mirror of
https://github.com/Ryujinx/GtkSharp.git
synced 2024-12-29 14:45:43 +00:00
9efe6c804f
svn path=/trunk/gtk-sharp/; revision=122790
130 lines
5.9 KiB
XML
130 lines
5.9 KiB
XML
<Type Name="Global" FullName="Art.Global">
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<TypeSignature Language="C#" Value="public class Global" Maintainer="auto" />
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<AssemblyInfo>
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<AssemblyName>art-sharp</AssemblyName>
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<AssemblyPublicKey>
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</AssemblyPublicKey>
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</AssemblyInfo>
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<ThreadSafetyStatement>Gtk# is thread aware, but not thread safe; See the <link location="node:gtk-sharp/programming/threads">Gtk# Thread Programming</link> for details.</ThreadSafetyStatement>
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<Base>
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<BaseTypeName>System.Object</BaseTypeName>
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</Base>
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<Interfaces />
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<Docs>
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<summary>Global API elements for <see cref="N:Art" /></summary>
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<remarks />
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</Docs>
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<Members>
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<Member MemberName=".ctor">
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<MemberSignature Language="C#" Value="public Global ();" />
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<MemberType>Constructor</MemberType>
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<ReturnValue />
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<Parameters />
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<Docs>
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<summary>Default constructor</summary>
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<remarks />
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</Docs>
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</Member>
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<Member MemberName="BezierToVec">
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<MemberSignature Language="C#" Value="public static Art.Point BezierToVec (double x0, double y0, double x1, double y1, double x2, double y2, double x3, double y3, Art.Point p, int level);" />
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<MemberType>Method</MemberType>
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<ReturnValue>
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<ReturnType>Art.Point</ReturnType>
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</ReturnValue>
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<Parameters>
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<Parameter Name="x0" Type="System.Double" />
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<Parameter Name="y0" Type="System.Double" />
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<Parameter Name="x1" Type="System.Double" />
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<Parameter Name="y1" Type="System.Double" />
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<Parameter Name="x2" Type="System.Double" />
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<Parameter Name="y2" Type="System.Double" />
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<Parameter Name="x3" Type="System.Double" />
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<Parameter Name="y3" Type="System.Double" />
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<Parameter Name="p" Type="Art.Point" />
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<Parameter Name="level" Type="System.Int32" />
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</Parameters>
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<Docs>
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<param name="x0">a <see cref="T:System.Double" /></param>
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<param name="y0">a <see cref="T:System.Double" /></param>
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<param name="x1">a <see cref="T:System.Double" /></param>
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<param name="y1">a <see cref="T:System.Double" /></param>
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<param name="x2">a <see cref="T:System.Double" /></param>
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<param name="y2">a <see cref="T:System.Double" /></param>
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<param name="x3">a <see cref="T:System.Double" /></param>
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<param name="y3">a <see cref="T:System.Double" /></param>
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<param name="p">a <see cref="T:Art.Point" /></param>
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<param name="level">a <see cref="T:System.Int32" /></param>
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<summary>To be added</summary>
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<returns>a <see cref="T:Art.Point" /></returns>
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<remarks>To be added</remarks>
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</Docs>
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</Member>
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<Member MemberName="BezPathToVec">
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<MemberSignature Language="C#" Value="public static Art.Vpath BezPathToVec (Art.Bpath bez, double flatness);" />
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<MemberType>Method</MemberType>
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<ReturnValue>
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<ReturnType>Art.Vpath</ReturnType>
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</ReturnValue>
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<Parameters>
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<Parameter Name="bez" Type="Art.Bpath" />
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<Parameter Name="flatness" Type="System.Double" />
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</Parameters>
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<Docs>
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<param name="bez">a <see cref="T:Art.Bpath" /></param>
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<param name="flatness">a <see cref="T:System.Double" /></param>
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<summary>To be added</summary>
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<returns>a <see cref="T:Art.Vpath" /></returns>
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<remarks>To be added</remarks>
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</Docs>
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</Member>
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<Member MemberName="GraySvpAa">
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<MemberSignature Language="C#" Value="public static byte GraySvpAa (Art.SVP svp, int x0, int y0, int x1, int y1, int rowstride);" />
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<MemberType>Method</MemberType>
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<ReturnValue>
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<ReturnType>System.Byte</ReturnType>
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</ReturnValue>
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<Parameters>
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<Parameter Name="svp" Type="Art.SVP" />
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<Parameter Name="x0" Type="System.Int32" />
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<Parameter Name="y0" Type="System.Int32" />
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<Parameter Name="x1" Type="System.Int32" />
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<Parameter Name="y1" Type="System.Int32" />
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<Parameter Name="rowstride" Type="System.Int32" />
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</Parameters>
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<Docs>
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<param name="svp">The given Sorted Vector Path.</param>
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<param name="x0">The left coordinate of the viewport.</param>
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<param name="y0">The top coordinate of the viewport.</param>
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<param name="x1">The right coordinate of the viewport.</param>
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<param name="y1">The bottom coordinate of the viewport.</param>
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<param name="rowstride">The row stride of the pixel buffer.</param>
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<summary>Renders the Sorted Vector Path into the given byte[].</summary>
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<returns>The function is void, it should get the byte[] were to render... Its a bug.</returns>
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<remarks>Is only renders inside the area of the viewport.</remarks>
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</Docs>
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</Member>
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<Member MemberName="RectListFromUta">
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<MemberSignature Language="C#" Value="public static Art.IRect RectListFromUta (Art.Uta uta, int max_width, int max_height, out int p_nrects);" />
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<MemberType>Method</MemberType>
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<ReturnValue>
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<ReturnType>Art.IRect</ReturnType>
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</ReturnValue>
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<Parameters>
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<Parameter Name="uta" Type="Art.Uta" />
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<Parameter Name="max_width" Type="System.Int32" />
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<Parameter Name="max_height" Type="System.Int32" />
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<Parameter Name="p_nrects" Type="System.Int32&" RefType="out" />
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</Parameters>
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<Docs>
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<param name="uta">The given UTA.</param>
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<param name="max_width">The maximum width of the resulting rectangles.</param>
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<param name="max_height">The maximum height of the resulting rectangles.</param>
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<param name="p_nrects">The number of rectangles generated. Should be an out. Its unnecessary.</param>
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<summary>Decomposes a UTA into a list of rectangles.</summary>
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<returns>It should return a IRect[]. Yup, a bug. </returns>
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<remarks>This routine provides a precise implementation, meaning that the rectangles cover exactly the same are as the uta.</remarks>
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</Docs>
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</Member>
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</Members>
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</Type>
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