# Namespace Microsoft.Xna.Framework

### Classes

#### BoundingFrustum

Defines a viewing frustum for intersection operations.

#### Curve

Contains a collection of CurveKey points in 2D space and provides methods for evaluating features of the curve they define.

#### CurveKey

Key point on the Curve.

#### CurveKeyCollection

The collection of the CurveKey elements and a part of the Curve class.

#### DrawableGameComponent

A GameComponent that is drawn when its Game is drawn.

#### FrameworkDispatcher

Helper class for processing internal framework events.

#### Game

This class is the entry point for most games. Handles setting up a window and graphics and runs a game loop that calls Update(GameTime) and Draw(GameTime).

#### GameComponent

An object that can be attached to a Game and have its Update(GameTime) method called when Update(GameTime) is called.

#### GameComponentCollection

A collection of IGameComponent instances.

#### GameComponentCollectionEventArgs

Arguments for the ComponentAdded and ComponentRemoved events.

#### GameServiceContainer

A container for services for a Game.

#### GameTime

Holds the time state of a Game.

#### GameWindow

The system window used by a Game.

#### GraphicsDeviceInformation

The settings used in creation of the graphics device. See PreparingDeviceSettings.

#### GraphicsDeviceManager

Used to initialize and control the presentation of the graphics device.

#### LaunchParameters

The parameters for launching a Game.

#### MathHelper

Contains commonly used precalculated values and mathematical operations.

#### PreparingDeviceSettingsEventArgs

The arguments to the PreparingDeviceSettings event.

#### TitleContainer

Provides functionality for opening a stream in the title storage area.

### Structs

#### BoundingBox

Represents an axis-aligned bounding box (AABB) in 3D space.

#### BoundingSphere

Describes a sphere in 3D-space for bounding operations.

#### Color

Describes a 32-bit packed color.

#### FileDropEventArgs

#### InputKeyEventArgs

#### Matrix

Represents the right-handed 4x4 floating point matrix, which can store translation, scale and rotation information.

#### Plane

A plane in 3d space, represented by its normal away from the origin and its distance from the origin, D.

#### Point

Describes a 2D-point.

#### Quaternion

An efficient mathematical representation for three dimensional rotations.

#### Ray

Represents a ray with an origin and a direction in 3D space.

#### Rectangle

Describes a 2D-rectangle.

#### TextInputEventArgs

#### Vector2

Describes a 2D-vector.

#### Vector3

Describes a 3D-vector.

#### Vector4

Describes a 4D-vector.

### Interfaces

#### ICurveEvaluator<T>

Interface for curve evaluation. Implemented by Curve

#### IDrawable

Interface for drawable entities.

#### IGameComponent

An interface for GameComponent.

#### IGraphicsDeviceManager

Used by the platform code to control the graphics device.

#### IPlatformBackButton

Allows for platform specific handling of the Back button.

#### IUpdateable

Interface for updateable entities.

### Enums

#### ContainmentType

Defines how the bounding volumes intersects or contain one another.

#### CurveContinuity

Defines the continuity of keys on a Curve.

#### CurveLoopType

Defines how the Curve value is determined for position before first point or after the end point on the Curve.

#### CurveTangent

Defines the different tangent types to be calculated for CurveKey points in a Curve.

#### DisplayOrientation

Defines the orientation of the display.

#### GameRunBehavior

Defines how Game should be runned.

#### PlaneIntersectionType

Defines the intersection between a Plane and a bounding volume.

#### PlayerIndex

Defines the index of player for various MonoGame components.