}
/// <summary>
- /// An uninitialized Touch instance.<br>
- /// Calling member functions with an uninitialized Touch handle is not allowed.<br>
+ /// An uninitialized touch instance.<br>
+ /// Calling member functions with an uninitialized touch handle is not allowed.<br>
/// </summary>
public Touch() : this(NDalicPINVOKE.new_Touch__SWIG_0(), true)
{
/// <summary>
/// Returns the time (in ms) that the touch event occurred.
/// </summary>
- /// <returns>The time (in ms) that the touch event occurred</returns>
+ /// <returns>The time (in ms) that the touch event occurred.</returns>
public uint GetTime()
{
uint ret = NDalicPINVOKE.Touch_GetTime(swigCPtr);
/// <summary>
/// Returns the total number of points in this TouchData.
/// </summary>
- /// <returns>Total number of Points</returns>
+ /// <returns>The total number of points.</returns>
public uint GetPointCount()
{
uint ret = NDalicPINVOKE.Touch_GetPointCount(swigCPtr);
}
/// <summary>
- /// Returns the ID of the device used for the Point specified.<br>
- /// Each point has a unique device ID which specifies the device used for that
+ /// Returns the ID of the device used for the point specified.<br>
+ /// Each point has a unique device ID, which specifies the device used for that
/// point. This is returned by this method.<br>
- /// If point is greater than GetPointCount() then this method will return -1.<br>
+ /// If a point is greater than GetPointCount(), then this method will return -1.<br>
/// </summary>
- /// <param name="point">The point required</param>
- /// <returns>The Device ID of this point</returns>
+ /// <param name="point">The point required.</param>
+ /// <returns>The device ID of this point.</returns>
public int GetDeviceId(uint point)
{
int ret = NDalicPINVOKE.Touch_GetDeviceId(swigCPtr, point);
}
/// <summary>
- /// Retrieves the State of the point specified.<br>
- /// If point is greater than GetPointCount() then this method will return PointState.Finished.<br>
+ /// Retrieves the state of the point specified.<br>
+ /// If a point is greater than GetPointCount(), then this method will return PointState.Finished.<br>
/// </summary>
- /// <param name="point">The point required</param>
- /// <returns>The state of the point specified</returns>
+ /// <param name="point">The point required.</param>
+ /// <returns>The state of the point specified.</returns>
public PointStateType GetState(uint point)
{
PointStateType ret = (PointStateType)NDalicPINVOKE.Touch_GetState(swigCPtr, point);
/// <summary>
/// Retrieves the actor that was underneath the point specified.<br>
- /// If point is greater than GetPointCount() then this method will return an empty handle.<br>
+ /// If a point is greater than GetPointCount(), then this method will return an empty handle.<br>
/// </summary>
- /// <param name="point">The point required</param>
- /// <returns>The actor that was underneath the point specified</returns>
+ /// <param name="point">The point required.</param>
+ /// <returns>The actor that was underneath the point specified.</returns>
public View GetHitView(uint point)
{
global::System.IntPtr cPtr = NDalicPINVOKE.Touch_GetHitActor(swigCPtr, point);
}
/// <summary>
- /// Retrieves the co-ordinates relative to the top-left of the hit-actor at the point specified.<br>
+ /// Retrieves the coordinates relative to the top-left of the hit actor at the point specified.<br>
/// The top-left of an actor is (0.0, 0.0, 0.5).<br>
- /// If you require the local coordinates of another actor (e.g the parent of the hit actor),
+ /// If you require the local coordinates of another actor (for example, the parent of the hit actor),
/// then you should use Actor::ScreenToLocal().<br>
- /// If point is greater than GetPointCount() then this method will return Vector2.Zero.<br>
+ /// If a point is greater than GetPointCount(), then this method will return Vector2.Zero.<br>
/// </summary>
- /// <param name="point">The point required</param>
- /// <returns>The co-ordinates relative to the top-left of the hit-actor of the point specified</returns>
+ /// <param name="point">The point required.</param>
+ /// <returns>The coordinates relative to the top-left of the hit actor of the point specified.</returns>
public Vector2 GetLocalPosition(uint point)
{
Vector2 ret = new Vector2(NDalicPINVOKE.Touch_GetLocalPosition(swigCPtr, point), false);
}
/// <summary>
- /// Retrieves the co-ordinates relative to the top-left of the screen of the point specified.<br>
- /// If point is greater than GetPointCount() then this method will return Vector2.Zero.<br>
+ /// Retrieves the coordinates relative to the top-left of the screen of the point specified.<br>
+ /// If a point is greater than GetPointCount(), then this method will return Vector2.Zero.<br>
/// </summary>
- /// <param name="point">The point required</param>
- /// <returns>The co-ordinates relative to the top-left of the screen of the point specified</returns>
+ /// <param name="point">The point required.</param>
+ /// <returns>The coordinates relative to the top-left of the screen of the point specified.</returns>
public Vector2 GetScreenPosition(uint point)
{
Vector2 ret = new Vector2(NDalicPINVOKE.Touch_GetScreenPosition(swigCPtr, point), false);
/// <summary>
/// Retrieves the radius of the press point.<br>
/// This is the average of both the horizontal and vertical radii of the press point.<br>
- /// If point is greater than GetPointCount() then this method will return 0.0f.<br>
+ /// If point is greater than GetPointCount(), then this method will return 0.0f.<br>
/// </summary>
- /// <param name="point">The point required</param>
- /// <returns>The radius of the press point</returns>
+ /// <param name="point">The point required.</param>
+ /// <returns>The radius of the press point.</returns>
public float GetRadius(uint point)
{
float ret = NDalicPINVOKE.Touch_GetRadius(swigCPtr, point);
}
/// <summary>
- /// Retrieves BOTH the horizontal and the vertical radii of the press point.<br>
- /// If point is greater than GetPointCount() then this method will return Vector2.Zero.<br>
+ /// Retrieves both the horizontal and the vertical radii of the press point.<br>
+ /// If a point is greater than GetPointCount(), then this method will return Vector2.Zero.<br>
/// </summary>
- /// <param name="point">The point required</param>
- /// <returns>The horizontal and vertical radii of the press point</returns>
+ /// <param name="point">The point required.</param>
+ /// <returns>The horizontal and vertical radii of the press point.</returns>
public Vector2 GetEllipseRadius(uint point)
{
Vector2 ret = new Vector2(NDalicPINVOKE.Touch_GetEllipseRadius(swigCPtr, point), false);
/// Normal pressure is defined as 1.0f.<br>
/// A value between 0.0f and 1.0f means light pressure has been applied.<br>
/// A value greater than 1.0f means more pressure than normal has been applied.<br>
- /// If point is greater than GetPointCount() then this method will return 1.0f.<br>
+ /// If point is greater than GetPointCount(), then this method will return 1.0f.<br>
/// </summary>
- /// <param name="point">point The point required</param>
- /// <returns>The touch pressure</returns>
+ /// <param name="point">The point required.</param>
+ /// <returns>The touch pressure.</returns>
public float GetPressure(uint point)
{
float ret = NDalicPINVOKE.Touch_GetPressure(swigCPtr, point);