/// <summary>
/// Sets whether the actor should be focusable by keyboard navigation.<br>
- /// Visuals reuse geometry, shader etc. across controls. They ensure that the renderer and texture sets exist only when control is on-window.<br>
+ /// Visuals reuse geometry, shader etc. across controls. They ensure that the renderer and texture sets exist only when control is on window.<br>
/// Each visual also responds to actor size and color change, and provides clipping at the renderer level.<br>
/// </summary>
public class VisualBase : BaseHandle
}
/// <summary>
- /// Create an empty Visual Handle
+ /// Creates an empty visual handle.
/// </summary>
public VisualBase() : this(NDalicPINVOKE.new_VisualBase__SWIG_0(), true)
{
}
/// <summary>
- /// name of the visual
+ /// The name of the visual.
/// </summary>
public string Name
{
}
/// <summary>
- /// Sets the transform and the control size
+ /// Sets the transform and the control size.
/// </summary>
- /// <param name="transform">A property map describing the transform</param>
+ /// <param name="transform">A property map describing the transform.</param>
/// <param name="controlSize">The size of the parent control for visuals that need to scale internally.</param>
public void SetTransformAndSize(PropertyMap transform, Vector2 controlSize)
{
/// <summary>
/// Returns the height for a given width.
/// </summary>
- /// <param name="width">Width to use.</param>
+ /// <param name="width">The width to use.</param>
/// <returns>The height based on the width.</returns>
public float GetHeightForWidth(float width)
{
/// <summary>
/// Returns the width for a given height.
/// </summary>
- /// <param name="height">Height to use.</param>
+ /// <param name="height">The height to use.</param>
/// <returns>The width based on the height.</returns>
public float GetWidthForHeight(float height)
{
}
/// <summary>
- /// Return the natural size of the visual.<br>
- /// Deriving classes stipulate the natural size and by default a visual has a ZERO natural size.<br>
+ /// Returns the natural size of the visual.<br>
+ /// Deriving classes stipulate the natural size and by default a visual has a zero natural size.<br>
/// A visual may not actually have a natural size until it has been placed on window and acquired all it's resources.<br>
/// </summary>
- /// <param name="naturalSize">The visual's natural size</param>
+ /// <param name="naturalSize">The visual's natural size.</param>
public void GetNaturalSize(Size2D naturalSize)
{
NDalicPINVOKE.VisualBase_GetNaturalSize(swigCPtr, Size2D.getCPtr(naturalSize));
}
/// <summary>
- /// the depth index of this visual.
+ /// The depth index of this visual.
/// </summary>
public int DepthIndex
{
}
/// <summary>
- /// Create the property map representing this visual.
+ /// Creates the property map representing this visual.
/// </summary>
[Obsolete("Please be caution! this will be readonly.")]
public PropertyMap Creation