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<Type Name= "Global" FullName= "Art.Global" >
<TypeSignature Language= "C#" Value= "public class Global" Maintainer= "auto" />
<AssemblyInfo >
<AssemblyName > art-sharp</AssemblyName>
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<AssemblyPublicKey >
</AssemblyPublicKey>
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</AssemblyInfo>
<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>
<Base >
<BaseTypeName > System.Object</BaseTypeName>
</Base>
<Interfaces />
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<Docs >
<summary > Global API elements for <see cref= "N:Art" /> </summary>
<remarks />
</Docs>
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<Members >
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<Member MemberName= ".ctor" >
<MemberSignature Language= "C#" Value= "public Global ();" />
<MemberType > Constructor</MemberType>
<ReturnValue />
<Parameters />
<Docs >
<summary > Default constructor</summary>
<remarks />
</Docs>
</Member>
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<Member MemberName= "BezierToVec" >
<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);" />
<MemberType > Method</MemberType>
<ReturnValue >
<ReturnType > Art.Point</ReturnType>
</ReturnValue>
<Parameters >
<Parameter Name= "x0" Type= "System.Double" />
<Parameter Name= "y0" Type= "System.Double" />
<Parameter Name= "x1" Type= "System.Double" />
<Parameter Name= "y1" Type= "System.Double" />
<Parameter Name= "x2" Type= "System.Double" />
<Parameter Name= "y2" Type= "System.Double" />
<Parameter Name= "x3" Type= "System.Double" />
<Parameter Name= "y3" Type= "System.Double" />
<Parameter Name= "p" Type= "Art.Point" />
<Parameter Name= "level" Type= "System.Int32" />
</Parameters>
<Docs >
<param name= "x0" > a <see cref= "T:System.Double" /> </param>
<param name= "y0" > a <see cref= "T:System.Double" /> </param>
<param name= "x1" > a <see cref= "T:System.Double" /> </param>
<param name= "y1" > a <see cref= "T:System.Double" /> </param>
<param name= "x2" > a <see cref= "T:System.Double" /> </param>
<param name= "y2" > a <see cref= "T:System.Double" /> </param>
<param name= "x3" > a <see cref= "T:System.Double" /> </param>
<param name= "y3" > a <see cref= "T:System.Double" /> </param>
<param name= "p" > a <see cref= "T:Art.Point" /> </param>
<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>
<remarks > To be added</remarks>
</Docs>
</Member>
<Member MemberName= "BezPathToVec" >
<MemberSignature Language= "C#" Value= "public static Art.Vpath BezPathToVec (Art.Bpath bez, double flatness);" />
<MemberType > Method</MemberType>
<ReturnValue >
<ReturnType > Art.Vpath</ReturnType>
</ReturnValue>
<Parameters >
<Parameter Name= "bez" Type= "Art.Bpath" />
<Parameter Name= "flatness" Type= "System.Double" />
</Parameters>
<Docs >
<param name= "bez" > a <see cref= "T:Art.Bpath" /> </param>
<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>
<remarks > To be added</remarks>
</Docs>
</Member>
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<Member MemberName= "GraySvpAa" >
<MemberSignature Language= "C#" Value= "public static byte GraySvpAa (Art.SVP svp, int x0, int y0, int x1, int y1, int rowstride);" />
<MemberType > Method</MemberType>
<ReturnValue >
<ReturnType > System.Byte</ReturnType>
</ReturnValue>
<Parameters >
<Parameter Name= "svp" Type= "Art.SVP" />
<Parameter Name= "x0" Type= "System.Int32" />
<Parameter Name= "y0" Type= "System.Int32" />
<Parameter Name= "x1" Type= "System.Int32" />
<Parameter Name= "y1" Type= "System.Int32" />
<Parameter Name= "rowstride" Type= "System.Int32" />
</Parameters>
<Docs >
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<param name= "svp" > The given Sorted Vector Path.</param>
<param name= "x0" > The left coordinate of the viewport.</param>
<param name= "y0" > The top coordinate of the viewport.</param>
<param name= "x1" > The right coordinate of the viewport.</param>
<param name= "y1" > The bottom coordinate of the viewport.</param>
<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>
<remarks > Is only renders inside the area of the viewport.</remarks>
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</Docs>
</Member>
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<Member MemberName= "RectListFromUta" >
<MemberSignature Language= "C#" Value= "public static Art.IRect RectListFromUta (Art.Uta uta, int max_width, int max_height, out int p_nrects);" />
<MemberType > Method</MemberType>
<ReturnValue >
<ReturnType > Art.IRect</ReturnType>
</ReturnValue>
<Parameters >
<Parameter Name= "uta" Type= "Art.Uta" />
<Parameter Name= "max_width" Type= "System.Int32" />
<Parameter Name= "max_height" Type= "System.Int32" />
<Parameter Name= "p_nrects" Type= "System.Int32&" RefType= "out" />
</Parameters>
<Docs >
<param name= "uta" > The given UTA.</param>
<param name= "max_width" > The maximum width of the resulting rectangles.</param>
<param name= "max_height" > The maximum height of the resulting rectangles.</param>
<param name= "p_nrects" > The number of rectangles generated. Should be an out. Its unnecessary.</param>
<summary > Decomposes a UTA into a list of rectangles.</summary>
<returns > It should return a IRect[]. Yup, a bug. </returns>
<remarks > This routine provides a precise implementation, meaning that the rectangles cover exactly the same are as the uta.</remarks>
</Docs>
</Member>
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</Members>
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</Type>