, including all inherited members.
| CurrentGamePadStates (defined in NewGamePhysics.StateManager.InputState) | NewGamePhysics.StateManager.InputState | |
| CurrentKeyboardStates (defined in NewGamePhysics.StateManager.InputState) | NewGamePhysics.StateManager.InputState | |
| GamePadWasConnected (defined in NewGamePhysics.StateManager.InputState) | NewGamePhysics.StateManager.InputState | |
| InputState() | NewGamePhysics.StateManager.InputState | |
| IsButtonDown(Buttons button, PlayerIndex?controllingPlayer, out PlayerIndex playerIndex) | NewGamePhysics.StateManager.InputState | |
| IsDisconnected(PlayerIndex?controllingPlayer) | NewGamePhysics.StateManager.InputState | |
| IsInputCancel(PlayerIndex?controllingPlayer) | NewGamePhysics.StateManager.InputState | |
| IsInputDown(PlayerIndex?controllingPlayer) | NewGamePhysics.StateManager.InputState | |
| IsInputLeft(PlayerIndex?controllingPlayer) | NewGamePhysics.StateManager.InputState | |
| IsInputRight(PlayerIndex?controllingPlayer) | NewGamePhysics.StateManager.InputState | |
| IsInputSelect(PlayerIndex?controllingPlayer) | NewGamePhysics.StateManager.InputState | |
| IsInputUp(PlayerIndex?controllingPlayer) | NewGamePhysics.StateManager.InputState | |
| IsKeyDown(Keys key, PlayerIndex?controllingPlayer, out PlayerIndex playerIndex) | NewGamePhysics.StateManager.InputState | |
| IsMenuCancel(PlayerIndex?controllingPlayer, out PlayerIndex playerIndex) | NewGamePhysics.StateManager.InputState | |
| IsMenuSelect(PlayerIndex?controllingPlayer, out PlayerIndex playerIndex) | NewGamePhysics.StateManager.InputState | |
| IsNewButtonPress(Buttons button, PlayerIndex?controllingPlayer, out PlayerIndex playerIndex) | NewGamePhysics.StateManager.InputState | |
| IsNewInputDown(PlayerIndex?controllingPlayer) | NewGamePhysics.StateManager.InputState | |
| IsNewInputLeft(PlayerIndex?controllingPlayer) | NewGamePhysics.StateManager.InputState | |
| IsNewInputRight(PlayerIndex?controllingPlayer) | NewGamePhysics.StateManager.InputState | |
| IsNewInputUp(PlayerIndex?controllingPlayer) | NewGamePhysics.StateManager.InputState | |
| IsNewKeyPress(Keys key, PlayerIndex?controllingPlayer, out PlayerIndex playerIndex) | NewGamePhysics.StateManager.InputState | |
| LastGamePadStates (defined in NewGamePhysics.StateManager.InputState) | NewGamePhysics.StateManager.InputState | |
| LastKeyboardStates (defined in NewGamePhysics.StateManager.InputState) | NewGamePhysics.StateManager.InputState | |
| MaxInputs (defined in NewGamePhysics.StateManager.InputState) | NewGamePhysics.StateManager.InputState | |
| Update() | NewGamePhysics.StateManager.InputState | |