
            </summary>
        </member>
        <member name="P:Blish_HUD.DirectoryUtil.ProgramData">
            <summary>
            The path used by Blish HUD to store non-user data related to the application.  This is kept in '%ProgramData%\Blish HUD' by default.
            This directory should likely not contain module data.
            </summary>
        </member>
        <member name="P:Blish_HUD.DirectoryUtil.CachePath">
            <summary>
            The path used by Blish HUD to store shared cache data.  This is kept in \cache under <see cref="P:Blish_HUD.DirectoryUtil.ProgramData"/>.
            </summary>
        </member>
        <member name="M:Blish_HUD.DrawUtil.WrapTextSegment(MonoGame.Extended.BitmapFonts.BitmapFont,System.String,System.Single)">
            <remarks> Source: https://stackoverflow.com/a/15987581/595437 </remarks>
        </member>
        <member name="M:Blish_HUD.EnumUtil.GetCachedValues``1">
            <summary>
            Returns the individual values in an enum as an array.
            The results are cached so future calls do not repeat calls to <see cref="M:System.Enum.GetValues(System.Type)"/>.
            </summary>
        </member>
        <member name="T:Blish_HUD.InvariantUtil">
            <summary>
            Utilities that help provide consistent value type parsing despite possible differences in the <see cref="P:System.Globalization.CultureInfo.CurrentUICulture"/>.
            </summary>
        </member>
        <member name="M:Blish_HUD.InvariantUtil.TryParseFloat(System.String,System.Single@)">
            <summary>
            Converts the string representation of a number in <see cref="F:System.Globalization.NumberStyles.Any"/> style and <see cref="P:System.Globalization.CultureInfo.InvariantCulture"/> format to its <see langword="float" /> equivalent.
            A return value indicates whether the conversion succeeded.
            </summary>
            <param name="value">A string containing a number to convert.</param>
            <exception cref="T:System.ArgumentException"></exception>
            <returns><see langword="true" /> if <param name="value"/> was converted successfully; otherwise, <see langword="false"/>.</returns>
        </member>
        <member name="M:Blish_HUD.InvariantUtil.TryParseInt(System.String,System.Int32@)">
            <summary>
            Converts the string representation of a number in <see cref="F:System.Globalization.NumberStyles.Any"/> style and <see cref="P:System.Globalization.CultureInfo.InvariantCulture"/> format to its  <see langword="int" /> equivalent.
            A return value indicates whether the conversion succeeded.
            </summary>
            <param name="value">A string containing a number to convert.</param>
            <exception cref="T:System.ArgumentException"></exception>
            <returns><see langword="true" /> if <param name="value"/> was converted successfully; otherwise, <see langword="false"/>.</returns>
        </member>
        <member name="M:Blish_HUD.LoadingSpinnerUtil.DrawLoadingSpinner(Blish_HUD.Controls.Control,Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Rectangle)">
            <summary>
            Draws an animated loading spinner at the provided <param name="bounds">bounds</param>.
            </summary>
            <param name="control">The control the loading spinner will be drawn on.</param>
            <param name="spriteBatch">The active spritebatch.</param>
            <param name="bounds">The location to draw the loading spinner.</param>
        </member>
        <member name="M:Blish_HUD.PropertyUtil.SetProperty``1(``0@,``0@)">
            <summary>
            Set a value to another value if the values do not match.
            Returns <c>true</c> if the value was changed.  Otherwise <c>false</c>.
            </summary>
        </member>
        <member name="M:Blish_HUD.RandomUtil.GetRandom(System.Int32,System.Int32)">
            <summary>
            Returns a random integer that is within a specific range.
            </summary>
        </member>
        <member name="M:Blish_HUD.RandomUtil.GetRandomWithSeed(System.Int32,System.Int32,System.Int32)">
            <summary>
            Returns a random integer that is within a specific range from a specified seed value.
            </summary>
        </member>
        <member name="M:Blish_HUD.StringUtil.ReplaceUsingStringComparison(System.String,System.String,System.String,System.StringComparison)">
            <summary>
            Returns a new string in which all occurrences of a specified string in the current instance are replaced with another 
            specified string according the type of search to use for the specified string.
            </summary>
            <param name="str">The string performing the replace method.</param>
            <param name="oldValue">The string to be replaced.</param>
            <param name="newValue">The string replace all occurrences of <paramref name="oldValue"/>. 
            If value is equal to <c>null</c>, than all occurrences of <paramref name="oldValue"/> will be removed from the <paramref name="str"/>.</param>
            <param name="comparisonType">One of the enumeration values that specifies the rules for the search.</param>
            <returns>A string that is equivalent to the current string except that all instances of <paramref name="oldValue"/> are replaced with <paramref name="newValue"/>. 
            If <paramref name="oldValue"/> is not found in the current instance, the method returns the current instance unchanged.</returns>
            <remarks>https://stackoverflow.com/a/45756981/595437</remarks>
        </member>
        <member name="M:Blish_HUD.TextureUtil.FromStreamPremultiplied(System.IO.Stream)">
            <summary>
            Creates a Texture2D from a stream. Supports formats bmp, gif, jpg, png, tif, and dds.
            The resulting texture has the alpha channel premultiplied to match the MonoGame 3.6
            implementation.
            </summary>
            <remarks>https://community.monogame.net/t/texture2d-fromstream-in-3-7/10973/9</remarks>
        </member>
        <member name="M:Blish_HUD.TextureUtil.FromStreamPremultiplied(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream)">
            <summary>
            Creates a Texture2D from a stream. Supports formats bmp, gif, jpg, png, tif, and dds.
            The resulting texture has the alpha channel premultiplied to match the MonoGame 3.6
            implementation.
            </summary>
            <remarks>https://community.monogame.net/t/texture2d-fromstream-in-3-7/10973/9</remarks>
        </member>
        <member name="M:Blish_HUD.WorldUtil.WorldToGameCoord(System.Single)">
            <summary>
            Converts a world (meters) coordinate to game (inches) coordinate.
            </summary>
        </member>
        <member name="M:Blish_HUD.WorldUtil.GameToWorldCoord(System.Single)">
             <summary>
             Converts a game (inches) coordinate to world (meters) coordinate.
            
             World coordinates are GW2 coordinates.  Game coordinates are Blish HUD coordinates.
             </summary>
        </member>
        <member name="F:Microsoft.Xna.Framework.Input.ModifierKeys.None">
            <summary>
            No modifier keys.
            </summary>
        </member>
        <member name="F:Microsoft.Xna.Framework.Input.ModifierKeys.Ctrl">
            <summary>
            The Control key.
            </summary>
        </member>
        <member name="F:Microsoft.Xna.Framework.Input.ModifierKeys.Alt">
            <summary>
            The Alt key.
            </summary>
        </member>
        <member name="F:Microsoft.Xna.Framework.Input.ModifierKeys.Shift">
            <summary>
            The Shift key.
            </summary>
        </member>
        <member name="T:Glide.Ease">
            <summary>
            Static class with useful easer functions that can be used by Tweens.
            </summary>
        </member>
        <member name="M:Glide.Ease.ToAndFro(System.Func{System.Single,System.Single})">
            <summary>
            Ease a value to its target and then back. Use this to wrap another easing function.
            </summary>
        </member>
        <member name="M:Glide.Ease.ToAndFro(System.Single)">
            <summary>
            Ease a value to its target and then back.
            </summary>
        </member>
        <member name="M:Glide.Ease.ElasticIn(System.Single)">
            <summary>
            Elastic in.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.ElasticOut(System.Single)">
            <summary>
            Elastic out.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.ElasticInOut(System.Single)">
            <summary>
            Elastic in and out.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.QuadIn(System.Single)">
            <summary>
            Quadratic in.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.QuadOut(System.Single)">
            <summary>
            Quadratic out.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.QuadInOut(System.Single)">
            <summary>
            Quadratic in and out.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.CubeIn(System.Single)">
            <summary>
            Cubic in.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.CubeOut(System.Single)">
            <summary>
            Cubic out.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.CubeInOut(System.Single)">
            <summary>
            Cubic in and out.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.QuartIn(System.Single)">
            <summary>
            Quart in.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.QuartOut(System.Single)">
            <summary>
            Quart out.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.QuartInOut(System.Single)">
            <summary>
            Quart in and out.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.QuintIn(System.Single)">
            <summary>
            Quint in.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.QuintOut(System.Single)">
            <summary>
            Quint out.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.QuintInOut(System.Single)">
            <summary>
            Quint in and out.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.SineIn(System.Single)">
            <summary>
            Sine in.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.SineOut(System.Single)">
            <summary>
            Sine out.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.SineInOut(System.Single)">
            <summary>
            Sine in and out
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.BounceIn(System.Single)">
            <summary>
            Bounce in.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.BounceOut(System.Single)">
            <summary>
            Bounce out.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.BounceInOut(System.Single)">
            <summary>
            Bounce in and out.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.CircIn(System.Single)">
            <summary>
            Circle in.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.CircOut(System.Single)">
            <summary>
            Circle out
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.CircInOut(System.Single)">
            <summary>
            Circle in and out.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.ExpoIn(System.Single)">
            <summary>
            Exponential in.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.ExpoOut(System.Single)">
            <summary>
            Exponential out.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.ExpoInOut(System.Single)">
            <summary>
            Exponential in and out.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.BackIn(System.Single)">
            <summary>
            Back in.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.BackOut(System.Single)">
            <summary>
            Back out.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="M:Glide.Ease.BackInOut(System.Single)">
            <summary>
            Back in and out.
            </summary>
            <param name="t">Time elapsed.</param>
            <returns>Eased timescale.</returns>
        </member>
        <member name="P:Glide.Tween.TimeRemaining">
            <summary>
            The time remaining before the tween ends or repeats.
            </summary>
        </member>
        <member name="P:Glide.Tween.Completion">
            <summary>
            A value between 0 and 1, where 0 means the tween has not been started and 1 means that it has completed.
            </summary>
        </member>
        <member name="P:Glide.Tween.Looping">
            <summary>
            Whether the tween is currently looping.
            </summary>
        </member>
        <member name="P:Glide.Tween.Target">
            <summary>
            The object this tween targets. Will be null if the tween represents a timer.
            </summary>
        </member>
        <member name="M:Glide.Tween.From(System.Object)">
            <summary>
            Apply target values to a starting point before tweening.
            </summary>
            <param name="values">The values to apply, in an anonymous type ( new { prop1 = 100, prop2 = 0} ).</param>
            <returns>A reference to this.</returns>
        </member>
        <member name="M:Glide.Tween.Ease(System.Func{System.Single,System.Single})">
            <summary>
            Set the easing function.
            </summary>
            <param name="ease">The Easer to use.</param>
            <returns>A reference to this.</returns>
        </member>
        <member name="M:Glide.Tween.OnBegin(System.Action)">
            <summary>
            Set a function to call when the tween begins (useful when using delays). Can be called multiple times for compound callbacks.
            </summary>
            <param name="callback">The function that will be called when the tween starts, after the delay.</param>
            <returns>A reference to this.</returns>
        </member>
        <member name="M:Glide.Tween.OnComplete(System.Action)">
            <summary>
            Set a function to call when the tween finishes. Can be called multiple times for compound callbacks.
            If the tween repeats infinitely, this will be called each time; otherwise it will only run when the tween is finished repeating.
            </summary>
            <param name="callback">The function that will be called on tween completion.</param>
            <returns>A reference to this.</returns>
        </member>
        <member name="M:Glide.Tween.OnUpdate(System.Action)">
            <summary>
            Set a function to call as the tween updates. Can be called multiple times for compound callbacks.
            </summary>
            <param name="callback">The function to use.</param>
            <returns>A reference to this.</returns>
        </member>
        <member name="M:Glide.Tween.Repeat(System.Int32)">
            <summary>
            Enable repeating.
            </summary>
            <param name="times">Number of times to repeat. Leave blank or pass a negative number to repeat infinitely.</param>
            <returns>A reference to this.</returns>
        </member>
        <member name="M:Glide.Tween.RepeatDelay(System.Single)">
            <summary>
            Set a delay for when the tween repeats.
            </summary>
            <param name="delay">How long to wait before repeating.</param>
            <returns>A reference to this.</returns>
        </member>
        <member name="M:Glide.Tween.Reflect">
            <summary>
            Sets the tween to reverse every other time it repeats. Repeating must be enabled for this to have any effect.
            </summary>
            <returns>A reference to this.</returns>
        </member>
        <member name="M:Glide.Tween.Reverse">
            <summary>
            Swaps the start and end values of the tween.
            </summary>
            <returns>A reference to this.</returns>
        </member>
        <member name="M:Glide.Tween.Rotation(Glide.Tween.RotationUnit)">
            <summary>
            Whether this tween handles rotation.
            </summary>
            <returns>A reference to this.</returns>
        </member>
        <member name="M:Glide.Tween.Round">
            <summary>
            Whether tweened values should be rounded to integer values.
            </summary>
            <returns>A reference to this.</returns>
        </member>
        <member name="M:Glide.Tween.Cancel(System.String[])">
            <summary>
            Cancel tweening given properties.
            </summary>
            <param name="properties"></param>
        </member>
        <member name="M:Glide.Tween.Cancel">
            <summary>
            Remove tweens from the tweener without calling their complete functions.
            </summary>
        </member>
        <member name="M:Glide.Tween.CancelAndComplete">
            <summary>
            Assign tweens their final value and remove them from the tweener.
            </summary>
        </member>
        <member name="M:Glide.Tween.Pause">
            <summary>
            Set tweens to pause. They won't update and their delays won't tick down.
            </summary>
        </member>
        <member name="M:Glide.Tween.PauseToggle">
            <summary>
            Toggle tweens' paused value.
            </summary>
        </member>
        <member name="M:Glide.Tween.Resume">
            <summary>
            Resumes tweens from a paused state.
            </summary>
        </member>
        <member name="M:Glide.Tween.TweenerImpl.SetLerper``1(System.Type)">
            <summary>
            Associate a Lerper class with a property type.
            </summary>
            <typeparam name="TLerper">The Lerper class to use for properties of the given type.</typeparam>
            <param name="propertyType">The type of the property to associate the given Lerper with.</param>
        </member>
        <member name="M:Glide.Tween.TweenerImpl.SetLerper(System.Type,System.Type)">
            <summary>
            Associate a Lerper type with a property type.
            </summary>
            <param name="lerperType">The type of the Lerper to use for properties of the given type.</param>
            <param name="propertyType">The type of the property to associate the given Lerper with.</param>
        </member>
        <member name="M:Glide.Tween.TweenerImpl.Tween``1(``0,System.Object,System.Single,System.Single,System.Boolean)">
            <summary>
            <para>Tweens a set of properties on an object.</para>
            <para>To tween instance properties/fields, pass the object.</para>
            <para>To tween static properties/fields, pass the type of the object, using typeof(ObjectType) or object.GetType().</para>
            </summary>
            <param name="target">The object or type to tween.</param>
            <param name="values">The values to tween to, in an anonymous type ( new { prop1 = 100, prop2 = 0} ).</param>
            <param name="duration">Duration of the tween in seconds.</param>
            <param name="delay">Delay before the tween starts, in seconds.</param>
            <param name="overwrite">Whether pre-existing tweens should be overwritten if this tween involves the same properties.</param>
            <returns>The tween created, for setting properties on.</returns>
        </member>
        <member name="M:Glide.Tween.TweenerImpl.Timer(System.Single,System.Single)">
            <summary>
            Starts a simple timer for setting up callback scheduling.
            </summary>
            <param name="duration">How long the timer will run for, in seconds.</param>
            <param name="delay">How long to wait before starting the timer, in seconds.</param>
            <returns>The tween created, for setting properties.</returns>
        </member>
        <member name="M:Glide.Tween.TweenerImpl.Cancel">
            <summary>
            Remove tweens from the tweener without calling their complete functions.
            </summary>
        </member>
        <member name="M:Glide.Tween.TweenerImpl.CancelAndComplete">
            <summary>
            Assign tweens their final value and remove them from the tweener.
            </summary>
        </member>
        <member name="M:Glide.Tween.TweenerImpl.Pause">
            <summary>
            Set tweens to pause. They won't update and their delays won't tick down.
            </summary>
        </member>
        <member name="M:Glide.Tween.TweenerImpl.PauseToggle">
            <summary>
            Toggle tweens' paused value.
            </summary>
        </member>
        <member name="M:Glide.Tween.TweenerImpl.Resume">
            <summary>
            Resumes tweens from a paused state.
            </summary>
        </member>
        <member name="M:Glide.Tween.TweenerImpl.Update(System.Single)">
            <summary>
            Updates the tweener and all objects it contains.
            </summary>
            <param name="secondsElapsed">Seconds elapsed since last update.</param>
        </member>
        <member name="M:Glide.Tween.TweenerImpl.TargetCancel(System.Object)">
            <summary>
            Cancel all tweens with the given target.
            </summary>
            <param name="target">The object being tweened that you want to cancel.</param>
        </member>
        <member name="M:Glide.Tween.TweenerImpl.TargetCancel(System.Object,System.String[])">
            <summary>
            Cancel tweening named properties on the given target.
            </summary>
            <param name="target">The object being tweened that you want to cancel properties on.</param>
            <param name="properties">The properties to cancel.</param>
        </member>
        <member name="M:Glide.Tween.TweenerImpl.TargetCancelAndComplete(System.Object)">
            <summary>
            Cancel, complete, and call complete callbacks for all tweens with the given target..
            </summary>
            <param name="target">The object being tweened that you want to cancel and complete.</param>
        </member>
        <member name="M:Glide.Tween.TweenerImpl.TargetPause(System.Object)">
            <summary>
            Pause all tweens with the given target.
            </summary>
            <param name="target">The object being tweened that you want to pause.</param>
        </member>
        <member name="M:Glide.Tween.TweenerImpl.TargetPauseToggle(System.Object)">
            <summary>
            Toggle the pause state of all tweens with the given target.
            </summary>
            <param name="target">The object being tweened that you want to toggle pause.</param>
        </member>
        <member name="M:Glide.Tween.TweenerImpl.TargetResume(System.Object)">
            <summary>
            Resume all tweens with the given target.
            </summary>
            <param name="target">The object being tweened that you want to resume.</param>
        </member>
    </members>
</doc>
