GtkSharp/doc/en/Art/Global.xml

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<Type Name="Global" FullName="Art.Global">
<TypeSignature Language="C#" Value="public class Global" Maintainer="auto" />
<AssemblyInfo>
<AssemblyName>art-sharp</AssemblyName>
<AssemblyPublicKey>
</AssemblyPublicKey>
<AssemblyVersion>2.0.0.0</AssemblyVersion>
</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>
<Docs>
<summary>Global API elements for <see cref="N:Art" /></summary>
<remarks />
</Docs>
<Base>
<BaseTypeName>System.Object</BaseTypeName>
</Base>
<Interfaces />
<Members>
<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>
<summary>To be added</summary>
<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>
<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>
<summary>To be added</summary>
<param name="bez">a <see cref="T:Art.Bpath" /></param>
<param name="flatness">a <see cref="T:System.Double" /></param>
<returns>a <see cref="T:Art.Vpath" /></returns>
<remarks>To be added</remarks>
</Docs>
</Member>
<Member MemberName=".ctor">
<MemberSignature Language="C#" Value="public Global ();" />
<MemberType>Constructor</MemberType>
<ReturnValue />
<Parameters />
<Docs>
<summary>Default constructor</summary>
<remarks />
</Docs>
</Member>
<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&amp;" RefType="out" />
</Parameters>
<Docs>
<summary>Decomposes a UTA into a list of rectangles.</summary>
<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>
<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>
<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>
<summary>Renders the Sorted Vector Path into the given byte[].</summary>
<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>
<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>
</Docs>
</Member>
</Members>
</Type>