return new ItemContainerEnumerator(this);
}
- // Type-safe enumerator
+ // The type-safe enumerator.
/// Note that the IEnumerator documentation requires an InvalidOperationException to be thrown
/// whenever the collection is modified. This has been done for changes in the size of the
- /// collection but not when one of the elements of the collection is modified as it is a bit
+ /// collection, but not when one of the elements of the collection is modified as it is a bit
/// tricky to detect unmanaged code that modifies the collection under our feet.
public sealed class ItemContainerEnumerator : global::System.Collections.IEnumerator
, global::System.Collections.Generic.IEnumerator<Item>
return new ItemIdContainerEnumerator(this);
}
- // Type-safe enumerator
+ // The type-safe enumerator.
/// Note that the IEnumerator documentation requires an InvalidOperationException to be thrown
/// whenever the collection is modified. This has been done for changes in the size of the
- /// collection but not when one of the elements of the collection is modified as it is a bit
+ /// collection, but not when one of the elements of the collection is modified as it is a bit
/// tricky to detect unmanaged code that modifies the collection under our feet.
public sealed class ItemIdContainerEnumerator : global::System.Collections.IEnumerator
, global::System.Collections.Generic.IEnumerator<uint>
class NUICoreBackend : ICoreBackend
{
/// <summary>
- /// Application instance to connect event.
+ /// The Application instance to connect event.
/// </summary>
protected Application _application;
private string _stylesheet = "";
private NUIApplication.WindowMode _windowMode = NUIApplication.WindowMode.Opaque;
/// <summary>
- /// Dictionary to contain each type of event callback.
+ /// The Dictionary to contain each type of event callback.
/// </summary>
protected IDictionary<EventType, object> Handlers = new Dictionary<EventType, object>();
}
/// <summary>
- /// Add NUIApplication event to Application.
- /// Put each type of event callback in Dictionary.
+ /// Adds NUIApplication event to Application.
+ /// Puts each type of event callback in Dictionary.
/// </summary>
- /// <param name="evType">Type of event</param>
- /// <param name="handler">Event callback</param>
+ /// <param name="evType">The type of event.</param>
+ /// <param name="handler">The event callback.</param>
public void AddEventHandler(EventType evType, Action handler)
{
Handlers.Add(evType, handler);
}
/// <summary>
- /// Add NUIApplication event to Application.
- /// Put each type of event callback in Dictionary.
+ /// Adds NUIApplication event to Application.
+ /// Puts each type of event callback in Dictionary.
/// </summary>
- /// <typeparam name="TEventArgs">Argument type for the event</typeparam>
- /// <param name="evType">Type of event</param>
- /// <param name="handler">Event callback</param>
+ /// <typeparam name="TEventArgs">The argument type for the event.</typeparam>
+ /// <param name="evType">The type of event.</param>
+ /// <param name="handler">The event callback.</param>
public void AddEventHandler<TEventArgs>(EventType evType, Action<TEventArgs> handler) where TEventArgs : EventArgs
{
Handlers.Add(evType, handler);
/// <summary>
- /// Dispose function.
+ /// The Dispose function.
/// </summary>
public void Dispose()
{
}
/// <summary>
- /// Exit Application.
+ /// The Exit application.
/// </summary>
public void Exit()
{
}
/// <summary>
- /// Run Application.
+ /// The Run application.
/// </summary>
- /// <param name="args">Arguments from commandline.</param>
+ /// <param name="args">The arguments from commandline.</param>
public void Run(string[] args)
{
TizenSynchronizationContext.Initialize();
}
/// <summary>
- /// Region changed event callback function.
+ /// The Region changed event callback function.
/// </summary>
- /// <param name="source">Application instance</param>
- /// <param name="e">Event argument for RegionChanged</param>
+ /// <param name="source">The application instance.</param>
+ /// <param name="e">The event argument for RegionChanged.</param>
private void OnRegionChanged(object source, NUIApplicationRegionChangedEventArgs e)
{
Log.Debug("NUI", "NUICorebackend OnRegionChanged Called");
}
/// <summary>
- /// Memory Low event callback function.
+ /// The Memory Low event callback function.
/// </summary>
- /// <param name="source">Application instance</param>
- /// <param name="e">Event argument for MemoryLow</param>
+ /// <param name="source">The application instance.</param>
+ /// <param name="e">The event argument for MemoryLow.</param>
private void OnMemoryLow(object source, NUIApplicationMemoryLowEventArgs e)
{
Log.Debug("NUI", "NUICorebackend OnMemoryLow Called");
}
/// <summary>
- /// Language changed event callback function.
+ /// The Language changed event callback function.
/// </summary>
- /// <param name="source">Application instance</param>
- /// <param name="e">Event argument for LanguageChanged</param>
+ /// <param name="source">The application instance.</param>
+ /// <param name="e">The event argument for LanguageChanged.</param>
private void OnLanguageChanged(object source, NUIApplicationLanguageChangedEventArgs e)
{
Log.Debug("NUI", "NUICorebackend OnLanguageChanged Called");
}
/// <summary>
- /// Battery low event callback function.
+ /// The Battery Low event callback function.
/// </summary>
- /// <param name="source">Application instance</param>
- /// <param name="e">Event argument for BatteryLow</param>
+ /// <param name="source">The application instance.</param>
+ /// <param name="e">The event argument for BatteryLow.</param>
private void OnBatteryLow(object source, NUIApplicationBatteryLowEventArgs e)
{
Log.Debug("NUI", "NUICorebackend OnBatteryLow Called");
}
/// <summary>
- /// Initialized event callback function.
+ /// The Initialized event callback function.
/// </summary>
- /// <param name="source">Application instance</param>
- /// <param name="e">Event argument for Initialized</param>
+ /// <param name="source">The application instance.</param>
+ /// <param name="e">The event argument for Initialized.</param>
private void OnInitialized(object source, NUIApplicationInitEventArgs e)
{
Log.Debug("NUI", "NUICorebackend OnPreCreated Called");
}
/// <summary>
- /// Terminated event callback function.
+ /// The Terminated event callback function.
/// </summary>
- /// <param name="source">Application instance</param>
- /// <param name="e">Event argument for Terminated</param>
+ /// <param name="source">The application instance.</param>
+ /// <param name="e">The event argument for Terminated.</param>
private void OnTerminated(object source, NUIApplicationTerminatingEventArgs e)
{
Log.Debug("NUI", "NUICorebackend OnTerminated Called");
}
/// <summary>
- /// Resumed event callback function.
+ /// The Resumed event callback function.
/// </summary>
- /// <param name="source">Application instance</param>
- /// <param name="e">Event argument for Resumed</param>
+ /// <param name="source">The application instance.</param>
+ /// <param name="e">The event argument for Resumed.</param>
private void OnResumed(object source, NUIApplicationResumedEventArgs e)
{
Log.Debug("NUI", "NUICorebackend OnResumed Called");
}
/// <summary>
- /// App control event callback function.
+ /// The App control event callback function.
/// </summary>
- /// <param name="source">Application instance</param>
- /// <param name="e">Event argument for AppControl</param>
+ /// <param name="source">The application instance.</param>
+ /// <param name="e">The event argument for AppControl.</param>
private void OnAppControl(object source, NUIApplicationAppControlEventArgs e)
{
Log.Debug("NUI", "NUICorebackend OnAppControl Called");
}
/// <summary>
- /// Paused event callback function.
+ /// The Paused event callback function.
/// </summary>
- /// <param name="source">Application instance</param>
- /// <param name="e">Event argument for Paused</param>
+ /// <param name="source">The application instance.</param>
+ /// <param name="e">The event argument for Paused.</param>
private void OnPaused(object source, NUIApplicationPausedEventArgs e)
{
Log.Debug("NUI", "NUICorebackend OnPaused Called");
}
- internal Application ApplicationHandle
- {
- get
- {
- return _application;
- }
- }
+ internal Application ApplicationHandle
+ {
+ get
+ {
+ return _application;
+ }
+ }
}
}
namespace Tizen.NUI
{
/// <summary>
- /// Class that represents the type of NUI event for backends. This class can be converted from string type.
+ /// This class represents the type of NUI event for backends. This class can be converted from string type.
/// </summary>
public class NUIEventType : EventType
{
/// <summary>
/// Initializes the EventType class.
/// </summary>
- /// <param name="name">The name of event type.</param>
+ /// <param name="name">The name of the event type.</param>
public NUIEventType(string name) : base(name)
{
}
/// <summary>
- /// Pre-defined event type. "Reset"
+ /// Pre-defined event type "Reset".
/// </summary>
public static readonly NUIEventType Reset = "Reset";
namespace Tizen.NUI
{
/// <summary>
- /// Helper class for calculating what property indexes should be assigned to C# View (view) classes.
+ /// The helper class for calculating what property indexes should be assigned to the C# View (view) classes.
/// </summary>
internal class PropertyRangeManager
{
}
/// <summary>
- /// Only called if a View has scriptable properties
+ /// Only called if a view has scriptable properties.
/// </summary>
private PropertyRange RegisterView(string viewName, System.Type viewType)
{
/// <summary>
/// Gets the index of the property.
- /// Each property has to have unique index for this view type
+ /// Each property has to have unique index for this view type.
/// </summary>
/// <returns>The property index.</returns>
- /// <param name="viewName">View name</param>
- /// <param name="viewType">View type</param>
+ /// <param name="viewName">The view name.</param>
+ /// <param name="viewType">The view type.</param>
/// <param name="type">Type.</param>
public int GetPropertyIndex(string viewName, System.Type viewType, ScriptableProperty.ScriptableType type)
{
}
///<summary>
- /// We calculate the start property indices, based on the type and it's class heirachy, e.g. DateView (70,000)- > Spin (60,000) -> View (50,000)
+ /// We calculate the start property indices, based on the type and it's class hierarchy, for example, DateView (70,000)- > Spin (60,000) -> View (50,000).
/// </summary>
private void GetPropertyStartRange(System.Type viewType, ref PropertyRange range)
{
internal sealed class Registry
{
/// <summary>
- /// Registry is a singleton
+ /// The registry is a singleton.
/// </summary>
private static Registry instance = null;
/// <summary>
- /// Given a C++ object the dictionary allows us to find which C# object it belongs to.
+ /// Given a C++ object, the dictionary allows us to find which C# object it belongs to.
/// By keeping the weak reference only, it will allow the object to be garbage collected.
/// </summary>
private Dictionary<IntPtr, WeakReference> _controlMap;
/// <summary>
- /// Store the mapping between this instance of BaseHandle (C# base class) and native part.
+ /// Stores the mapping between this instance of BaseHandle (C# base class) and native part.
/// </summary>
- /// <param name="baseHandle"> The instance of BaseHandle (C# base class)</param>
+ /// <param name="baseHandle">The instance of BaseHandle (C# base class).</param>
internal static void Register(BaseHandle baseHandle)
{
// We store a pointer to the RefObject for the control
}
/// <summary>
- /// Remove the this instance of BaseHandle (C# base class) and native part from the mapping table.
+ /// Removes this instance of BaseHandle (C# base class) and native part from the mapping table.
/// </summary>
- /// <param name="view"> The instance of BaseHandle (C# base class)</param>
+ /// <param name="view">The instance of BaseHandle (C# base class).</param>
internal static void Unregister(BaseHandle baseHandle)
{
RefObject refObj = baseHandle.GetObjectPtr();
protected bool disposed = false;
/// <summary>
- /// Dispose
+ /// Dispose.
/// </summary>
~Size()
{
}
/// <summary>
- /// Addition operator for A+B
+ /// The addition operator for A+B.
/// </summary>
- /// <param name="arg1">Size, A</param>
- /// <param name="arg2">Size to assign, B</param>
- /// <returns>A Size containing the result of the addition</returns>
+ /// <param name="arg1">Size to assign A.</param>
+ /// <param name="arg2">Size to assign B.</param>
+ /// <returns>A size containing the result of the addition.</returns>
public static Size operator +(Size arg1, Size arg2)
{
return arg1.Add(arg2);
}
/// <summary>
- /// Subtraction operator for A-B
+ /// The subtraction operator for A-B.
/// </summary>
- /// <param name="arg1">Size, A</param>
- /// <param name="arg2">Size to subtract, B</param>
- /// <returns>A Size containing the result of the subtraction</returns>
+ /// <param name="arg1">Size to subtract A.</param>
+ /// <param name="arg2">Size to subtract B.</param>
+ /// <returns>The size containing the result of the subtraction.</returns>
public static Size operator -(Size arg1, Size arg2)
{
return arg1.Subtract(arg2);
}
/// <summary>
- /// Unary negation operator.
+ /// The unary negation operator.
/// </summary>
- /// <param name="arg1">Size for unary negation</param>
- /// <returns>A Size containg the negation</returns>
+ /// <param name="arg1">Size for unary negation.</param>
+ /// <returns>A size containing the negation.</returns>
public static Size operator -(Size arg1)
{
return arg1.Subtract();
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">Size for multiplication</param>
- /// <param name="arg2">The Size to multipl</param>
- /// <returns>A Size containing the result of the multiplication</returns>
+ /// <param name="arg1">Size for multiplication.</param>
+ /// <param name="arg2">The size to multiply.</param>
+ /// <returns>A size containing the result of the multiplication.</returns>
public static Size operator *(Size arg1, Size arg2)
{
return arg1.Multiply(arg2);
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">Size for multiplication</param>
- /// <param name="arg2">The float value to scale the Size</param>
- /// <returns>A Size containing the result of the scaling</returns>
+ /// <param name="arg1">Size for multiplication.</param>
+ /// <param name="arg2">The float value to scale the size.</param>
+ /// <returns>A size containing the result of the scaling.</returns>
public static Size operator *(Size arg1, float arg2)
{
return arg1.Multiply(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">Size for division</param>
- /// <param name="arg2">The Size to divide</param>
- /// <returns>A Size containing the result of the division></returns>
+ /// <param name="arg1">Size for division.</param>
+ /// <param name="arg2">The size to divide.</param>
+ /// <returns>A size containing the result of the division.</returns>
public static Size operator /(Size arg1, Size arg2)
{
return arg1.Divide(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">Size for division</param>
- /// <param name="arg2">The float value to scale the Size by</param>
- /// <returns>A Size containing the result of the scaling</returns>
+ /// <param name="arg1">Size for division.</param>
+ /// <param name="arg2">The float value to scale the size by.</param>
+ /// <returns>A Size containing the result of the scaling.</returns>
public static Size operator /(Size arg1, float arg2)
{
return arg1.Divide(arg2);
}
/// <summary>
- /// Array subscript operator.
+ /// The array subscript operator.
/// </summary>
- /// <param name="index">Subscript index</param>
- /// <returns>The float at the given index</returns>
+ /// <param name="index">Subscript index.</param>
+ /// <returns>The float at the given index.</returns>
public float this[uint index]
{
get
}
/// <summary>
- /// Constructor.
+ /// The constructor.
/// </summary>
public Size() : this(NDalicPINVOKE.new_Vector3__SWIG_0(), true)
{
}
/// <summary>
- /// Constructor.
+ /// The constructor.
/// </summary>
- /// <param name="x">x (or width) component</param>
- /// <param name="y">y (or height) component</param>
- /// <param name="z">z (or depth) component</param>
+ /// <param name="x">The x (or width) component.</param>
+ /// <param name="y">The y (or height) component.</param>
+ /// <param name="z">The z (or depth) component.</param>
public Size(float x, float y, float z) : this(NDalicPINVOKE.new_Vector3__SWIG_1(x, y, z), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Constructor.
+ /// The constructor.
/// </summary>
- /// <param name="size2d">Size2D with x (width) and y (height)</param>
+ /// <param name="size2d">Size2D with x (width) and y (height).</param>
public Size(Size2D size2d) : this(NDalicPINVOKE.new_Vector3__SWIG_3(Size2D.getCPtr(size2d)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Zero constant, (0.0f, 0.0f, 0.0f).
+ /// The Zero constant, (0.0f, 0.0f, 0.0f).
/// </summary>
public static Size Zero
{
}
/// <summary>
- /// Check equality.<br>
+ /// Checks equality.<br>
/// Utilizes appropriate machine epsilon values.<br>
/// </summary>
- /// <param name="rhs">The Size to test against</param>
- /// <returns>True if the Sizes are equal</returns>
+ /// <param name="rhs">The size to test against.</param>
+ /// <returns>True if the sizes are equal.</returns>
public bool EqualTo(Size rhs)
{
bool ret = NDalicPINVOKE.Vector3_EqualTo(swigCPtr, Size.getCPtr(rhs));
}
/// <summary>
- /// Check inequality.<br>
+ /// Checks inequality.<br>
/// Utilizes appropriate machine epsilon values.<br>
/// </summary>
- /// <param name="rhs">The Size to test against</param>
- /// <returns>True if the Sizes are not equal</returns>
+ /// <param name="rhs">The size to test against.</param>
+ /// <returns>True if the sizes are not equal.</returns>
public bool NotEqualTo(Size rhs)
{
bool ret = NDalicPINVOKE.Vector3_NotEqualTo(swigCPtr, Size.getCPtr(rhs));
}
/// <summary>
- /// Width property for width component of Siz
+ /// The Width property for the width component of size
/// </summary>
public float Width
{
}
/// <summary>
- /// Height property for height component of Size
+ /// The Height property for the height component of size.
/// </summary>
public float Height
{
}
/// <summary>
- /// Depth property for depth component of Size
+ /// The Depth property for the depth component of size.
/// </summary>
public float Depth
{
}
/// <summary>
- /// Type cast operator, Size to Vector3.
+ /// The type cast operator, Size to Vector3.
/// </summary>
- /// <param name="size">Object of Size type</param>
+ /// <param name="size">The object of size type.</param>
public static implicit operator Vector3(Size size)
{
return new Vector3(size.Width, size.Height, size.Depth);
}
/// <summary>
- /// Type cast operator, Vector3 to Size type.
+ /// The type cast operator, Vector3 to Size type.
/// </summary>
- /// <param name="vec">Object of Vector3 type</param>
+ /// <param name="vec">The object of Vector3 type.</param>
public static implicit operator Size(Vector3 vec)
{
return new Size(vec.Width, vec.Height, vec.Depth);
return new TouchPointContainerEnumerator(this);
}
- // Type-safe enumerator
+ // The type-safe enumerator.
/// Note that the IEnumerator documentation requires an InvalidOperationException to be thrown
/// whenever the collection is modified. This has been done for changes in the size of the
- /// collection but not when one of the elements of the collection is modified as it is a bit
+ /// collection, but not when one of the elements of the collection is modified as it is a bit
/// tricky to detect unmanaged code that modifies the collection under our feet.
public sealed class TouchPointContainerEnumerator : global::System.Collections.IEnumerator
, global::System.Collections.Generic.IEnumerator<TouchPoint>
/// <summary>
/// An Adaptor object is used to initialize and control how Dali runs.
///
- /// It provides a lifecycle interface that allows the application
+ /// It provides the lifecycle interface that allows the application
/// writer to provide their own main loop and other platform related
/// features.
///
/// The Adaptor class provides a means for initialising the resources required by the Dali::Core.
///
- /// When dealing with platform events, the application writer MUST ensure that Dali is called in a
+ /// When dealing with platform events, the application writer must ensure that DALi is called in a
/// thread-safe manner.
///
/// As soon as the Adaptor class is created and started, the application writer can initialise their
- /// View objects straight away or as required by the main loop they intend to use (there is no
- /// need to wait for an initialise signal as per the Tizen.NUI.Application class).
+ /// view objects straight away or as required by the main loop they intend to use (there is no
+ /// need to wait for an initialize signal as per the Tizen.NUI.Application class).
///
/// </summary>
public class Adaptor : global::System.IDisposable
}
/// <summary>
- /// Starts the Adaptor.
+ /// Starts the adaptor.
/// </summary>
internal void Start()
{
}
/// <summary>
- /// Pauses the Adaptor.
+ /// Pauses the adaptor.
/// </summary>
internal void Pause()
{
}
/// <summary>
- /// Resumes the Adaptor, if previously paused.
+ /// Resumes the adaptor, if previously paused.
/// </summary>
/// <remarks>If the adaptor is not paused, this does not do anything.</remarks>
internal void Resume()
}
/// <summary>
- /// Stops the Adaptor.
+ /// Stops the adaptor.
/// </summary>
internal void Stop()
{
}
/// <summary>
- /// Release any locks the surface may hold.
+ /// Releases any locks the surface may hold.
/// </summary>
/// <remarks>
/// For example, after compositing an offscreen surface, use this method to allow rendering to continue.
}
/// <summary>
- /// Set the number of frames per render.
+ /// Sets the number of frames per render.
/// </summary>
- /// <param name="numberOfVSyncsPerRender">The number of vsyncs between successive renders.. </param>
+ /// <param name="numberOfVSyncsPerRender">The number of vsyncs between successive renders.</param>
/// <remarks>
/// Suggest this is a power of two:
- /// 1 - render each vsync frame
- /// 2 - render every other vsync frame
- /// 4 - render every fourth vsync frame
- /// 8 - render every eighth vsync frame
+ /// 1 - render each vsync frame.
+ /// 2 - render every other vsync frame.
+ /// 4 - render every fourth vsync frame.
+ /// 8 - render every eighth vsync frame.
///</remarks>
internal void SetRenderRefreshRate(uint numberOfVSyncsPerRender)
{
}
/// <summary>
- /// Set whether the frame count per render is managed using the hardware VSync or manually timed.
+ /// Sets whether the frame count per render is managed using the hardware vsync or manually timed.
/// </summary>
- /// <param name="useHardware">True if the hardware VSync should be used. </param>
+ /// <param name="useHardware">True if the hardware vsync should be used.</param>
internal void SetUseHardwareVSync(bool useHardware)
{
NDalicManualPINVOKE.Adaptor_SetUseHardwareVSync(swigCPtr, useHardware);
/// <summary>
/// Returns a reference to the instance of the adaptor used by the current thread.
/// </summary>
- /// <remarks>The adaptor has been initialised.This is only valid in the main thread.</remarks>
+ /// <remarks>The adaptor has been initialized. This is only valid in the main thread.</remarks>
public static Adaptor Instance
{
get
/// <summary>
/// Checks whether the adaptor is available.
/// </summary>
- /// <returns>true, if it is available, false otherwise.</returns>
+ /// <returns>True if it is available, false otherwise.</returns>
internal static bool IsAvailable()
{
bool ret = NDalicManualPINVOKE.Adaptor_IsAvailable();
}
/// <summary>
- /// Call this method to notify Dali when scene is created and initialized.
- /// Notify Adaptor that the scene has been created.
+ /// Calls this method to notify DALi when a scene is created and initialized.
+ /// Notify the adaptor that the scene has been created.
/// </summary>
internal void NotifySceneCreated()
{
}
/// <summary>
- /// Call this method to notify Dali when the system language changes.
+ /// Calls this method to notify DALi when the system language changes.
///
- /// Use this only when NOT using Dali::Application, As Application created using
- /// Application will automatically receive notification of language change.
+ /// Use this only when not using Dali::Application. As the application is created, using the
+ /// application will automatically receive notification of the language change.
/// When Dali::Application is not used, the application developer should
- /// use app-core to receive language change notifications and should update Dali
+ /// use app-core to receive the language change notifications and should update DALi
/// by calling this method.
/// </summary>
internal void NotifyLanguageChanged()
}
/// <summary>
- /// Sets minimum distance in pixels that the fingers must move towards/away from each other in order to trigger a pinch gesture.
+ /// Sets the minimum distance in pixels that the fingers must move towards or away from each other in order to trigger a pinch gesture.
/// </summary>
- /// <param name="distance">The minimum pinch distance in pixels. </param>
+ /// <param name="distance">The minimum pinch distance in pixels.</param>
internal void SetMinimumPinchDistance(float distance)
{
NDalicManualPINVOKE.Adaptor_SetMinimumPinchDistance(swigCPtr, distance);
}
/// <summary>
- /// Feed a wheel event to the adaptor.
+ /// Feeds a wheel event to the adaptor.
/// </summary>
- /// <param name="wheelEvent">wheel event. </param>
+ /// <param name="wheelEvent">The wheel event.</param>
public void FeedWheelEvent(Wheel wheelEvent)
{
NDalicManualPINVOKE.Adaptor_FeedWheelEvent(swigCPtr, Wheel.getCPtr(wheelEvent));
}
/// <summary>
- /// Feed a key event to the adaptor.
+ /// Feeds a key event to the adaptor.
/// </summary>
- /// <param name="keyEvent">The key event holding the key information. </param>
+ /// <param name="keyEvent">The key event holding the key information.</param>
public void FeedKeyEvent(Key keyEvent)
{
NDalicManualPINVOKE.Adaptor_FeedKeyEvent(swigCPtr, Key.getCPtr(keyEvent));
}
/// <summary>
- /// Notify Core that the scene has been created.
+ /// Notifies core that the scene has been created.
/// </summary>
internal void SceneCreated()
{
}
/// <summary>
- /// Sets the stereo base (eye separation) for Stereoscopic 3D.
+ /// Sets the stereo base (eye separation) for stereoscopic 3D.
/// The stereo base is the distance in millimetres between the eyes. Typical values are
/// between 50mm and 70mm. The default value is 65mm.
/// </summary>
- /// <param name="stereoBase">The stereo base (eye separation) for Stereoscopic 3D.</param>
+ /// <param name="stereoBase">The stereo base (eye separation) for stereoscopic 3D.</param>
internal void SetStereoBase(float stereoBase)
{
NDalicManualPINVOKE.Adaptor_SetStereoBase(swigCPtr, stereoBase);
}
/// <summary>
- /// Event arguments that passed via Resized signal.
+ /// Event arguments that passed via the Resized signal.
/// </summary>
internal class ResizedEventArgs : EventArgs
{
private ResizedCallbackDelegate _resizedCallbackDelegate;
/// <summary>
- /// Event for Resized signal which can be used to subscribe/unsubscribe the event handler
- /// provided by the user. Resized signal is emitted when the size changes.<br>
+ /// An event for the Resized signal which can be used to subscribe or unsubscribe the event handler
+ /// provided by the user. The Resized signal is emitted when the size changes.<br>
/// </summary>
internal event EventHandler<ResizedEventArgs> Resized
{
}
/// <summary>
- /// Event arguments that passed via LanguageChanged signal.
+ /// Event arguments that passed via the LanguageChanged signal.
/// </summary>
internal class LanguageChangedEventArgs : EventArgs
{
private LanguageChangedCallbackDelegate _languageChangedCallbackDelegate;
/// <summary>
- /// Event for LanguageChanged signal which can be used to subscribe/unsubscribe the event handler
- /// provided by the user. LanguageChanged signal is emitted when the language changes.<br>
+ /// An event for LanguageChanged signal which can be used to subscribe or unsubscribe the event handler
+ /// provided by the user. The LanguageChanged signal is emitted when the language changes.<br>
/// </summary>
internal event EventHandler<LanguageChangedEventArgs> LanguageChanged
{
}
}
/// <summary>
- /// To make AlphaFunction instance be disposed.
+ /// To make the AlphaFunction instance be disposed.
/// </summary>
public void Dispose()
{
}
/// <summary>
- /// Constructor.<br>
- /// Creates an alpha function object with user defined alpha function.<br>
+ /// The constructor.<br>
+ /// Creates an alpha function object with the user-defined alpha function.<br>
/// </summary>
- /// <param name="func">User defined fuction. It must be a method formatted as float alphafunction(float progress)</param>
+ /// <param name="func">User-defined function. It must be a method formatted as the float alphafunction (float progress).</param>
public AlphaFunction(System.Delegate func) : this(NDalicPINVOKE.new_AlphaFunction__SWIG_2(SWIGTYPE_p_f_float__float.getCPtr(new SWIGTYPE_p_f_float__float(System.Runtime.InteropServices.Marshal.GetFunctionPointerForDelegate(func), true))), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Default constructor.<br>
+ /// The default constructor.<br>
/// Creates an alpha function object with the default built-in alpha function.<br>
/// </summary>
public AlphaFunction() : this(NDalicPINVOKE.new_AlphaFunction__SWIG_0(), true)
}
/// <summary>
- /// Constructor.<br>
+ /// The constructor.<br>
/// Creates an alpha function object with the built-in alpha function passed as a parameter to the constructor.<br>
/// </summary>
- /// <param name="function">One of the built-in alpha functions</param>
+ /// <param name="function">One of the built-in alpha functions.</param>
public AlphaFunction(AlphaFunction.BuiltinFunctions function) : this(NDalicPINVOKE.new_AlphaFunction__SWIG_1((int)function), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Constructor.<br>
- /// Creates a bezier alpha function.The bezier will have the first point at(0,0) and the end point at(1,1).<br>
+ /// The constructor.<br>
+ /// Creates a bezier alpha function. The bezier will have the first point at (0,0) and the end point at (1,1).<br>
/// </summary>
- /// <remarks>The x components of the control points will be clamped to the range[0, 1] to prevent non monotonic curves.</remarks>
- /// <param name="controlPoint0">A Vector2 which will be used as the first control point of the curve</param>
- /// <param name="controlPoint1">A Vector2 which will be used as the second control point of the curve</param>
+ /// <remarks>The x components of the control points will be clamped to the range [0, 1] to prevent non-monotonic curves.</remarks>
+ /// <param name="controlPoint0">A Vector2 which will be used as the first control point of the curve.</param>
+ /// <param name="controlPoint1">A Vector2 which will be used as the second control point of the curve.</param>
public AlphaFunction(Vector2 controlPoint0, Vector2 controlPoint1) : this(NDalicPINVOKE.new_AlphaFunction__SWIG_3(Vector2.getCPtr(controlPoint0), Vector2.getCPtr(controlPoint1)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Retrives the control points of the alpha function.<br>
/// </summary>
- /// <param name="controlPoint0">A Vector2 which is used as the first control point of the curve</param>
- /// <param name="controlPoint1">A Vector2 which is used as the second control point of the curve</param>
+ /// <param name="controlPoint0">A Vector2 which will be used as the first control point of the curve.</param>
+ /// <param name="controlPoint1">A Vector2 which will be used as the second control point of the curve.</param>
public void GetBezierControlPoints(out Vector2 controlPoint0, out Vector2 controlPoint1)
{
Vector4 ret = new Vector4(NDalicPINVOKE.AlphaFunction_GetBezierControlPoints(swigCPtr), true);
}
/// <summary>
- /// Returns the functioning mode of the alpha function
+ /// Returns the functioning mode of the alpha function.
/// </summary>
- /// <returns>The functioning mode of the alpha function</returns>
+ /// <returns>The functioning mode of the alpha function.</returns>
public AlphaFunction.Modes GetMode()
{
AlphaFunction.Modes ret = (AlphaFunction.Modes)NDalicPINVOKE.AlphaFunction_GetMode(swigCPtr);
}
/// <summary>
- /// This specifies the various types of BuiltinFunctions
+ /// This specifies the various types of BuiltinFunctions.
/// </summary>
public enum BuiltinFunctions
{
/// <summary>
- /// Linear
+ /// Linear.
/// </summary>
Default,
/// <summary>
- /// No transformation
+ /// No transformation.
/// </summary>
Linear,
/// <summary>
- /// Reverse linear
+ /// Reverse linear.
/// </summary>
Reverse,
/// <summary>
- /// Speeds up and comes to a sudden stop (Square)
+ /// Speeds up and comes to a sudden stop (square).
/// </summary>
EaseInSquare,
/// <summary>
- /// Sudden start and slows to a gradual stop (Square)
+ /// Sudden start and slows to a gradual stop (square).
/// </summary>
EaseOutSquare,
/// <summary>
- /// Speeds up and comes to a sudden stop (Cubic)
+ /// Speeds up and comes to a sudden stop (cubic).
/// </summary>
EaseIn,
/// <summary>
- /// Sudden start and slows to a gradual stop (Cubic)
+ /// Sudden start and slows to a gradual stop (cubic).
/// </summary>
EaseOut,
/// <summary>
- /// Speeds up and slows to a gradual stop (Cubic)
+ /// Speeds up and slows to a gradual stop (cubic).
/// </summary>
EaseInOut,
/// <summary>
- /// Speeds up and comes to a sudden stop (sinusoidal)
+ /// Speeds up and comes to a sudden stop (sinusoidal).
/// </summary>
EaseInSine,
/// <summary>
- /// Sudden start and slows to a gradual stop (sinusoidal)
+ /// Sudden start and slows to a gradual stop (sinusoidal).
/// </summary>
EaseOutSine,
/// <summary>
- /// Speeds up and slows to a gradual stop (sinusoidal)
+ /// Speeds up and slows to a gradual stop (sinusoidal).
/// </summary>
EaseInOutSine,
/// <summary>
- /// Sudden start, loses momentum and returns to start position
+ /// Sudden start, loses momentum and returns to start position.
/// </summary>
Bounce,
/// <summary>
- /// Single revolution
+ /// Single revolution.
/// </summary>
Sin,
/// <summary>
- /// Sudden start, exceed end position and return to a gradual stop
+ /// Sudden start, exceed end position and return to a gradual stop.
/// </summary>
EaseOutBack,
Count
}
/// <summary>
- /// This specifies which mode is set for AlphaFuction
+ /// This specifies which mode is set for AlphaFunction.
/// </summary>
public enum Modes
{
BuiltinFunction,
/// <summary>
- /// The user has provided a custom function
+ /// The user has provided a custom function.
/// </summary>
CustomFunction,
/// <summary>
- /// The user has provided the control points of a bezier curve
+ /// The user has provided the control points of a bezier curve.
/// </summary>
Bezier
}
using Tizen.NUI.BaseComponents;
/// <summary>
- /// Animation can be used to animate the properties of any number of objects, typically View.<br>
+ /// Animation can be used to animate the properties of any number of objects, typically view.<br>
/// If the "Finished" event is connected to a member function of an object, it must be disconnected before the object is destroyed.<br>
- /// This is typically done in the object destructor, and requires either the Animation handle to be stored.<br>
+ /// This is typically done in the object destructor, and requires either the animation handle to be stored.<br>
/// The overall animation time is superseded by the values given in the animation time used when calling the AnimateTo(), AnimateBy(), AnimateBetween() and AnimatePath() methods.<br>
- /// If any of the individual calls to those functions exceeds the overall animation time(Duration), then the overall animation time is automatically extended.<br>
+ /// If any of the individual calls to those functions exceeds the overall animation time (Duration), then the overall animation time is automatically extended.<br>
/// </summary>
public class Animation : BaseHandle
{
}
/// <summary>
- /// To make Animation instance be disposed.
+ /// To make animation instance be disposed.
/// </summary>
protected override void Dispose(DisposeTypes type)
{
}
/// <summary>
- /// Create an initialized Animation.<br>
+ /// Creates an initialized animation.<br>
/// The animation will not loop.<br>
/// The default end action is "Cancel".<br>
- /// The default Alpha function is linear.<br>
+ /// The default alpha function is linear.<br>
/// </summary>
/// <remarks>DurationmSeconds must be greater than zero.</remarks>
- /// <param name="durationMilliSeconds">The duration in milli seconds.</param>
+ /// <param name="durationMilliSeconds">The duration in milliseconds.</param>
public Animation(int durationMilliSeconds) : this(NDalicPINVOKE.Animation_New((float)durationMilliSeconds / 1000.0f), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
private delegate void AnimationFinishedEventCallbackType(IntPtr data);
private event EventHandler _animationFinishedEventHandler;
/**
- * @brief Event for Finished signal which can be used to subscribe/unsubscribe the event handler.
- * Finished signal is emitted when an Animation's animations have finished.
+ * @brief Event for the finished signal which can be used to subscribe or unsubscribe the event handler.
+ * The finished signal is emitted when an animation's animations have finished.
*/
public event EventHandler Finished
{
private AnimationProgressReachedEventCallbackType _animationProgressReachedEventCallback;
private event EventHandler _animationProgressReachedEventHandler;
/**
- * @brief Event for ProgressReached signal which can be used to subscribe/unsubscribe the event handler.
- * ProgressReached signal is emitted when the Animation has reached a given progress percentage, this is set in the api SetProgressNotification.
+ * @brief Event for the ProgressReached signal, which can be used to subscribe or unsubscribe the event handler.
+ * The ProgressReached signal is emitted when the animation has reached a given progress percentage, this is set in the api SetProgressNotification.
*/
public event EventHandler ProgressReached
{
/// <summary>
- /// Gets/Sets the duration in milli seconds of the animation.
+ /// Gets or sets the duration in milliseconds of the animation.
/// </summary>
public int Duration
{
}
/// <summary>
- /// Gets/Sets the default alpha function for the animation.
+ /// Gets or sets the default alpha function for the animation.
/// </summary>
public AlphaFunction DefaultAlphaFunction
{
}
/// <summary>
- /// Set : Enables looping for 'count' repeats. A zero is the same as Looping = true; i.e.repeat forever.<br>
+ /// Set: Enables looping for 'count' repeats. A zero is the same as Looping = true; i.e., repeat forever.<br>
/// If Play() Stop() or 'count' loops is reached, the loop counter will reset.<br>
/// Setting this parameter does not cause the animation to Play().<br>
- /// Get : Gets the loop count. A zero is the same as Looping = true; ie repeat forever.<br>
+ /// Get: Gets the loop count. A zero is the same as Looping = true; i.e., repeat forever.<br>
/// The loop count is initially 1 for play once.<br>
/// </summary>
public int LoopCount
}
/// <summary>
- /// Gets/Sets the status of whether the animation will loop.<br>
- /// This property resets the loop count and should not be used with LoopCount property.<br>
+ /// Gets or sets the status of whether the animation will loop.<br>
+ /// This property resets the loop count and should not be used with the LoopCount property.<br>
/// Setting this parameter does not cause the animation to Play().<br>
/// </summary>
public bool Looping
/// <summary>
- /// Gets/Sets the end action of the animation.<br>
+ /// Gets or sets the end action of the animation.<br>
/// This action is performed when the animation ends or if it is stopped.<br>
- /// Default end action is Cancel.<br>
+ /// The default end action is cancel.<br>
/// </summary>
public EndActions EndAction
{
/// <summary>
/// Stops the animation.
/// </summary>
- /// <param name="action">end action can be set</param>
+ /// <param name="action">The end action can be set.</param>
public void Stop(EndActions action = EndActions.Cancel)
{
SetEndAction(action);
}
/// <summary>
- /// Gets/Sets the disconnect action.<br>
+ /// Gets or sets the disconnect action.<br>
/// If any of the animated property owners are disconnected from the stage while the animation is being played, then this action is performed.<br>
- /// Default action is to Cancel.<br>
+ /// The default action is cancel.<br>
/// </summary>
public EndActions DisconnectAction
{
/// <summary>
- /// Gets/Sets the progress of the animation.<br>
- /// The animation will play(or continue playing) from this point.<br>
- /// The progress must be in the 0-1 interval or in the play range interval if defined.<br>
+ /// Gets or sets the progress of the animation.<br>
+ /// The animation will play (or continue playing) from this point.<br>
+ /// The progress must be in the 0-1 interval or in the play range interval if defined<br>
/// otherwise, it will be ignored.<br>
/// </summary>
public float CurrentProgress
}
/// <summary>
- /// Gets/Sets Specifies a speed factor for the animation.<br>
+ /// Gets or sets specificifications of a speed factor for the animation.<br>
/// The speed factor is a multiplier of the normal velocity of the animation.<br>
- /// Values between[0, 1] will slow down the animation and values above one will speed up the animation.<br>
+ /// Values between [0, 1] will slow down the animation and values above one will speed up the animation.<br>
/// It is also possible to specify a negative multiplier to play the animation in reverse.<br>
/// </summary>
public float SpeedFactor
}
/// <summary>
- /// Gets/Sets the playing range.<br>
- /// Animation will play between the values specified. Both values(range.x and range.y ) should be between 0-1,
- /// otherwise they will be ignored.If the range provided is not in proper order(minimum, maximum ), it will be reordered.<br>
+ /// Gets or sets the playing range.<br>
+ /// Animation will play between the values specified. Both values (range.x and range.y ) should be between 0-1,
+ /// otherwise they will be ignored. If the range provided is not in proper order (minimum, maximum ), it will be reordered.<br>
/// </summary>
public RelativeVector2 PlayRange
{
/// <summary>
- /// Gets/Sets the Progress notification marker which triggers the ProgressReachedSignal.<br>
- /// percentage of animation progress should be greater than 0 and less than 1, e.g 0.3 for 30% <br>
- /// One notification can be set on each animation
+ /// Gets or sets the progress notification marker which triggers the ProgressReachedSignal.<br>
+ /// Percentage of animation progress should be greater than 0 and less than 1, for example, 0.3 for 30% <br>
+ /// One notification can be set on each animation.
/// </summary>
public float ProgressNotification
{
/// <summary>
/// Animates a property value by a relative amount.<br>
/// </summary>
- /// <param name="target">The target object to animate</param>
- /// <param name="property">The target property to animate</param>
- /// <param name="relativeValue">The property value will change by this amount</param>
- /// <param name="alphaFunction">The alpha function to apply</param>
+ /// <param name="target">The target object to animate.</param>
+ /// <param name="property">The target property to animate.</param>
+ /// <param name="relativeValue">The property value will change by this amount.</param>
+ /// <param name="alphaFunction">The alpha function to apply.</param>
public void AnimateBy(View target, string property, object relativeValue, AlphaFunction alphaFunction = null)
{
string _str1 = property.Substring(0, 1);
/// <summary>
/// Animates a property value by a relative amount.<br>
/// </summary>
- /// <param name="target">The target object to animate</param>
- /// <param name="property">The target property to animate</param>
- /// <param name="relativeValue">The property value will change by this amount</param>
- /// <param name="startTime">Start time of animation</param>
- /// <param name="endTime">End time of animation</param>
- /// <param name="alphaFunction">The alpha function to apply</param>
+ /// <param name="target">The target object to animate.</param>
+ /// <param name="property">The target property to animate.</param>
+ /// <param name="relativeValue">The property value will change by this amount.</param>
+ /// <param name="startTime">The start time of the animation.</param>
+ /// <param name="endTime">The end time of the animation.</param>
+ /// <param name="alphaFunction">The alpha function to apply.</param>
public void AnimateBy(View target, string property, object relativeValue, int startTime, int endTime, AlphaFunction alphaFunction = null)
{
string _str1 = property.Substring(0, 1);
/// <summary>
/// Animates a property to a destination value.<br>
/// </summary>
- /// <param name="target">The target object to animate</param>
- /// <param name="property">The target property to animate</param>
- /// <param name="destinationValue">The destination value</param>
- /// <param name="alphaFunction">The alpha function to apply</param>
+ /// <param name="target">The target object to animate.</param>
+ /// <param name="property">The target property to animate.</param>
+ /// <param name="destinationValue">The destination value.</param>
+ /// <param name="alphaFunction">The alpha function to apply.</param>
public void AnimateTo(View target, string property, object destinationValue, AlphaFunction alphaFunction = null)
{
string _str1 = property.Substring(0, 1);
/// <summary>
/// Animates a property to a destination value.<br>
/// </summary>
- /// <param name="target">The target object to animate</param>
- /// <param name="property">The target property to animate</param>
- /// <param name="destinationValue">The destination value</param>
- /// <param name="alphaFunction">The alpha function to apply</param>
- /// <param name="startTime">Start time of animation</param>
- /// <param name="endTime">End time of animation</param>
- /// <param name="alphaFunction">The alpha function to apply</param>
+ /// <param name="target">The target object to animate.</param>
+ /// <param name="property">The target property to animate.</param>
+ /// <param name="destinationValue">The destination value.</param>
+ /// <param name="alphaFunction">The alpha function to apply.</param>
+ /// <param name="startTime">The start time of the animation.</param>
+ /// <param name="endTime">The end time of the animation.</param>
+ /// <param name="alphaFunction">The alpha function to apply.</param>
public void AnimateTo(View target, string property, object destinationValue, int startTime, int endTime, AlphaFunction alphaFunction = null)
{
string _str1 = property.Substring(0, 1);
/// <summary>
/// Animates a property between keyframes.
/// </summary>
- /// <param name="target">The target object to animate</param>
- /// <param name="property">The target property to animate</param>
- /// <param name="keyFrames">The set of time/value pairs between which to animate</param>
- /// <param name="interpolation">The method used to interpolate between values</param>
- /// <param name="alphaFunction">The alpha function to apply</param>
+ /// <param name="target">The target object to animate.</param>
+ /// <param name="property">The target property to animate.</param>
+ /// <param name="keyFrames">The set of time or value pairs between which to animate.</param>
+ /// <param name="interpolation">The method used to interpolate between values.</param>
+ /// <param name="alphaFunction">The alpha function to apply.</param>
public void AnimateBetween(View target, string property, KeyFrames keyFrames, Interpolation interpolation = Interpolation.Linear, AlphaFunction alphaFunction = null)
{
string _str1 = property.Substring(0, 1);
/// <param name="target">The target object to animate</param>
/// <param name="property">The target property to animate</param>
/// <param name="keyFrames">The set of time/value pairs between which to animate</param>
- /// <param name="startTime">Start time of animation in milli seconds</param>
- /// <param name="endTime">End time of animation in milli seconds</param>
- /// <param name="interpolation">The method used to interpolate between values</param>
- /// <param name="alphaFunction">The alpha function to apply</param>
+ /// <param name="startTime">The start time of animation in milliseconds.</param>
+ /// <param name="endTime">The end time of animation in milliseconds.</param>
+ /// <param name="interpolation">The method used to interpolate between values.</param>
+ /// <param name="alphaFunction">The alpha function to apply.</param>
public void AnimateBetween(View target, string property, KeyFrames keyFrames, int startTime, int endTime, Interpolation interpolation = Interpolation.Linear, AlphaFunction alphaFunction = null)
{
string _str1 = property.Substring(0, 1);
}
/// <summary>
- /// Animates an view's position and orientation through a predefined path.<br>
+ /// Animates the view's position and orientation through a predefined path.<br>
/// The view will rotate to orient the supplied forward vector with the path's tangent.<br>
/// If forward is the zero vector then no rotation will happen.<br>
/// </summary>
- /// <param name="view">The view to animate</param>
- /// <param name="path">It defines position and orientation</param>
- /// <param name="forward">The vector (in local space coordinate system) that will be oriented with the path's tangent direction</param>
- /// <param name="alphaFunction">The alpha function to apply</param>
+ /// <param name="view">The view to animate.</param>
+ /// <param name="path">It defines position and orientation.</param>
+ /// <param name="forward">The vector (in local space coordinate system) will be oriented with the path's tangent direction.</param>
+ /// <param name="alphaFunction">The alpha function to apply.</param>
public void AnimatePath(View view, Path path, Vector3 forward, AlphaFunction alphaFunction = null)
{
if (alphaFunction == null)
}
/// <summary>
- /// Animates an view's position and orientation through a predefined path.<br>
+ /// Animates the view's position and orientation through a predefined path.<br>
/// The view will rotate to orient the supplied forward vector with the path's tangent.<br>
/// If forward is the zero vector then no rotation will happen.<br>
/// </summary>
- /// <param name="view">The view to animate</param>
- /// <param name="path">It defines position and orientation</param>
- /// <param name="forward">The vector (in local space coordinate system) that will be oriented with the path's tangent direction</param>
- /// <param name="startTime">Start time of animation</param>
- /// <param name="endTime">End time of animation</param>
- /// <param name="alphaFunction">The alpha function to apply</param>
+ /// <param name="view">The view to animate.</param>
+ /// <param name="path">It defines position and orientation.</param>
+ /// <param name="forward">The vector (in local space coordinate system) will be oriented with the path's tangent direction.</param>
+ /// <param name="startTime">The start time of the animation.</param>
+ /// <param name="endTime">The end time of the animation.</param>
+ /// <param name="alphaFunction">The alpha function to apply.</param>
public void AnimatePath(View view, Path path, Vector3 forward, int startTime, int endTime, AlphaFunction alphaFunction = null)
{
TimePeriod time = new TimePeriod(MilliSecondsToSeconds(startTime), MilliSecondsToSeconds(endTime - startTime));
}
/// <summary>
- /// Creates an initialized Animation.<br>
+ /// Creates an initialized animation.<br>
/// The animation will not loop.<br>
/// The default end action is "Cancel".<br>
/// The default alpha function is linear.<br>
}
/// <summary>
- /// Downcasts a handle to Animation handle.<br>
- /// If handle points to an Animation object, the downcast produces valid handle.<br>
+ /// Downcasts a handle to animation handle.<br>
+ /// If handle points to an animation object, the downcast produces a valid handle.<br>
/// If not, the returned handle is left uninitialized.<br>
/// </summary>
- /// <param name="handle">Handle to an object</param>
- /// <returns>Handle to an Animation object or an uninitialized handle</returns>
+ /// <param name="handle">Handle to an object.</param>
+ /// <returns>Handle to an animation object or an uninitialized handle.</returns>
public static Animation DownCast(BaseHandle handle)
{
Animation ret = Registry.GetManagedBaseHandleFromNativePtr(handle) as Animation;
/// The progress must be in the 0-1 interval or in the play range interval if defined,
/// otherwise, it will be ignored.<br>
/// </summary>
- /// <param name="progress">A value between [0,1], or between the play range if specified, from where the animation should start playing</param>
+ /// <param name="progress">A value between [0,1], or between the play range if specified, from where the animation should start playing.</param>
public void PlayFrom(float progress)
{
NDalicPINVOKE.Animation_PlayFrom(swigCPtr, progress);
}
/// <summary>
- /// Play the animation after a given delay time.<br/>
+ /// Plays the animation after a given delay time.<br/>
/// The delay time is not included in the looping time.<br/>
- /// When the delay time is negative value, it would treat as play immediately.<br/>
+ /// When the delay time is a negative value, it would treat as play immediately.<br/>
/// </summary>
- /// <param name="delayMilliseconds">The delay time</param>
+ /// <param name="delayMilliseconds">The delay time.</param>
public void PlayAfter(int delayMilliseconds)
{
NDalicPINVOKE.Animation_PlayAfter(swigCPtr, MilliSecondsToSeconds(delayMilliseconds));
}
/// <summary>
- /// Enumeration for what to do when the animation ends, is stopped, or is destroyed.
+ /// Enumeration for what to do when the animation ends, stopped, or destroyed.
/// </summary>
public enum EndActions
{
/// </summary>
Discard,
/// <summary>
- /// If the animation is stopped, the animated property values are saved as if the animation had run to completion, otherwise behaves like Cancel.
+ /// If the animation is stopped, the animated property values are saved as if the animation had run to completion, otherwise behaves like cancel.
/// </summary>
StopFinal
}
/// <summary>
/// Enumeration for what state the animation is in.
/// </summary>
- /// <remarks>Calling Reset() on this class will NOT reset the animation. It will call BaseHandle.Reset() which drops the object handle.</remarks>
+ /// <remarks>Calling Reset() on this class will not reset the animation. It will call the BaseHandle.Reset() which drops the object handle.</remarks>
public enum States
{
/// <summary>
- /// Animation has stopped
+ /// The animation has stopped.
/// </summary>
Stopped,
/// <summary>
- /// The animation is playing
+ /// The animation is playing.
/// </summary>
Playing,
/// <summary>
- /// The animation is paused
+ /// The animation is paused.
/// </summary>
Paused
}
}
/// <summary>
- /// Set the background with a property map.
+ /// Sets the background with a property map.
/// </summary>
- /// <param name="map">The background property map</param>
+ /// <param name="map">The background property map.</param>
public void SetBackground(Tizen.NUI.PropertyMap map)
{
viewWrapperImpl.SetBackground(map);
/// <summary>
/// Allows deriving classes to enable any of the gesture detectors that are available.<br>
- /// Gesture detection can be enabled one at a time or in bitwise format.<br>
+ /// Gesture detection can be enabled one at a time or in a bitwise format.<br>
/// </summary>
- /// <param name="type">The gesture type(s) to enable</param>
+ /// <param name="type">The gesture type(s) to enable.</param>
public void EnableGestureDetection(Gesture.GestureType type)
{
viewWrapperImpl.EnableGestureDetection(type);
/// Allows deriving classes to disable any of the gesture detectors.<br>
/// Like EnableGestureDetection, this can also be called using bitwise or one at a time.<br>
/// </summary>
- /// <param name="type">The gesture type(s) to disable</param>
+ /// <param name="type">The gesture type(s) to disable.</param>
internal void DisableGestureDetection(Gesture.GestureType type)
{
viewWrapperImpl.DisableGestureDetection(type);
/// <summary>
/// Sets whether this control supports two dimensional keyboard navigation
- /// (i.e. whether it knows how to handle the keyboard focus movement between its child views).<br>
+ /// (i.e., whether it knows how to handle the keyboard focus movement between its child views).<br>
/// The control doesn't support it by default.<br>
/// </summary>
/// <param name="isSupported">Whether this control supports two dimensional keyboard navigation.</param>
}
/// <summary>
- /// Gets whether this control supports two dimensional keyboard navigation.
+ /// Gets whether this control supports two-dimensional keyboard navigation.
/// </summary>
- /// <returns>true if this control supports two dimensional keyboard navigation</returns>
+ /// <returns>True if this control supports two-dimensional keyboard navigation.</returns>
internal bool IsKeyboardNavigationSupported()
{
return viewWrapperImpl.IsKeyboardNavigationSupported();
/// <summary>
- /// Sets or Gets whether this control is a focus group for keyboard navigation.
+ /// Sets or gets whether this control is a focus group for keyboard navigation.
/// </summary>
- /// <returns>true if this control is set as a focus group for keyboard navigation</returns>
+ /// <returns>True if this control is set as a focus group for keyboard navigation.</returns>
public bool FocusGroup
{
get
/// <summary>
/// Sets whether this control is a focus group for keyboard navigation.
- /// (i.e. the scope of keyboard focus movement can be limitied to its child views). The control is not a focus group by default.
+ /// (i.e., the scope of keyboard focus movement can be limitied to its child views). The control is not a focus group by default.
/// </summary>
- /// <param name="isFocusGroup">Whether this control is set as a focus group for keyboard navigation</param>
+ /// <param name="isFocusGroup">Whether this control is set as a focus group for keyboard navigation.</param>
internal void SetAsKeyboardFocusGroup(bool isFocusGroup)
{
viewWrapperImpl.SetAsFocusGroup(isFocusGroup);
}
/// <summary>
- /// Called by the AccessibilityManager to activate the Control.
+ /// Called by the AccessibilityManager to activate the control.
/// </summary>
internal void AccessibilityActivate()
{
/// <summary>
/// Called by the KeyInputFocusManager to emit key event signals.
/// </summary>
- /// <param name="key">The key event</param>
- /// <returns>True if the event was consumed</returns>
+ /// <param name="key">The key event.</param>
+ /// <returns>True if the event was consumed.</returns>
internal bool EmitKeyEventSignal(Key key)
{
return viewWrapperImpl.EmitKeyEventSignal(key);
}
/// <summary>
- /// Request a relayout, which means performing a size negotiation on this view, its parent and children (and potentially whole scene).<br>
+ /// Requests a relayout, which means performing a size negotiation on this view, its parent, and children (and potentially whole scene).<br>
/// This method can also be called from a derived class every time it needs a different size.<br>
- /// At the end of event processing, the relayout process starts and all controls which requested Relayout will have their sizes (re)negotiated.<br>
- /// It can be called multiple times; the size negotiation is still only performed once, i.e. there is no need to keep track of this in the calling side.<br>
+ /// At the end of event processing, the relayout process starts and all controls which requested relayout will have their sizes (re)negotiated.<br>
+ /// It can be called multiple times; the size negotiation is still only performed once, i.e., there is no need to keep track of this in the calling side.<br>
/// <summary>
protected void RelayoutRequest()
{
}
/// <summary>
- /// Provides the View implementation of GetHeightForWidth.
+ /// Provides the view implementation of GetHeightForWidth.
/// <summary>
- /// <param name="width">Width to use</param>
- /// <returns>The height based on the width</returns>
+ /// <param name="width">The width to use.</param>
+ /// <returns>The height based on the width.</returns>
protected float GetHeightForWidthBase(float width)
{
return viewWrapperImpl.GetHeightForWidthBase(width);
}
/// <summary>
- /// Provides the View implementation of GetWidthForHeight.
+ /// Provides the view implementation of GetWidthForHeight.
/// </summary>
- /// <param name="height">Height to use</param>
- /// <returns>The width based on the height</returns>
+ /// <param name="height">The height to use.</param>
+ /// <returns>The width based on the height.</returns>
protected float GetWidthForHeightBase(float height)
{
return viewWrapperImpl.GetWidthForHeightBase(height);
}
/// <summary>
- /// Calculate the size for a child using the base view object.
+ /// Calculates the size for a child using the base view object.
/// </summary>
- /// <param name="child">The child view to calculate the size for</param>
- /// <param name="dimension">The dimension to calculate the size for. E.g. width or height</param>
- /// <returns>Return the calculated size for the given dimension. If more than one dimension is requested, just return the first one found</returns>
+ /// <param name="child">The child view to calculate the size for.</param>
+ /// <param name="dimension">The dimension to calculate the size, for example, the width or the height.</param>
+ /// <returns>Return the calculated size for the given dimension. If more than one dimension is requested, just return the first one found.</returns>
protected float CalculateChildSizeBase(View child, DimensionType dimension)
{
return viewWrapperImpl.CalculateChildSizeBase(child, dimension);
}
/// <summary>
- /// Determine if this view is dependent on it's children for relayout from the base class.
+ /// Determines if this view is dependent on it's children for relayout from the base class.
/// </summary>
- /// <param name="dimension">The dimension(s) to check for</param>
- /// <returns>Return if the view is dependent on it's children</returns>
+ /// <param name="dimension">The dimension(s) to check for.</param>
+ /// <returns>Return if the view is dependent on it's children.</returns>
protected bool RelayoutDependentOnChildrenBase(DimensionType dimension)
{
return viewWrapperImpl.RelayoutDependentOnChildrenBase(dimension);
}
/// <summary>
- /// Determine if this view is dependent on it's children for relayout from the base class.
+ /// Determines if this view is dependent on it's children for relayout from the base class.
/// </summary>
- /// <returns>Return if the view is dependent on it's children</returns>
+ /// <returns>Return if the view is dependent on it's children.</returns>
protected bool RelayoutDependentOnChildrenBase()
{
return viewWrapperImpl.RelayoutDependentOnChildrenBase();
}
/// <summary>
- /// Register a visual by Property Index, linking an View to visual when required.<br>
- /// In the case of the visual being an view or control deeming visual not required then visual should be an empty handle.<br>
- /// No parenting is done during registration, this should be done by derived class.<br>
+ /// Registers a visual by property index, linking a view to visual when required.<br>
+ /// In the case of the visual being a view or control deeming visual not required, then the visual should be an empty handle.<br>
+ /// No parenting is done during registration, this should be done by a derived class.<br>
/// </summary>
- /// <param name="index">The Property index of the visual, used to reference visual</param>
- /// <param name="visual">The visual to register</param>
+ /// <param name="index">The property index of the visual used to reference visual.</param>
+ /// <param name="visual">The visual to register.</param>
protected void RegisterVisual(int index, VisualBase visual)
{
viewWrapperImpl.RegisterVisual(index, visual);
}
/// <summary>
- /// Register a visual by Property Index, linking an View to visual when required.<br>
- /// In the case of the visual being an view or control deeming visual not required then visual should be an empty handle.<br>
- /// If enabled is false then the visual is not set on stage until enabled by the derived class.<br>
+ /// Registers a visual by the property index, linking a view to visual when required.<br>
+ /// In the case of the visual being a view or control deeming visual not required, then the visual should be an empty handle.<br>
+ /// If enabled is false, then the visual is not set on the stage until enabled by the derived class.<br>
/// </summary>
- /// <param name="index">The Property index of the visual, used to reference visual</param>
- /// <param name="visual">The visual to register</param>
- /// <param name="enabled">false if derived class wants to control when visual is set on stage</param>
+ /// <param name="index">The property index of the visual used to reference visual.</param>
+ /// <param name="visual">The visual to register.</param>
+ /// <param name="enabled">False if derived class wants to control when the visual is set on the stage.</param>
protected void RegisterVisual(int index, VisualBase visual, bool enabled)
{
viewWrapperImpl.RegisterVisual(index, visual, enabled);
}
/// <summary>
- /// Erase the entry matching the given index from the list of registered visuals.
+ /// Erases the entry matching the given index from the list of registered visuals.
/// </summary>
- /// <param name="index">The Property index of the visual, used to reference visual</param>
+ /// <param name="index">The property index of the visual used to reference visual.</param>
protected void UnregisterVisual(int index)
{
viewWrapperImpl.UnregisterVisual(index);
}
/// <summary>
- /// Retrieve the visual associated with the given property index.<br>
- /// For managing object life-cycle, do not store the returned visual as a member which increments its reference count.<br>
+ /// Retrieves the visual associated with the given property index.<br>
+ /// For managing the object lifecycle, do not store the returned visual as a member which increments its reference count.<br>
/// </summary>
- /// <param name="index">The Property index of the visual, used to reference visual</param>
- /// <returns>The registered visual if exist, otherwise empty handle</returns>
+ /// <param name="index">The property index of the visual used to reference visual.</param>
+ /// <returns>The registered visual if exists, otherwise an empty handle.</returns>
protected VisualBase GetVisual(int index)
{
return viewWrapperImpl.GetVisual(index);
/// <summary>
/// Sets the given visual to be displayed or not when parent staged.<br>
- /// For managing object life-cycle, do not store the returned visual as a member which increments its reference count.<br>
+ /// For managing the object lifecycle, do not store the returned visual as a member which increments its reference count.<br>
/// </summary>
- /// <param name="index">The Property index of the visual, used to reference visual</param>
- /// <param name="enable">flag to set enabled or disabled</param>
+ /// <param name="index">The property index of the visual, used to reference visual.</param>
+ /// <param name="enable">Flag set to enabled or disabled.</param>
protected void EnableVisual(int index, bool enable)
{
viewWrapperImpl.EnableVisual(index, enable);
/// <summary>
/// Queries if the given visual is to be displayed when parent staged.<br>
- /// For managing object life-cycle, do not store the returned visual as a member which increments its reference count.<br>
+ /// For managing the object lifecycle, do not store the returned visual as a member which increments its reference count.<br>
/// </summary>
- /// <param name="index">The Property index of the visual</param>
- /// <returns>Whether visual is enabled or not</returns>
+ /// <param name="index">The property index of the visual.</param>
+ /// <returns>Whether visual is enabled or not.</returns>
protected bool IsVisualEnabled(int index)
{
return viewWrapperImpl.IsVisualEnabled(index);
}
/// <summary>
- /// Create a transition effect on the control.
+ /// Creates a transition effect on the control.
/// </summary>
- /// <param name="transitionData">transitionData The transition data describing the effect to create</param>
- /// <returns>A handle to an animation defined with the given effect, or an empty handle if no properties match </returns>
+ /// <param name="transitionData">The transition data describing the effect to create.</param>
+ /// <returns>A handle to an animation defined with the given effect, or an empty handle if no properties match.</returns>
protected Animation CreateTransition(TransitionData transitionData)
{
return viewWrapperImpl.CreateTransition(transitionData);
}
/// <summary>
- /// Emits KeyInputFocusGained signal if true else emits KeyInputFocusLost signal.<br>
- /// Should be called last by the control after it acts on the Input Focus change.<br>
+ /// Emits the KeyInputFocusGained signal if true, else, emits the KeyInputFocusLost signal.<br>
+ /// Should be called last by the control after it acts on the input focus change.<br>
/// </summary>
- /// <param name="focusGained">focusGained True if gained, False if lost</param>
+ /// <param name="focusGained">True if gained, false if lost.</param>
protected void EmitFocusSignal(bool focusGained)
{
viewWrapperImpl.EmitFocusSignal(focusGained);
}
/// <summary>
- /// This method is called after the Control has been initialized.<br>
+ /// This method is called after the control has been initialized.<br>
/// Derived classes should do any second phase initialization by overriding this method.<br>
/// </summary>
public virtual void OnInitialize()
/// <summary>
/// Called after the view has been connected to the stage.<br>
- /// When an view is connected, it will be directly or indirectly parented to the root View.<br>
- /// The root View is provided automatically by Tizen.NUI.Stage, and is always considered to be connected.<br>
- /// When the parent of a set of views is connected to the stage, then all of the children will received this callback.<br>
+ /// When a view is connected, it will be directly or indirectly parented to the root view.<br>
+ /// The root view is provided automatically by Tizen.NUI.Stage, and is always considered to be connected.<br>
+ /// When the parent of a set of views is connected to the stage, then all of the children will receive this callback.<br>
/// </summary>
- /// <param name="depth">The depth in the hierarchy for the view</param>
+ /// <param name="depth">The depth in the hierarchy for the view.</param>
public virtual void OnStageConnection(int depth)
{
}
/// <summary>
- /// Called after the view has been disconnected from Stage.<br>
- /// If an view is disconnected it either has no parent, or is parented to a disconnected view.<br>
- /// When the parent of a set of views is disconnected to the stage, then all of the children will received this callback, starting with the leaf views.<br>
+ /// Called after the view has been disconnected from the stage.<br>
+ /// If a view is disconnected, it either has no parent, or is parented to a disconnected view.<br>
+ /// When the parent of a set of views is disconnected to the stage, then all of the children will receive this callback, starting with the leaf views.<br>
/// </summary>
public virtual void OnStageDisconnection()
{
/// <summary>
/// Called after a child has been added to the owning view.
/// </summary>
- /// <param name="view">The child which has been added</param>
+ /// <param name="view">The child which has been added.</param>
public virtual void OnChildAdd(View view)
{
}
/// <summary>
- /// Called after the owning view has attempted to remove a child( regardless of whether it succeeded or not ).
+ /// Called after the owning view has attempted to remove a child ( regardless of whether it succeeded or not ).
/// </summary>
- /// <param name="view">The child being removed</param>
+ /// <param name="view">The child being removed.</param>
public virtual void OnChildRemove(View view)
{
}
/// <summary>
/// Called when the owning view property is set.
/// </summary>
- /// <param name="index">The Property index that was set</param>
- /// <param name="propertyValue">The value to set</param>
+ /// <param name="index">The property index that was set.</param>
+ /// <param name="propertyValue">The value to set.</param>
public virtual void OnPropertySet(int index, Tizen.NUI.PropertyValue propertyValue)
{
}
/// <summary>
- /// Called when the owning view's size is set e.g. using View.SetSize().
+ /// Called when the owning view's size is set, for example, using View.SetSize().
/// </summary>
- /// <param name="targetSize">The target size</param>
+ /// <param name="targetSize">The target size.</param>
public virtual void OnSizeSet(Vector3 targetSize)
{
}
/// <summary>
- /// Called when the owning view's size is animated e.g. using Animation::AnimateTo( Property( view, View::Property::SIZE ), ... ).
+ /// Called when the owning view's size is animated, for example, using Animation::AnimateTo( Property ( view, View::Property::SIZE ), ... ).
/// </summary>
- /// <param name="animation">The object which is animating the owning view</param>
- /// <param name="targetSize">The target size</param>
+ /// <param name="animation">The object which is animating the owning view.</param>
+ /// <param name="targetSize">The target size.</param>
public virtual void OnSizeAnimation(Animation animation, Vector3 targetSize)
{
}
/// <summary>
- /// Called after a touch-event is received by the owning view.<br>
+ /// Called after a touch event is received by the owning view.<br>
/// CustomViewBehaviour.REQUIRES_TOUCH_EVENTS must be enabled during construction. See CustomView(ViewWrapperImpl.CustomViewBehaviour behaviour).<br>
/// </summary>
- /// <param name="touch">The touch event</param>
- /// <returns>True if the event should be consumed</returns>
+ /// <param name="touch">The touch event.</param>
+ /// <returns>True if the event should be consumed.</returns>
public virtual bool OnTouch(Touch touch)
{
return false; // Do not consume
}
/// <summary>
- /// Called after a hover-event is received by the owning view.<br>
+ /// Called after a hover event is received by the owning view.<br>
/// CustomViewBehaviour.REQUIRES_HOVER_EVENTS must be enabled during construction. See CustomView(ViewWrapperImpl.CustomViewBehaviour behaviour).<br>
/// </summary>
- /// <param name="hover">The hover event</param>
- /// <returns>True if the hover event should be consumed</returns>
+ /// <param name="hover">The hover event.</param>
+ /// <returns>True if the hover event should be consumed.</returns>
public virtual bool OnHover(Hover hover)
{
return false; // Do not consume
}
/// <summary>
- /// Called after a key-event is received by the view that has had its focus set.
+ /// Called after a key event is received by the view that has had its focus set.
/// </summary>
- /// <param name="key">The key event</param>
- /// <returns>True if the key event should be consumed</returns>
+ /// <param name="key">The key event.</param>
+ /// <returns>True if the key event should be consumed.</returns>
public virtual bool OnKey(Key key)
{
return false; // Do not consume
}
/// <summary>
- /// Called after a wheel-event is received by the owning view.<br>
+ /// Called after a wheel event is received by the owning view.<br>
/// CustomViewBehaviour.REQUIRES_WHEEL_EVENTS must be enabled during construction. See CustomView(ViewWrapperImpl.CustomViewBehaviour behaviour).<br>
/// </summary>
- /// <param name="wheel">The wheel event</param>
- /// <returns>True if the wheel event should be consumed</returns>
+ /// <param name="wheel">The wheel event.</param>
+ /// <returns>True if the wheel event should be consumed.</returns>
public virtual bool OnWheel(Wheel wheel)
{
return false; // Do not consume
/// <summary>
/// Called after the size negotiation has been finished for this control.<br>
- /// The control is expected to assign this given size to itself/its children.<br>
- /// Should be overridden by derived classes if they need to layout views differently after certain operations like add or remove views, resize or after changing specific properties.<br>
+ /// The control is expected to assign this given size to itself or its children.<br>
+ /// Should be overridden by derived classes if they need to layout views differently after certain operations like add or remove views, resize, or after changing specific properties.<br>
/// As this function is called from inside the size negotiation algorithm, you cannot call RequestRelayout (the call would just be ignored).<br>
/// </summary>
- /// <param name="size">The allocated size</param>
- /// <param name="container">The control should add views to this container that it is not able to allocate a size for</param>
+ /// <param name="size">The allocated size.</param>
+ /// <param name="container">The control should add views to this container that it is not able to allocate a size for.</param>
public virtual void OnRelayout(Vector2 size, RelayoutContainer container)
{
}
/// <summary>
/// Notification for deriving classes.
/// </summary>
- /// <param name="policy">policy The policy being set</param>
- /// <param name="dimension">dimension The dimension the policy is being set for</param>
+ /// <param name="policy">The policy being set.</param>
+ /// <param name="dimension">The policy is being set for.</param>
public virtual void OnSetResizePolicy(ResizePolicyType policy, DimensionType dimension)
{
}
/// <summary>
- /// Return the natural size of the view.
+ /// Returns the natural size of the view.
/// </summary>
- /// <returns>The view's natural size</returns>
+ /// <returns>The view's natural size.</returns>
public virtual Size2D GetNaturalSize()
{
return new Size2D(0, 0);
}
/// <summary>
- /// Calculate the size for a child.
+ /// Calculates the size for a child.
/// </summary>
- /// <param name="child">The child view to calculate the size for</param>
- /// <param name="dimension">The dimension to calculate the size for. E.g. width or height</param>
+ /// <param name="child">The child view to calculate the size for.</param>
+ /// <param name="dimension">The dimension to calculate the size, for example, the width or the height.</param>
/// <returns>Return the calculated size for the given dimension. If more than one dimension is requested, just return the first one found.</returns>
public virtual float CalculateChildSize(View child, DimensionType dimension)
{
/// This method is called during size negotiation when a height is required for a given width.<br>
/// Derived classes should override this if they wish to customize the height returned.<br>
/// </summary>
- /// <param name="width">Width to use</param>
- /// <returns>The height based on the width</returns>
+ /// <param name="width">The width to use.</param>
+ /// <returns>The height based on the width.</returns>
public virtual float GetHeightForWidth(float width)
{
return viewWrapperImpl.GetHeightForWidthBase(width);
/// This method is called during size negotiation when a width is required for a given height.<br>
/// Derived classes should override this if they wish to customize the width returned.<br>
/// </summary>
- /// <param name="height">Height to use</param>
- /// <returns>The width based on the width</returns>
+ /// <param name="height">The height to use.</param>
+ /// <returns>The width based on the width.</returns>
public virtual float GetWidthForHeight(float height)
{
return viewWrapperImpl.GetWidthForHeightBase(height);
}
/// <summary>
- /// Determine if this view is dependent on it's children for relayout.
+ /// Determines if this view is dependent on it's children for relayout.
/// </summary>
- /// <param name="dimension">The dimension(s) to check for</param>
- /// <returns>Return if the view is dependent on it's children</returns>
+ /// <param name="dimension">The dimension(s) to check for.</param>
+ /// <returns>Return if the view is dependent on it's children.</returns>
public virtual bool RelayoutDependentOnChildren(DimensionType dimension)
{
return viewWrapperImpl.RelayoutDependentOnChildrenBase(dimension);
}
/// <summary>
- /// Determine if this view is dependent on it's children for relayout from the base class.
+ /// Determines if this view is dependent on it's children for relayout from the base class.
/// </summary>
- /// <returns>Return true if the view is dependent on it's children</returns>
+ /// <returns>Return true if the view is dependent on it's children.</returns>
public virtual bool RelayoutDependentOnChildren()
{
return viewWrapperImpl.RelayoutDependentOnChildrenBase();
}
/// <summary>
- /// Virtual method to notify deriving classes that relayout dependencies have been
+ /// The virtual method to notify deriving classes that relayout dependencies have been
/// met and the size for this object is about to be calculated for the given dimension.
/// </summary>
- /// <param name="dimension">The dimension that is about to be calculated</param>
+ /// <param name="dimension">The dimension that is about to be calculated.</param>
public virtual void OnCalculateRelayoutSize(DimensionType dimension)
{
}
/// <summary>
- /// Virtual method to notify deriving classes that the size for a dimension has just been negotiated.
+ /// The virtual method to notify deriving classes that the size for a dimension has just been negotiated.
/// </summary>
- /// <param name="size">The new size for the given dimension</param>
- /// <param name="dimension">The dimension that was just negotiated</param>
+ /// <param name="size">The new size for the given dimension.</param>
+ /// <param name="dimension">The dimension that was just negotiated.</param>
public virtual void OnLayoutNegotiated(float size, DimensionType dimension)
{
}
/// <summary>
/// This method should be overridden by deriving classes requiring notifications when the style changes.
/// </summary>
- /// <param name="styleManager">The StyleManager object</param>
- /// <param name="change">Information denoting what has changed</param>
+ /// <param name="styleManager">The StyleManager object.</param>
+ /// <param name="change">Information denoting what has changed.</param>
public virtual void OnStyleChange(StyleManager styleManager, StyleChangeType change)
{
}
/// <summary>
- /// This method is called when the control is accessibility activated.<br>
+ /// This method is called when the control accessibility is activated.<br>
/// Derived classes should override this to perform custom accessibility activation.<br>
/// </summary>
- /// <returns>true if this control can perform accessibility activation</returns>
+ /// <returns>True if this control can perform accessibility activation.</returns>
internal virtual bool OnAccessibilityActivated()
{
return false;
/// <summary>
/// This method should be overridden by deriving classes when they wish to respond the accessibility.
/// </summary>
- /// <param name="gestures">The pan gesture</param>
- /// <returns>true if the pan gesture has been consumed by this control</returns>
+ /// <param name="gestures">The pan gesture.</param>
+ /// <returns>True if the pan gesture has been consumed by this control.</returns>
internal virtual bool OnAccessibilityPan(PanGesture gestures)
{
return false;
}
/// <summary>
- /// This method should be overridden by deriving classes when they wish to respond the accessibility
+ /// This method should be overridden by deriving classes when they wish to respond the accessibility.
/// </summary>
- /// <param name="touch">The touch gesture</param>
- /// <returns>true if the touch event has been consumed by this control</returns>
+ /// <param name="touch">The touch gesture.</param>
+ /// <returns>True if the touch event has been consumed by this control.</returns>
internal virtual bool OnAccessibilityTouch(Touch touch)
{
return false;
}
/// <summary>
- /// This method should be overridden by deriving classes when they wish to respond the accessibility up and down action (i.e. value change of slider control).
+ /// This method should be overridden by deriving classes when they wish to respond the accessibility up and down action (i.e., value change of slider control).
/// </summary>
- /// <param name="isIncrease">isIncrease Whether the value should be increased or decreased</param>
- /// <returns>true if the value changed action has been consumed by this control</returns>
+ /// <param name="isIncrease">Whether the value should be increased or decreased.</param>
+ /// <returns>True if the value changed action has been consumed by this control.</returns>
internal virtual bool OnAccessibilityValueChange(bool isIncrease)
{
return false;
/// <summary>
/// This method should be overridden by deriving classes when they wish to respond the accessibility zoom action.
/// </summary>
- /// <returns>true if the zoom action has been consumed by this control</returns>
+ /// <returns>True if the zoom action has been consumed by this control.</returns>
internal virtual bool OnAccessibilityZoom()
{
return false;
}
/// <summary>
- /// Called when the control gain key input focus. Should be overridden by derived classes if they need to customize what happens when focus is gained.
+ /// Called when the control gain key input focus. Should be overridden by derived classes if they need to customize what happens when the focus is gained.
/// </summary>
public virtual void OnFocusGained()
{
}
/// <summary>
- /// Called when the control loses key input focus. Should be overridden by derived classes if they need to customize what happens when focus is lost.
+ /// Called when the control loses key input focus. Should be overridden by derived classes if they need to customize what happens when the focus is lost.
/// </summary>
public virtual void OnFocusLost()
{
/// Gets the next keyboard focusable view in this control towards the given direction.<br>
/// A control needs to override this function in order to support two dimensional keyboard navigation.<br>
/// </summary>
- /// <param name="currentFocusedView">The current focused view</param>
- /// <param name="direction">The direction to move the focus towards</param>
- /// <param name="loopEnabled">Whether the focus movement should be looped within the control</param>
- /// <returns>the next keyboard focusable view in this control or an empty handle if no view can be focused</returns>
+ /// <param name="currentFocusedView">The current focused view.</param>
+ /// <param name="direction">The direction to move the focus towards.</param>
+ /// <param name="loopEnabled">Whether the focus movement should be looped within the control.</param>
+ /// <returns>The next keyboard focusable view in this control or an empty handle if no view can be focused.</returns>
public virtual View GetNextFocusableView(View currentFocusedView, View.FocusDirection direction, bool loopEnabled)
{
return new View();
/// <summary>
/// Informs this control that its chosen focusable view will be focused.<br>
- /// This allows the application to preform any actions if wishes before the focus is actually moved to the chosen view.<br>
+ /// This allows the application to preform any actions it wishes before the focus is actually moved to the chosen view.<br>
/// </summary>
- /// <param name="commitedFocusableView">The commited focused view</param>
+ /// <param name="commitedFocusableView">The commited focused view.</param>
public virtual void OnFocusChangeCommitted(View commitedFocusableView)
{
}
/// This method is called when the control has enter pressed on it.<br>
/// Derived classes should override this to perform custom actions.<br>
/// </summary>
- /// <returns>true if this control supported this action</returns>
+ /// <returns>True if this control supported this action.</returns>
public virtual bool OnKeyboardEnter()
{
return false;
/// <summary>
/// Called whenever a pinch gesture is detected on this control.<br>
- /// This can be overridden by deriving classes when pinch detection is enabled. The default behaviour is to scale the control by the pinch scale.<br>
- /// If overridden, then the default behaviour will not occur.<br>
+ /// This can be overridden by deriving classes when pinch detection is enabled. The default behavior is to scale the control by the pinch scale.<br>
+ /// If overridden, then the default behavior will not occur.<br>
/// Pinch detection should be enabled via EnableGestureDetection().<br>
/// </summary>
- /// <param name="pinch">pinch tap gesture</param>
+ /// <param name="pinch">The pinch tap gesture.</param>
internal virtual void OnPinch(PinchGesture pinch)
{
}
/// <summary>
/// Called whenever a pan gesture is detected on this control.<br>
/// This should be overridden by deriving classes when pan detection is enabled.<br>
- /// There is no default behaviour with panning.<br>
+ /// There is no default behavior with panning.<br>
/// Pan detection should be enabled via EnableGestureDetection().<br>
/// </summary>
- /// <param name="pan">The pan gesture</param>
+ /// <param name="pan">The pan gesture.</param>
public virtual void OnPan(PanGesture pan)
{
}
/// <summary>
/// Called whenever a tap gesture is detected on this control.<br>
/// This should be overridden by deriving classes when tap detection is enabled.<br>
- /// There is no default behaviour with a tap.<br>
+ /// There is no default behavior with a tap.<br>
/// Tap detection should be enabled via EnableGestureDetection().<br>
/// </summary>
- /// <param name="tap">The tap gesture</param>
+ /// <param name="tap">The tap gesture.</param>
public virtual void OnTap(TapGesture tap)
{
}
/// <summary>
/// Called whenever a long press gesture is detected on this control.<br>
/// This should be overridden by deriving classes when long press detection is enabled.<br>
- /// There is no default behaviour associated with a long press.<br>
+ /// There is no default behavior associated with a long press.<br>
/// Long press detection should be enabled via EnableGestureDetection().<br>
/// </summary>
- /// <param name="longPress">The long press gesture</param>
+ /// <param name="longPress">The long press gesture.</param>
internal virtual void OnLongPress(LongPressGesture longPress)
{
}
{
/// <summary>
/// FlexContainer implements a subset of the flexbox spec (defined by W3C):https://www.w3.org/TR/css3-flexbox/<br>
- /// It aims at providing a more efficient way to lay out, align and distribute space among items in the container, even when their size is unknown or dynamic.<br>
- /// FlexContainer has the ability to alter the width and height of its children (i.e. flex items) to fill the available space in the best possible way on different screen sizes.<br>
+ /// It aims at providing a more efficient way to layout, align, and distribute space among items in the container, even when their size is unknown or dynamic.<br>
+ /// FlexContainer has the ability to alter the width and the height of its children (i.e., flex items) to fill the available space in the best possible way on different screen sizes.<br>
/// FlexContainer can expand items to fill available free space, or shrink them to prevent overflow.<br>
/// </summary>
public class FlexContainer : View
/// <summary>
/// Enumeration for the primary direction in which content is ordered in the flex container
- /// and on which sides the ?�start??and ?�end??are.
+ /// and on which sides the ?�start??and ?�end?? are.
/// </summary>
public enum ContentDirectionType
{
/// <summary>
/// Enumeration for the alignment of the flex items when the items do not use all available
- /// space on the main-axis.
+ /// space on the main axis.
/// </summary>
public enum Justification
{
/// <summary>
/// Enumeration for the alignment of the flex items or lines when the items or lines do not
- /// use all the available space on the cross-axis.
+ /// use all the available space on the cross axis.
/// </summary>
public enum Alignment
{
}
/// <summary>
- /// The primary direction in which content is ordered
+ /// The primary direction in which content is ordered.
/// </summary>
public ContentDirectionType ContentDirection
{
}
/// <summary>
- /// The direction of the main-axis which determines the direction that flex items are laid out
+ /// The direction of the main axis which determines the direction that flex items are laid out.
/// </summary>
public FlexDirectionType FlexDirection
{
}
/// <summary>
- /// Whether the flex items should wrap or not if there is no enough room for them on one flex line
+ /// Whether the flex items should wrap or not if there is no enough room for them on one flex line.
/// </summary>
public WrapType FlexWrap
{
}
/// <summary>
- /// The alignment of flex items when the items do not use all available space on the main-axis
+ /// The alignment of flex items when the items do not use all available space on the main axis.
/// </summary>
public Justification JustifyContent
{
}
/// <summary>
- /// The alignment of flex items when the items do not use all available space on the cross-axis
+ /// The alignment of flex items when the items do not use all available space on the cross axis.
/// </summary>
public Alignment AlignItems
{
}
/// <summary>
- /// Similar to "alignItems", but it aligns flex lines, so only works when there are multiple lines
+ /// Similar to "alignItems", but it aligns flex lines; so only works when there are multiple lines.
/// </summary>
public Alignment AlignContent
{
/// <summary>
/// ImageView is a class for displaying an image resource.<br>
- /// An instance of ImageView can be created using a URL or an Image instance.<br>
+ /// An instance of ImageView can be created using a URL or an image instance.<br>
/// </summary>
public class ImageView : View
{
private ResourceReadyEventCallbackType _resourceReadyEventCallback;
/// <summary>
- /// Event for ResourceReady signal which can be used to subscribe/unsubscribe the event handler.<br>
+ /// An event for ResourceReady signal which can be used to subscribe or unsubscribe the event handler.<br>
/// This signal is emitted after all resources required by a control are loaded and ready.<br>
- /// Most resources are only loaded when the control is placed on stage.<br>
+ /// Most resources are only loaded when the control is placed on the stage.<br>
/// </summary>
public event EventHandler<ResourceReadyEventArgs> ResourceReady
{
}
/// <summary>
- /// Creates an initialized ImageView from an URL to an image resource.<br>
+ /// Creates an initialized ImageView from a URL to an image resource.<br>
/// If the string is empty, ImageView will not display anything.<br>
/// </summary>
- /// <param name="url">The url of the image resource to display</param>
+ /// <param name="url">The URL of the image resource to display.</param>
public ImageView(string url) : this(NDalicPINVOKE.ImageView_New__SWIG_2(url), true)
{
_url = url;
/// Sets this ImageView from the given URL.<br>
/// If the URL is empty, ImageView will not display anything.<br>
/// </summary>
- /// <param name="url">The URL to the image resource to display</param>
+ /// <param name="url">The URL to the image resource to display.</param>
public void SetImage(string url)
{
_url = url;
}
/// <summary>
- /// Query if all resources required by a control are loaded and ready.<br>
- /// Most resources are only loaded when the control is placed on stage.<br>
- /// true if the resources are loaded and ready, false otherwise.<br>
+ /// Queries if all resources required by a control are loaded and ready.<br>
+ /// Most resources are only loaded when the control is placed on the stage.<br>
+ /// True if the resources are loaded and ready, false otherwise.<br>
/// </summary>
public bool IsResourceReady()
{
}
/// <summary>
- /// ImageView ResourceUrl, type string
+ /// ImageView ResourceUrl, type string.
/// </summary>
public string ResourceUrl
{
}
/// <summary>
- /// ImageView ImageMap, type PropertyMap : string if it is a url, map otherwise
+ /// ImageView ImageMap, type PropertyMap: string if it is a URL, map otherwise
/// </summary>
public PropertyMap ImageMap
{
}
/// <summary>
- /// Get or set whether to draws the borders only(If true).<br>
+ /// Gets or sets whether to draw the borders only (if true).<br>
/// If not specified, the default is false.<br>
/// For N-Patch images only.<br>
/// Optional.
/// <summary>
/// TableView is a layout container for aligning child actors in a grid like layout.<br>
- /// TableView constrains the x and y position and width and height of the child actors.<br>
- /// z position and depth are left intact so that 3D model actors can also be laid out
+ /// TableView constraints the X and the Y position and the width and the height of the child actors.<br>
+ /// The Z position and depth are left intact so that the 3D model actors can also be laid out
/// in a grid without loosing their depth scaling.<br>
/// </summary>
public class TableView : View
}
/// <summary>
- /// Class to specify layout position for child view.
+ /// Class to specify the layout position for the child view.
/// </summary>
public class CellPosition : global::System.IDisposable
{
}
/// <summary>
- /// Constructor.
+ /// The constructor.
/// </summary>
- /// <param name="rowIndex">The row index initialized</param>
- /// <param name="columnIndex">The column index initialized</param>
- /// <param name="rowSpan">The row span initialized</param>
- /// <param name="columnSpan">The column span initialized</param>
+ /// <param name="rowIndex">The row index initialized.</param>
+ /// <param name="columnIndex">The column index initialized.</param>
+ /// <param name="rowSpan">The row span initialized.</param>
+ /// <param name="columnSpan">The column span initialized.</param>
public CellPosition(uint rowIndex, uint columnIndex, uint rowSpan, uint columnSpan) : this(NDalicPINVOKE.new_TableView_CellPosition__SWIG_0(rowIndex, columnIndex, rowSpan, columnSpan), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Constructor to initialise values to defaults for convenience.
+ /// The constructor to initialize values to defaults for convenience.
/// </summary>
- /// <param name="rowIndex">The row index initialized</param>
- /// <param name="columnIndex">The column index initialized</param>
- /// <param name="rowSpan">The row span initialized</param>
+ /// <param name="rowIndex">The row index initialized.</param>
+ /// <param name="columnIndex">The column index initialized.</param>
+ /// <param name="rowSpan">The row span initialized.</param>
public CellPosition(uint rowIndex, uint columnIndex, uint rowSpan) : this(NDalicPINVOKE.new_TableView_CellPosition__SWIG_1(rowIndex, columnIndex, rowSpan), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Constructor to initialise values to defaults for convenience.
+ /// The constructor to initialize values to defaults for convenience.
/// </summary>
- /// <param name="rowIndex">The row index initialized</param>
- /// <param name="columnIndex">The column index initialized</param>
+ /// <param name="rowIndex">The row index initialized.</param>
+ /// <param name="columnIndex">The column index initialized.</param>
public CellPosition(uint rowIndex, uint columnIndex) : this(NDalicPINVOKE.new_TableView_CellPosition__SWIG_2(rowIndex, columnIndex), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Constructor to initialise values to defaults for convenience.
+ /// The constructor to initialize values to default for convenience.
/// </summary>
- /// <param name="rowIndex">The row index initialized</param>
+ /// <param name="rowIndex">The row index initialized.</param>
public CellPosition(uint rowIndex) : this(NDalicPINVOKE.new_TableView_CellPosition__SWIG_3(rowIndex), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Default constructor
+ /// The default constructor.
/// </summary>
public CellPosition() : this(NDalicPINVOKE.new_TableView_CellPosition__SWIG_4(), true)
{
}
/// <summary>
- /// Index of row
+ /// The index of a row.
/// </summary>
public uint rowIndex
{
}
/// <summary>
- /// Index of column
+ /// The index of a column.
/// </summary>
public uint columnIndex
{
}
/// <summary>
- /// Span of row
+ /// The span of a row.
/// </summary>
public uint rowSpan
{
}
/// <summary>
- /// Span of column
+ /// The span of a column.
/// </summary>
public uint columnSpan
{
/// <summary>
/// Creates the TableView view.
/// </summary>
- /// <param name="initialRows">initialRows for the table</param>
- /// <param name="initialColumns">initialColumns for the table</param>
+ /// <param name="initialRows">Initial rows for the table.</param>
+ /// <param name="initialColumns">Initial columns for the table.</param>
public TableView(uint initialRows, uint initialColumns) : this(NDalicPINVOKE.TableView_New(initialRows, initialColumns), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Copy constructor. Creates another handle that points to the same real object.
+ /// The Copy constructor. Creates another handle that points to the same real object.
/// </summary>
- /// <param name="handle">Handle to copy from</param>
+ /// <param name="handle">Handle to copy from.</param>
public TableView(TableView handle) : this(NDalicPINVOKE.new_TableView__SWIG_1(TableView.getCPtr(handle)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// Adds a child to the table.<br>
/// If the row or column index is outside the table, the table gets resized bigger.<br>
/// </summary>
- /// <param name="child">The child to add</param>
- /// <param name="position">The position for the child</param>
- /// <returns>Tue if the addition succeeded and false if the cell is already occupied</returns>
+ /// <param name="child">The child to add.</param>
+ /// <param name="position">The position for the child.</param>
+ /// <returns>True if the addition succeeded, and false if the cell is already occupied.</returns>
public bool AddChild(View child, TableView.CellPosition position)
{
bool ret = NDalicPINVOKE.TableView_AddChild(swigCPtr, View.getCPtr(child), TableView.CellPosition.getCPtr(position));
/// <summary>
/// Returns a child from the given layout position.
/// </summary>
- /// <param name="position">The position in the table</param>
- /// <returns>Child that was in the cell or an uninitialized handle</returns>
+ /// <param name="position">The position in the table.</param>
+ /// <returns>Child that was in the cell or an uninitialized handle.</returns>
public View GetChildAt(TableView.CellPosition position)
{
IntPtr cPtr = NDalicPINVOKE.TableView_GetChildAt(swigCPtr, TableView.CellPosition.getCPtr(position));
/// <summary>
/// Removes a child from the given layout position.
/// </summary>
- /// <param name="position">The position for the child to remove</param>
- /// <returns>Child that was removed or an uninitialized handle</returns>
+ /// <param name="position">The position for the child to remove.</param>
+ /// <returns>Child that was removed or an uninitialized handle.</returns>
public View RemoveChildAt(TableView.CellPosition position)
{
IntPtr cPtr = NDalicPINVOKE.TableView_RemoveChildAt(swigCPtr, TableView.CellPosition.getCPtr(position));
/// <summary>
/// Finds the child's layout position.
/// </summary>
- /// <param name="child">The child to search for</param>
- /// <param name="position">The position for the child</param>
- /// <returns>true if the child was included in this TableView</returns>
+ /// <param name="child">The child to search for.</param>
+ /// <param name="position">The position for the child.</param>
+ /// <returns>True if the child was included in this TableView.</returns>
public bool FindChildPosition(View child, TableView.CellPosition position)
{
bool ret = NDalicPINVOKE.TableView_FindChildPosition(swigCPtr, View.getCPtr(child), TableView.CellPosition.getCPtr(position));
}
/// <summary>
- /// Inserts a new row to given index.
+ /// Inserts a new row to the given index.
/// </summary>
- /// <param name="rowIndex">The rowIndex of the new row</param>
+ /// <param name="rowIndex">The rowIndex of the new row.</param>
public void InsertRow(uint rowIndex)
{
NDalicPINVOKE.TableView_InsertRow(swigCPtr, rowIndex);
/// Deletes a row from the given index.<br>
/// Removed elements are deleted.<br>
/// </summary>
- /// <param name="rowIndex">The rowIndex of the row to delete</param>
+ /// <param name="rowIndex">The rowIndex of the row to delete.</param>
public void DeleteRow(uint rowIndex)
{
NDalicPINVOKE.TableView_DeleteRow__SWIG_0(swigCPtr, rowIndex);
/// <summary>
/// Inserts a new column to the given index.
/// </summary>
- /// <param name="columnIndex">The columnIndex of the new column</param>
+ /// <param name="columnIndex">The columnIndex of the new column.</param>
public void InsertColumn(uint columnIndex)
{
NDalicPINVOKE.TableView_InsertColumn(swigCPtr, columnIndex);
/// Deletes a column from the given index.<br>
/// Removed elements are deleted.<br>
/// </summary>
- /// <param name="columnIndex">The columnIndex of the column to delete</param>
+ /// <param name="columnIndex">The columnIndex of the column to delete.</param>
public void DeleteColumn(uint columnIndex)
{
NDalicPINVOKE.TableView_DeleteColumn__SWIG_0(swigCPtr, columnIndex);
/// <summary>
/// Resizes the TableView.
/// </summary>
- /// <param name="rows">The rows for the table</param>
- /// <param name="columns">The columns for the table</param>
+ /// <param name="rows">The rows for the table.</param>
+ /// <param name="columns">The columns for the table.</param>
public void Resize(uint rows, uint columns)
{
NDalicPINVOKE.TableView_Resize__SWIG_0(swigCPtr, rows, columns);
}
/// <summary>
- /// Sets horizontal and vertical padding between cells.
+ /// Sets the horizontal and the vertical padding between cells.
/// </summary>
- /// <param name="padding">Width and height</param>
+ /// <param name="padding">Width and height.</param>
public void SetCellPadding(Size2D padding)
{
NDalicPINVOKE.TableView_SetCellPadding(swigCPtr, Size2D.getCPtr(padding));
/// <summary>
/// Gets the current padding as width and height.
/// </summary>
- /// <returns>The current padding as width and height</returns>
+ /// <returns>The current padding as width and height.</returns>
public Vector2 GetCellPadding()
{
Vector2 ret = new Vector2(NDalicPINVOKE.TableView_GetCellPadding(swigCPtr), true);
/// <summary>
/// Specifies this row as fitting its height to its children.
/// </summary>
- /// <param name="rowIndex">The row to set</param>
+ /// <param name="rowIndex">The row to set.</param>
public void SetFitHeight(uint rowIndex)
{
NDalicPINVOKE.TableView_SetFitHeight(swigCPtr, rowIndex);
/// <summary>
/// Checks if the row is a fit row.
/// </summary>
- /// <param name="rowIndex">The row to check</param>
- /// <returns>true if the row is fit</returns>
+ /// <param name="rowIndex">The row to check.</param>
+ /// <returns>True if the row is fit.</returns>
public bool IsFitHeight(uint rowIndex)
{
bool ret = NDalicPINVOKE.TableView_IsFitHeight(swigCPtr, rowIndex);
/// <summary>
/// Specifies this column as fitting its width to its children.
/// </summary>
- /// <param name="columnIndex">The column to set</param>
+ /// <param name="columnIndex">The column to set.</param>
public void SetFitWidth(uint columnIndex)
{
NDalicPINVOKE.TableView_SetFitWidth(swigCPtr, columnIndex);
/// <summary>
/// Checks if the column is a fit column.
/// </summary>
- /// <param name="columnIndex">The column to check</param>
- /// <returns>true if the column is fit</returns>
+ /// <param name="columnIndex">The column to check.</param>
+ /// <returns>True if the column is fit.</returns>
public bool IsFitWidth(uint columnIndex)
{
bool ret = NDalicPINVOKE.TableView_IsFitWidth(swigCPtr, columnIndex);
}
/// <summary>
- /// Sets a row to have fixed height.<br>
+ /// Sets a row to have a fixed height.<br>
/// Setting a fixed height of 0 has no effect.<br>
/// </summary>
- /// <param name="rowIndex">The rowIndex for row with fixed height</param>
- /// <param name="height">The height in world coordinate units</param>
+ /// <param name="rowIndex">The rowIndex for row with a fixed height.</param>
+ /// <param name="height">The height in world coordinate units.</param>
public void SetFixedHeight(uint rowIndex, float height)
{
NDalicPINVOKE.TableView_SetFixedHeight(swigCPtr, rowIndex, height);
/// <summary>
/// Gets a row's fixed height.
/// </summary>
- /// <param name="rowIndex">The row index with fixed height</param>
- /// <returns>height The height in world coordinate units</returns>
+ /// <param name="rowIndex">The row index with a fixed height.</param>
+ /// <returns>height The height in world coordinate units.</returns>
public float GetFixedHeight(uint rowIndex)
{
float ret = NDalicPINVOKE.TableView_GetFixedHeight(swigCPtr, rowIndex);
}
/// <summary>
- /// Sets a row to have relative height. Relative height means percentage of
- /// the remainder of the table height after subtracting Padding and Fixed height rows.<br>
+ /// Sets a row to have a relative height. Relative height means percentage of
+ /// the remainder of the table height after subtracting padding and fixed height rows.<br>
/// Setting a relative height of 0 has no effect.<br>
/// </summary>
- /// <param name="rowIndex">The rowIndex for row with relative height</param>
- /// <param name="heightPercentage">The height percentage between 0.0f and 1.0f</param>
+ /// <param name="rowIndex">The rowIndex for row with a relative height.</param>
+ /// <param name="heightPercentage">The height percentage between 0.0f and 1.0f.</param>
public void SetRelativeHeight(uint rowIndex, float heightPercentage)
{
NDalicPINVOKE.TableView_SetRelativeHeight(swigCPtr, rowIndex, heightPercentage);
/// <summary>
/// Gets a row's relative height.
/// </summary>
- /// <param name="rowIndex">The row index with relative height</param>
- /// <returns>Height in percentage units, between 0.0f and 1.0f</returns>
+ /// <param name="rowIndex">The row index with a relative height.</param>
+ /// <returns>Height in percentage units, between 0.0f and 1.0f.</returns>
public float GetRelativeHeight(uint rowIndex)
{
float ret = NDalicPINVOKE.TableView_GetRelativeHeight(swigCPtr, rowIndex);
}
/// <summary>
- /// Sets a column to have fixed width.<br>
+ /// Sets a column to have a fixed width.<br>
/// Setting a fixed width of 0 has no effect.<br>
/// </summary>
- /// <param name="columnIndex">The columnIndex for column with fixed width</param>
- /// <param name="width">The width in world coordinate units</param>
+ /// <param name="columnIndex">The columnIndex for column with a fixed width.</param>
+ /// <param name="width">The width in world coordinate units.</param>
public void SetFixedWidth(uint columnIndex, float width)
{
NDalicPINVOKE.TableView_SetFixedWidth(swigCPtr, columnIndex, width);
/// <summary>
/// Gets a column's fixed width.
/// </summary>
- /// <param name="columnIndex">The column index with fixed width</param>
- /// <returns>Width in world coordinate units</returns>
+ /// <param name="columnIndex">The column index with a fixed width.</param>
+ /// <returns>Width in world coordinate units.</returns>
public float GetFixedWidth(uint columnIndex)
{
float ret = NDalicPINVOKE.TableView_GetFixedWidth(swigCPtr, columnIndex);
}
/// <summary>
- /// Sets a column to have relative width. Relative width means percentage of
- /// the remainder of table width after subtracting Padding and Fixed width columns.<br>
+ /// Sets a column to have a relative width. Relative width means percentage of
+ /// the remainder of the table width after subtracting padding and fixed width columns.<br>
/// Setting a relative width of 0 has no effect.<br>
/// </summary>
- /// <param name="columnIndex">The columnIndex for column with fixed width</param>
- /// <param name="widthPercentage">The widthPercentage between 0.0f and 1.0f</param>
+ /// <param name="columnIndex">The columnIndex for column with a fixed width.</param>
+ /// <param name="widthPercentage">The widthPercentage between 0.0f and 1.0f.</param>
public void SetRelativeWidth(uint columnIndex, float widthPercentage)
{
NDalicPINVOKE.TableView_SetRelativeWidth(swigCPtr, columnIndex, widthPercentage);
/// <summary>
/// Gets a column's relative width.
/// </summary>
- /// <param name="columnIndex">The column index with relative width</param>
- /// <returns>Width in percentage units, between 0.0f and 1.0f</returns>
+ /// <param name="columnIndex">The column index with a relative width.</param>
+ /// <returns>Width in percentage units, between 0.0f and 1.0f.</returns>
public float GetRelativeWidth(uint columnIndex)
{
float ret = NDalicPINVOKE.TableView_GetRelativeWidth(swigCPtr, columnIndex);
/// <summary>
/// Sets the alignment on a cell.<br>
- /// Cells without calling this function have the default values of LEFT and TOP respectively.<br>
+ /// Cells without calling this function have the default values of left and top respectively.<br>
/// </summary>
- /// <param name="position">The cell to set alignment on</param>
- /// <param name="horizontal">The horizontal alignment</param>
- /// <param name="vertical">The vertical alignment</param>
+ /// <param name="position">The cell to set alignment on.</param>
+ /// <param name="horizontal">The horizontal alignment.</param>
+ /// <param name="vertical">The vertical alignment.</param>
public void SetCellAlignment(TableView.CellPosition position, HorizontalAlignmentType horizontal, VerticalAlignmentType vertical)
{
NDalicPINVOKE.TableView_SetCellAlignment(swigCPtr, TableView.CellPosition.getCPtr(position), (int)horizontal, (int)vertical);
}
/// <summary>
- /// Enumeration for describing how the size of a row / column has been set.
+ /// Enumeration for describing how the size of a row or column has been set.
/// </summary>
public enum LayoutPolicy
{
}
/// <summary>
- /// the amount of rows in the table.
+ /// The amount of rows in the table.
/// </summary>
public int Rows
{
}
}
/// <summary>
- /// the amount of columns in the table.
+ /// The amount of columns in the table.
/// </summary>
public int Columns
{
}
}
/// <summary>
- /// padding between cells.
+ /// Padding between cells.
/// </summary>
public Vector2 CellPadding
{
}
/// <summary>
- /// The number of layout rows
+ /// The number of layout rows.
/// </summary>
public PropertyMap LayoutRows
{
}
/// <summary>
- /// The number of layout columns
+ /// The number of layout columns.
/// </summary>
public PropertyMap LayoutColumns
{
}
/// <summary>
- /// Event arguments that passed via TextChanged signal.
+ /// Event arguments that passed via the TextChanged signal.
/// </summary>
public class TextChangedEventArgs : EventArgs
{
private TextChangedCallbackDelegate _textEditorTextChangedCallbackDelegate;
/// <summary>
- /// Event for TextChanged signal which can be used to subscribe/unsubscribe the event handler
- /// provided by the user. TextChanged signal is emitted when the text changes.<br>
+ /// An event for the TextChanged signal which can be used to subscribe or unsubscribe the event handler
+ /// provided by the user. The TextChanged signal is emitted when the text changes.<br>
/// </summary>
public event EventHandler<TextChangedEventArgs> TextChanged
{
}
/// <summary>
- /// Event arguments that passed via ScrollStateChanged signal.
+ /// Event arguments that passed via the ScrollStateChanged signal.
/// </summary>
public class ScrollStateChangedEventArgs : EventArgs
{
private ScrollStateChangedCallbackDelegate _textEditorScrollStateChangedCallbackDelegate;
/// <summary>
- /// Event for ScrollStateChanged signal which can be used to subscribe/unsubscribe the event handler
- /// provided by the user. ScrollStateChanged signal is emitted when the scroll state changes.<br>
+ /// Event for the ScrollStateChanged signal which can be used to subscribe or unsubscribe the event handler
+ /// provided by the user. The ScrollStateChanged signal is emitted when the scroll state changes.<br>
/// </summary>
public event EventHandler<ScrollStateChangedEventArgs> ScrollStateChanged
{
}
/// <summary>
- /// TranslatableText property.<br>
- /// The text can be set SID value.<br>
+ /// The TranslatableText property.<br>
+ /// The text can set the SID value.<br>
/// </summary>
/// <exception cref='ArgumentNullException'>
- /// ResourceManager about multilingual is null
+ /// ResourceManager about multilingual is null.
/// </exception>
public string TranslatableText
{
}
}
/// <summary>
- /// TranslatablePlaceholderText property.<br>
- /// The text can be set SID value.<br>
+ /// The TranslatablePlaceholderText property.<br>
+ /// The text can set the SID value.<br>
/// </summary>
/// <exception cref='ArgumentNullException'>
- /// ResourceManager about multilingual is null
+ /// ResourceManager about multilingual is null.
/// </exception>
public string TranslatablePlaceholderText
{
PlaceholderText = NUIApplication.MultilingualResourceManager?.GetString(textEditorPlaceHolderTextSid, new CultureInfo(e.Value.Replace("_", "-")));
}
}
- /// Text property.
+ /// The Text property.
/// </summary>
public string Text
{
}
/// <summary>
- /// Text color property.
+ /// The TextColor property.
/// </summary>
public Vector4 TextColor
{
}
/// <summary>
- /// Font family property.
+ /// The FontFamily property.
/// </summary>
public string FontFamily
{
}
/// <summary>
- /// Font style property.
+ /// The FontStyle property.
/// </summary>
public PropertyMap FontStyle
{
}
/// <summary>
- /// Point size property.
+ /// The PointSize property.
/// </summary>
public float PointSize
{
}
/// <summary>
- /// Horizontal alignment property.
+ /// The HorizontalAlignment property.
/// </summary>
public HorizontalAlignment HorizontalAlignment
{
}
/// <summary>
- /// Scroll threshold property.
+ /// The ScrollThreshold property.
/// </summary>
public float ScrollThreshold
{
}
/// <summary>
- /// Scroll speed property.
+ /// The ScrollSpeed property.
/// </summary>
public float ScrollSpeed
{
}
/// <summary>
- /// Primary cursor color property.
+ /// The PrimaryCursorColor property.
/// </summary>
public Vector4 PrimaryCursorColor
{
}
/// <summary>
- /// SecondaryCursorColor property.
+ /// The SecondaryCursorColor property.
/// </summary>
public Vector4 SecondaryCursorColor
{
}
/// <summary>
- /// EnableCursorBlink property.
+ /// The EnableCursorBlink property.
/// </summary>
public bool EnableCursorBlink
{
}
/// <summary>
- /// CursorBlinkInterval property.
+ /// The CursorBlinkInterval property.
/// </summary>
public float CursorBlinkInterval
{
}
/// <summary>
- /// CursorBlinkDuration property.
+ /// The CursorBlinkDuration property.
/// </summary>
public float CursorBlinkDuration
{
}
/// <summary>
- /// CursorWidth property.
+ /// The CursorWidth property.
/// </summary>
public int CursorWidth
{
}
/// <summary>
- /// GrabHandleImage property.
+ /// The GrabHandleImage property.
/// </summary>
public string GrabHandleImage
{
}
/// <summary>
- /// GrabHandlePressedImage property.
+ /// The GrabHandlePressedImage property.
/// </summary>
public string GrabHandlePressedImage
{
}
/// <summary>
- /// SelectionHandleImageLeft property.
+ /// The SelectionHandleImageLeft property.
/// </summary>
public PropertyMap SelectionHandleImageLeft
{
}
/// <summary>
- /// SelectionHandleImageRight property.
+ /// The SelectionHandleImageRight property.
/// </summary>
public PropertyMap SelectionHandleImageRight
{
}
/// <summary>
- /// SelectionHandlePressedImageLeft property.
+ /// The SelectionHandlePressedImageLeft property.
/// </summary>
public PropertyMap SelectionHandlePressedImageLeft
{
}
/// <summary>
- /// SelectionHandlePressedImageRight property.
+ /// The SelectionHandlePressedImageRight property.
/// </summary>
public PropertyMap SelectionHandlePressedImageRight
{
}
/// <summary>
- /// SelectionHandleMarkerImageLeft property.
+ /// The SelectionHandleMarkerImageLeft property.
/// </summary>
public PropertyMap SelectionHandleMarkerImageLeft
{
}
/// <summary>
- /// SelectionHandleMarkerImageRight property.
+ /// The SelectionHandleMarkerImageRight property.
/// </summary>
public PropertyMap SelectionHandleMarkerImageRight
{
}
/// <summary>
- /// SelectionHighlightColor property.
+ /// The SelectionHighlightColor property.
/// </summary>
public Vector4 SelectionHighlightColor
{
}
/// <summary>
- /// DecorationBoundingBox property.
+ /// The DecorationBoundingBox property.
/// </summary>
public Rectangle DecorationBoundingBox
{
}
/// <summary>
- /// EnableMarkup property.
+ /// The EnableMarkup property.
/// </summary>
public bool EnableMarkup
{
}
/// <summary>
- /// InputColor property.
+ /// The InputColor property.
/// </summary>
public Vector4 InputColor
{
}
/// <summary>
- /// InputFontFamily property.
+ /// The InputFontFamily property.
/// </summary>
public string InputFontFamily
{
}
/// <summary>
- /// InputFontStyle property.
+ /// The InputFontStyle property.
/// </summary>
public PropertyMap InputFontStyle
{
}
/// <summary>
- /// InputPointSize property.
+ /// The InputPointSize property.
/// </summary>
public float InputPointSize
{
}
/// <summary>
- /// LineSpacing property.
+ /// The LineSpacing property.
/// </summary>
public float LineSpacing
{
}
/// <summary>
- /// InputLineSpacing property.
+ /// The InputLineSpacing property.
/// </summary>
public float InputLineSpacing
{
}
/// <summary>
- /// Underline property.
+ /// The Underline property.
/// </summary>
public PropertyMap Underline
{
}
/// <summary>
- /// InputUnderline property.
+ /// The InputUnderline property.
/// </summary>
public string InputUnderline
{
}
/// <summary>
- /// Shadow property.
+ /// The Shadow property.
/// </summary>
public PropertyMap Shadow
{
}
/// <summary>
- /// InputShadow property.
+ /// The InputShadow property.
/// </summary>
public string InputShadow
{
}
/// <summary>
- /// Emboss property.
+ /// The Emboss property.
/// </summary>
public string Emboss
{
}
/// <summary>
- /// InputEmboss property.
+ /// The InputEmboss property.
/// </summary>
public string InputEmboss
{
}
/// <summary>
- /// Outline property.
+ /// The Outline property.
/// </summary>
public string Outline
{
}
/// <summary>
- /// InputOutline property.
+ /// The InputOutline property.
/// </summary>
public string InputOutline
{
}
/// <summary>
- /// SmoothScroll property.
+ /// The SmoothScroll property.
/// </summary>
public bool SmoothScroll
{
}
/// <summary>
- /// SmoothScrollDuration property.
+ /// The SmoothScrollDuration property.
/// </summary>
public float SmoothScrollDuration
{
}
/// <summary>
- /// EnableScrollBar property.
+ /// The EnableScrollBar property.
/// </summary>
public bool EnableScrollBar
{
}
/// <summary>
- /// ScrollBarShowDuration property.
+ /// The ScrollBarShowDuration property.
/// </summary>
public float ScrollBarShowDuration
{
}
/// <summary>
- /// ScrollBarFadeDuration property.
+ /// The ScrollBarFadeDuration property.
/// </summary>
public float ScrollBarFadeDuration
{
}
/// <summary>
- /// PixelSize property.
+ /// The PixelSize property.
/// </summary>
public float PixelSize
{
}
/// <summary>
- /// The line count of text.
+ /// The line count of the text.
/// </summary>
public int LineCount
{
}
/// <summary>
- /// The placeholder-text color.
+ /// The Placeholder text color.
/// </summary>
public Color PlaceholderTextColor
{
}
/// <summary>
- /// Enable selection property.
+ /// The EnableSelection property.
/// </summary>
public bool EnableSelection
{
}
/// <summary>
- /// Placeholder property.
- /// Gets/Sets the placeholder : text, color, font family, font style, point size, and pixel size.
+ /// The Placeholder property.
+ /// Gets or sets the placeholder: text, color, font family, font style, point size, and pixel size.
/// </summary>
/// <example>
/// The following example demonstrates how to set the placeholder property.
}
/// <summary>
- /// LineWrapMode property.<br>
- /// line wrap mode when the text lines over layout width.<br>
+ /// The LineWrapMode property.<br>
+ /// The line wrap mode when the text lines over the layout width.<br>
/// </summary>
public LineWrapMode LineWrapMode
{
using System.Runtime.InteropServices;
using System.Globalization;
/// <summary>
- /// A control which provides a single-line editable text field.
+ /// A control which provides a single line editable text field.
/// </summary>
public class TextField : View
{
}
/// <summary>
- /// Dispose
+ /// Dispose.
/// </summary>
protected override void Dispose(DisposeTypes type)
{
}
/// <summary>
- /// Text changed event arguments.
+ /// The TextChanged event arguments.
/// </summary>
public class TextChangedEventArgs : EventArgs
{
}
/// <summary>
- /// MaxLengthReached event arguments.
+ /// The MaxLengthReached event arguments.
/// </summary>
public class MaxLengthReachedEventArgs : EventArgs
{
private MaxLengthReachedCallbackDelegate _textFieldMaxLengthReachedCallbackDelegate;
/// <summary>
- /// TextChanged event.
+ /// The TextChanged event.
/// </summary>
public event EventHandler<TextChangedEventArgs> TextChanged
{
}
/// <summary>
- /// MaxLengthReached event.
+ /// The MaxLengthReached event.
/// </summary>
public event EventHandler<MaxLengthReachedEventArgs> MaxLengthReached
{
}
/// <summary>
- /// TranslatableText property.<br>
- /// The text can be set SID value.<br>
+ /// The TranslatableText property.<br>
+ /// The text can set the SID value.<br>
/// </summary>
/// <exception cref='ArgumentNullException'>
- /// ResourceManager about multilingual is null
+ /// ResourceManager about multilingual is null.
/// </exception>
public string TranslatableText
{
}
}
/// <summary>
- /// TranslatablePlaceholderText property.<br>
- /// The text can be set SID value.<br>
+ /// The TranslatablePlaceholderText property.<br>
+ /// The text can set the SID value.<br>
/// </summary>
/// <exception cref='ArgumentNullException'>
- /// ResourceManager about multilingual is null
+ /// ResourceManager about multilingual is null.
/// </exception>
public string TranslatablePlaceholderText
{
PlaceholderText = NUIApplication.MultilingualResourceManager?.GetString(textFieldPlaceHolderTextSid, new CultureInfo(e.Value.Replace("_", "-")));
}
}
- /// Text property.
+ /// The Text property.
/// </summary>
public string Text
{
}
/// <summary>
- /// PlaceholderText property.
+ /// The PlaceholderText property.
/// </summary>
public string PlaceholderText
{
}
/// <summary>
- /// PlaceholderTextFocused property.
+ /// The PlaceholderTextFocused property.
/// </summary>
public string PlaceholderTextFocused
{
}
/// <summary>
- /// FontFamily property.
+ /// The FontFamily property.
/// </summary>
public string FontFamily
{
}
/// <summary>
- /// FontStyle property.
+ /// The FontStyle property.
/// </summary>
public PropertyMap FontStyle
{
}
/// <summary>
- /// PointSize property.
+ /// The PointSize property.
/// </summary>
public float PointSize
{
}
/// <summary>
- /// MaxLength property.
+ /// The MaxLength property.
/// </summary>
public int MaxLength
{
}
/// <summary>
- /// ExceedPolicy property.
+ /// The ExceedPolicy property.
/// </summary>
public int ExceedPolicy
{
}
/// <summary>
- /// HorizontalAlignment property.
+ /// The HorizontalAlignment property.
/// </summary>
public HorizontalAlignment HorizontalAlignment
{
}
/// <summary>
- /// VerticalAlignment property.
+ /// The VerticalAlignment property.
/// </summary>
public VerticalAlignment VerticalAlignment
{
}
/// <summary>
- /// TextColor property.
+ /// The TextColor property.
/// </summary>
public Color TextColor
{
}
/// <summary>
- /// PlaceholderTextColor property.
+ /// The PlaceholderTextColor property.
/// </summary>
public Vector4 PlaceholderTextColor
{
}
/// <summary>
- /// ShadowOffset property.
+ /// The ShadowOffset property.
/// </summary>
public Vector2 ShadowOffset
{
}
/// <summary>
- /// ShadowColor property.
+ /// The ShadowColor property.
/// </summary>
public Vector4 ShadowColor
{
}
/// <summary>
- /// PrimaryCursorColor property.
+ /// The PrimaryCursorColor property.
/// </summary>
public Vector4 PrimaryCursorColor
{
}
/// <summary>
- /// SecondaryCursorColor property.
+ /// The SecondaryCursorColor property.
/// </summary>
public Vector4 SecondaryCursorColor
{
}
/// <summary>
- /// EnableCursorBlink property.
+ /// The EnableCursorBlink property.
/// </summary>
public bool EnableCursorBlink
{
}
/// <summary>
- /// CursorBlinkInterval property.
+ /// The CursorBlinkInterval property.
/// </summary>
public float CursorBlinkInterval
{
}
/// <summary>
- /// CursorBlinkDuration property.
+ /// The CursorBlinkDuration property.
/// </summary>
public float CursorBlinkDuration
{
}
/// <summary>
- /// CursorWidth property.
+ /// The CursorWidth property.
/// </summary>
public int CursorWidth
{
}
/// <summary>
- /// GrabHandleImage property.
+ /// The GrabHandleImage property.
/// </summary>
public string GrabHandleImage
{
}
/// <summary>
- /// GrabHandlePressedImage property.
+ /// The GrabHandlePressedImage property.
/// </summary>
public string GrabHandlePressedImage
{
}
/// <summary>
- /// ScrollThreshold property.
+ /// The ScrollThreshold property.
/// </summary>
public float ScrollThreshold
{
}
/// <summary>
- /// ScrollSpeed property.
+ /// The ScrollSpeed property.
/// </summary>
public float ScrollSpeed
{
}
/// <summary>
- /// SelectionHandleImageLeft property.
+ /// The SelectionHandleImageLeft property.
/// </summary>
public PropertyMap SelectionHandleImageLeft
{
}
/// <summary>
- /// SelectionHandleImageRight property.
+ /// The SelectionHandleImageRight property.
/// </summary>
public PropertyMap SelectionHandleImageRight
{
}
/// <summary>
- /// SelectionHandlePressedImageLeft property.
+ /// The SelectionHandlePressedImageLeft property.
/// </summary>
public PropertyMap SelectionHandlePressedImageLeft
{
}
/// <summary>
- /// SelectionHandlePressedImageRight property.
+ /// The SelectionHandlePressedImageRight property.
/// </summary>
public PropertyMap SelectionHandlePressedImageRight
{
}
/// <summary>
- /// SelectionHandleMarkerImageLeft property.
+ /// The SelectionHandleMarkerImageLeft property.
/// </summary>
public PropertyMap SelectionHandleMarkerImageLeft
{
}
/// <summary>
- /// SelectionHandleMarkerImageRight property.
+ /// The SelectionHandleMarkerImageRight property.
/// </summary>
public PropertyMap SelectionHandleMarkerImageRight
{
}
/// <summary>
- /// SelectionHighlightColor property.
+ /// The SelectionHighlightColor property.
/// </summary>
public Vector4 SelectionHighlightColor
{
}
/// <summary>
- /// DecorationBoundingBox property.
+ /// The DecorationBoundingBox property.
/// </summary>
public Rectangle DecorationBoundingBox
{
}
/// <summary>
- /// InputMethodSettings property.
+ /// The InputMethodSettings property.
/// </summary>
public PropertyMap InputMethodSettings
{
}
/// <summary>
- /// InputColor property.
+ /// The InputColor property.
/// </summary>
public Vector4 InputColor
{
}
/// <summary>
- /// EnableMarkup property.
+ /// The EnableMarkup property.
/// </summary>
public bool EnableMarkup
{
}
/// <summary>
- /// InputFontFamily property.
+ /// The InputFontFamily property.
/// </summary>
public string InputFontFamily
{
}
/// <summary>
- /// InputFontStyle property.
+ /// The InputFontStyle property.
/// </summary>
public PropertyMap InputFontStyle
{
}
/// <summary>
- /// InputPointSize property.
+ /// The InputPointSize property.
/// </summary>
public float InputPointSize
{
}
/// <summary>
- /// Underline property.
+ /// The Underline property.
/// </summary>
public PropertyMap Underline
{
}
/// <summary>
- /// InputUnderline property.
+ /// The InputUnderline property.
/// </summary>
public string InputUnderline
{
}
/// <summary>
- /// Shadow property.
+ /// The Shadow property.
/// </summary>
public PropertyMap Shadow
{
}
/// <summary>
- /// InputShadow property.
+ /// The InputShadow property.
/// </summary>
public string InputShadow
{
}
/// <summary>
- /// Emboss property.
+ /// The Emboss property.
/// </summary>
public string Emboss
{
}
/// <summary>
- /// InputEmboss property.
+ /// The InputEmboss property.
/// </summary>
public string InputEmboss
{
}
/// <summary>
- /// Outline property.
+ /// The Outline property.
/// </summary>
public string Outline
{
}
/// <summary>
- /// InputOutline property.
+ /// The InputOutline property.
/// </summary>
public string InputOutline
{
}
/// <summary>
- /// HiddenInputSettings property.
+ /// The HiddenInputSettings property.
/// </summary>
public Tizen.NUI.PropertyMap HiddenInputSettings
{
}
/// <summary>
- /// PixelSize property.
+ /// The PixelSize property.
/// </summary>
public float PixelSize
{
}
/// <summary>
- /// Enable selection property.
+ /// The Enable selection property.
/// </summary>
public bool EnableSelection
{
}
/// <summary>
- /// Placeholder property.
- /// Gets/Sets the placeholder : text, color, font family, font style, point size, and pixel size.
+ /// The Placeholder property.
+ /// Gets or sets the placeholder: text, color, font family, font style, point size, and pixel size.
/// </summary>
/// <example>
- /// The following example demonstrates how to set the placeholder property.
+ /// The following example demonstrates how to set the Placeholder property.
/// <code>
/// PropertyMap propertyMap = new PropertyMap();
/// propertyMap.Add("placeholderText", new PropertyValue("Setting Placeholder Text"));
/// <summary>
/// A control which renders a short text string.<br>
- /// Text labels are lightweight, non-editable and do not respond to user input.<br>
+ /// Text labels are lightweight, non-editable, and do not respond to the user input.<br>
/// </summary>
public class TextLabel : View
{
}
/// <summary>
- /// Dispose
+ /// Dispose.
/// </summary>
protected override void Dispose(DisposeTypes type)
{
return ret;
}
/// <summary>
- /// TranslatableText property.<br>
- /// The text can be set SID value.<br>
+ /// The TranslatableText property.<br>
+ /// The text can set the SID value.<br>
/// </summary>
/// <exception cref='ArgumentNullException'>
- /// ResourceManager about multilingual is null
+ /// ResourceManager about multilingual is null.
/// </exception>
public string TranslatableText
{
}
/// <summary>
- /// Text property.<br>
- /// The text to display in UTF-8 format.<br>
+ /// The Text property.<br>
+ /// The text to display in the UTF-8 format.<br>
/// </summary>
public string Text
{
}
/// <summary>
- /// FontFamily property.<br>
+ /// The FontFamily property.<br>
/// The requested font family to use.<br>
/// </summary>
public string FontFamily
}
/// <summary>
- /// FontStyle property.<br>
+ /// The FontStyle property.<br>
/// The requested font style to use.<br>
/// </summary>
public PropertyMap FontStyle
}
/// <summary>
- /// PointSize property.<br>
+ /// The PointSize property.<br>
/// The size of font in points.<br>
/// </summary>
public float PointSize
}
/// <summary>
- /// MultiLine property.<br>
+ /// The MultiLine property.<br>
/// The single-line or multi-line layout option.<br>
/// </summary>
public bool MultiLine
}
/// <summary>
- /// HorizontalAlignment property.<br>
+ /// The HorizontalAlignment property.<br>
/// The line horizontal alignment.<br>
/// </summary>
public HorizontalAlignment HorizontalAlignment
}
/// <summary>
- /// VerticalAlignment property.<br>
+ /// The VerticalAlignment property.<br>
/// The line vertical alignment.<br>
/// </summary>
public VerticalAlignment VerticalAlignment
}
/// <summary>
- /// TextColor property.<br>
+ /// The TextColor property.<br>
/// The color of the text.<br>
/// </summary>
public Color TextColor
}
/// <summary>
- /// ShadowOffset property.<br>
+ /// The ShadowOffset property.<br>
/// The drop shadow offset 0 indicates no shadow.<br>
/// </summary>
public Vector2 ShadowOffset
}
/// <summary>
- /// ShadowColor property.<br>
+ /// The ShadowColor property.<br>
/// The color of a drop shadow.<br>
/// </summary>
public Vector4 ShadowColor
}
/// <summary>
- /// UnderlineEnabled property.<br>
+ /// The UnderlineEnabled property.<br>
/// The underline enabled flag.<br>
/// </summary>
public bool UnderlineEnabled
}
/// <summary>
- /// UnderlineColor property.<br>
+ /// The UnderlineColor property.<br>
/// Overrides the underline height from font metrics.<br>
/// </summary>
public Vector4 UnderlineColor
}
/// <summary>
- /// UnderlineHeight property.<br>
+ /// The UnderlineHeight property.<br>
/// Overrides the underline height from font metrics.<br>
/// </summary>
public float UnderlineHeight
}
/// <summary>
- /// EnableMarkup property.<br>
+ /// The EnableMarkup property.<br>
/// Whether the mark-up processing is enabled.<br>
/// </summary>
public bool EnableMarkup
}
/// <summary>
- /// EnableAutoScroll property.<br>
+ /// The EnableAutoScroll property.<br>
/// Starts or stops auto scrolling.<br>
/// </summary>
public bool EnableAutoScroll
}
/// <summary>
- /// AutoScrollSpeed property.<br>
+ /// The AutoScrollSpeed property.<br>
/// Sets the speed of scrolling in pixels per second.<br>
/// </summary>
public int AutoScrollSpeed
}
/// <summary>
- /// AutoScrollLoopCount property.<br>
+ /// The AutoScrollLoopCount property.<br>
/// Number of complete loops when scrolling enabled.<br>
/// </summary>
public int AutoScrollLoopCount
}
/// <summary>
- /// AutoScrollGap property.<br>
+ /// The AutoScrollGap property.<br>
/// Gap before scrolling wraps.<br>
/// </summary>
public float AutoScrollGap
}
/// <summary>
- /// LineSpacing property.<br>
+ /// The LineSpacing property.<br>
/// The default extra space between lines in points.<br>
/// </summary>
public float LineSpacing
}
/// <summary>
- /// Underline property.<br>
+ /// The Underline property.<br>
/// The default underline parameters.<br>
/// </summary>
public PropertyMap Underline
}
/// <summary>
- /// Shadow property.<br>
+ /// The Shadow property.<br>
/// The default shadow parameters.<br>
/// </summary>
public PropertyMap Shadow
}
/// <summary>
- /// Emboss property.<br>
+ /// The Emboss property.<br>
/// The default emboss parameters.<br>
/// </summary>
public string Emboss
}
/// <summary>
- /// Outline property.<br>
+ /// The Outline property.<br>
/// The default outline parameters.<br>
/// </summary>
public string Outline
}
/// <summary>
- /// PixelSize property.<br>
+ /// The PixelSize property.<br>
/// The size of font in pixels.<br>
/// </summary>
public float PixelSize
}
/// <summary>
- /// Ellipsis property.<br>
+ /// The Ellipsis property.<br>
/// Enable or disable the ellipsis.<br>
/// </summary>
public bool Ellipsis
}
/// <summary>
- /// AutoScrollLoopDelay property.<br>
- /// do something.<br>
+ /// The AutoScrollLoopDelay property.<br>
+ /// Do something.<br>
/// </summary>
public float AutoScrollLoopDelay
{
}
/// <summary>
- /// AutoScrollStopMode property.<br>
- /// do something.<br>
+ /// The AutoScrollStopMode property.<br>
+ /// Do something.<br>
/// </summary>
public AutoScrollStopMode AutoScrollStopMode
{
}
/// <summary>
- /// TextColorAnimatable property.<br>
+ /// The TextColorAnimatable property.<br>
/// The color of the text that can be animatated.<br>
/// Animation framework can be used to change the color of the text when not using mark up.<br>
/// Not possible when text is auto scrolling. <br>
}
}
- /// The line count of text.
+ /// The line count of the text.
/// </summary>
public int LineCount
{
}
/// <summary>
- /// LineWrapMode property.<br>
+ /// The LineWrapMode property.<br>
/// line wrap mode when the text lines over layout width.<br>
/// </summary>
public LineWrapMode LineWrapMode
}
/// <summary>
- /// Event arguments that passed via Finished signal
+ /// Event arguments that passed via the finished signal.
/// </summary>
public class FinishedEventArgs : EventArgs
{
/// <summary>
- /// Event for Finished signal which can be used to subscribe/unsubscribe the event handler
+ /// Event for the finished signal which can be used to subscribe or unsubscribe the event handler
/// (in the type of FinishedEventHandler-DaliEventHandler<object,FinishedEventArgs>) provided by the user.<br>
- /// Finished signal is emitted when a video playback have finished.<br>
+ /// The finished signal is emitted when a video playback has finished.<br>
/// </summary>
public event EventHandler<FinishedEventArgs> Finished
{
/// Creates an initialized VideoView.<br>
/// If the string is empty, VideoView will not display anything.<br>
/// </summary>
- /// <param name="url">The url of the video resource to display</param>
+ /// <param name="url">The URL of the video resource to display.</param>
public VideoView(string url) : this(NDalicPINVOKE.VideoView_New__SWIG_1(url), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Seeks forward by the specified number of milliseconds.
/// </summary>
- /// <param name="millisecond">The position for forward playback</param>
+ /// <param name="millisecond">The position for forward playback.</param>
public void Forward(int millisecond)
{
NDalicPINVOKE.VideoView_Forward(swigCPtr, millisecond);
/// <summary>
/// Seeks backward by the specified number of milliseconds.
/// </summary>
- /// <param name="millisecond">The position for backward playback</param>
+ /// <param name="millisecond">The position for backward playback.</param>
public void Backward(int millisecond)
{
NDalicPINVOKE.VideoView_Backward(swigCPtr, millisecond);
}
/// <summary>
- /// video file url as string type or PropertyMap.
+ /// Video file URL as string type or PropertyMap.
/// </summary>
public PropertyMap Video
{
}
/// <summary>
- /// looping status, true or false.
+ /// The looping status, true or false.
/// </summary>
public bool Looping
{
}
/// <summary>
- /// mute status, true or false.
+ /// The mute status, true or false.
/// </summary>
public bool Muted
{
}
/// <summary>
- /// left and right volume scalar as float type, PropertyMap with two values ( "left" and "right" ).
+ /// The left and the right volume scalar as float type, PropertyMap with two values ( "left" and "right" ).
/// </summary>
public PropertyMap Volume
{
// From Container Base class
/// <summary>
- /// Adds a child view to this View.
+ /// Adds a child view to this view.
/// </summary>
/// <seealso cref="Container::Add()">
/// </seealso>
}
/// <summary>
- /// Removes a child View from this View. If the view was not a child of this view, this is a no-op.
+ /// Removes a child view from this View. If the view was not a child of this view, this is a no-op.
/// </summary>
/// <seealso cref="Container::Remove()">
/// </seealso>
}
/// <summary>
- /// Retrieves child view by index.
+ /// Retrieves a child view by index.
/// </summary>
/// <seealso cref="Container::GetChildAt()">
/// </seealso>
}
/// <summary>
- /// Get the Views parent
+ /// Gets the views parent.
/// </summary>
/// <seealso cref="Container::GetParent()">
protected override Container GetParent()
private KeyInputFocusGainedCallbackType _keyInputFocusGainedCallback;
/// <summary>
- /// Event for KeyInputFocusGained signal which can be used to subscribe/unsubscribe the event handler provided by the user.<br>
- /// KeyInputFocusGained signal is emitted when the control gets Key Input Focus.<br>
+ /// An event for the KeyInputFocusGained signal which can be used to subscribe or unsubscribe the event handler provided by the user.<br>
+ /// The KeyInputFocusGained signal is emitted when the control gets the key input focus.<br>
/// </summary>
public event EventHandler FocusGained
{
private KeyInputFocusLostCallbackType _keyInputFocusLostCallback;
/// <summary>
- /// Event for KeyInputFocusLost signal which can be used to subscribe/unsubscribe the event handler provided by the user.<br>
- /// KeyInputFocusLost signal is emitted when the control loses Key Input Focus.<br>
+ /// An event for the KeyInputFocusLost signal which can be used to subscribe or unsubscribe the event handler provided by the user.<br>
+ /// The KeyInputFocusLost signal is emitted when the control loses the key input focus.<br>
/// </summary>
public event EventHandler FocusLost
{
}
/// <summary>
- /// Event arguments that passed via KeyEvent signal.
+ /// Event arguments that passed via the KeyEvent signal.
/// </summary>
public class KeyEventArgs : EventArgs
{
private Key _key;
/// <summary>
- /// Key - is the key sent to the View.
+ /// Key - is the key sent to the view.
/// </summary>
public Key Key
{
private KeyCallbackType _keyCallback;
/// <summary>
- /// Event for KeyPressed signal which can be used to subscribe/unsubscribe the event handler provided by the user.<br>
- /// KeyPressed signal is emitted when key event is received.<br>
+ /// An event for the KeyPressed signal which can be used to subscribe or unsubscribe the event handler provided by the user.<br>
+ /// The KeyPressed signal is emitted when the key event is received.<br>
/// </summary>
public event EventHandlerWithReturnType<object, KeyEventArgs, bool> KeyEvent
{
private OnRelayoutEventCallbackType _onRelayoutEventCallback;
/// <summary>
- /// Event for OnRelayout signal which can be used to subscribe/unsubscribe the event handler.<br>
- /// OnRelayout signal is emitted after the size has been set on the view during relayout.<br>
+ /// An event for the OnRelayout signal which can be used to subscribe or unsubscribe the event handler.<br>
+ /// The OnRelayout signal is emitted after the size has been set on the view during relayout.<br>
/// </summary>
public event EventHandler Relayout
{
}
/// <summary>
- /// Event arguments that passed via Touch signal.
+ /// Event arguments that passed via the touch signal.
/// </summary>
public class TouchEventArgs : EventArgs
{
private Touch _touch;
/// <summary>
- /// Touch - contains the information of touch points
+ /// Touch - contains the information of touch points.
/// </summary>
public Touch Touch
{
private TouchDataCallbackType _touchDataCallback;
/// <summary>
- /// Event for Touched signal which can be used to subscribe/unsubscribe the event handler provided by the user.<br>
- /// Touched signal is emitted when touch input is received.<br>
+ /// An event for the touched signal which can be used to subscribe or unsubscribe the event handler provided by the user.<br>
+ /// The touched signal is emitted when the touch input is received.<br>
/// </summary>
public event EventHandlerWithReturnType<object, TouchEventArgs, bool> TouchEvent
{
/// <summary>
- /// Event arguments that passed via Hover signal.
+ /// Event arguments that passed via the hover signal.
/// </summary>
public class HoverEventArgs : EventArgs
{
private HoverEventCallbackType _hoverEventCallback;
/// <summary>
- /// Event for Hovered signal which can be used to subscribe/unsubscribe the event handler provided by the user.<br>
- /// Hovered signal is emitted when hover input is received.<br>
+ /// An event for the hovered signal which can be used to subscribe or unsubscribe the event handler provided by the user.<br>
+ /// The hovered signal is emitted when the hover input is received.<br>
/// </summary>
public event EventHandlerWithReturnType<object, HoverEventArgs, bool> HoverEvent
{
/// <summary>
- /// Event arguments that passed via Wheel signal.
+ /// Event arguments that passed via the wheel signal.
/// </summary>
public class WheelEventArgs : EventArgs
{
private Wheel _wheel;
/// <summary>
- /// WheelEvent - store a wheel rolling type : MOUSE_WHEEL or CUSTOM_WHEEL
+ /// WheelEvent - store a wheel rolling type: MOUSE_WHEEL or CUSTOM_WHEEL.
/// </summary>
public Wheel Wheel
{
private WheelEventCallbackType _wheelEventCallback;
/// <summary>
- /// Event for WheelMoved signal which can be used to subscribe/unsubscribe the event handler provided by the user.<br>
- /// WheelMoved signal is emitted when wheel event is received.<br>
+ /// An event for the WheelMoved signal which can be used to subscribe or unsubscribe the event handler provided by the user.<br>
+ /// The WheelMoved signal is emitted when the wheel event is received.<br>
/// </summary>
public event EventHandlerWithReturnType<object, WheelEventArgs, bool> WheelEvent
{
private OnWindowEventCallbackType _onWindowEventCallback;
/// <summary>
- /// Event for OnWindow signal which can be used to subscribe/unsubscribe the event handler.<br>
- /// OnWindow signal is emitted after the view has been connected to the Window.<br>
+ /// An event for the OnWindow signal which can be used to subscribe or unsubscribe the event handler.<br>
+ /// The OnWindow signal is emitted after the view has been connected to the window.<br>
/// </summary>
public event EventHandler AddedToWindow
{
private OffWindowEventCallbackType _offWindowEventCallback;
/// <summary>
- /// Event for OffWindow signal which can be used to subscribe/unsubscribe the event handler.<br>
- /// OffWindow signal is emitted after the view has been disconnected from the Window.<br>
+ /// An event for the OffWindow signal, which can be used to subscribe or unsubscribe the event handler.<br>
+ /// OffWindow signal is emitted after the view has been disconnected from the window.<br>
/// </summary>
public event EventHandler RemovedFromWindow
{
private VisibilityChangedEventCallbackType _visibilityChangedEventCallback;
/// <summary>
- /// Event for visibility change which can be used to subscribe/unsubscribe the event handler.<br>
+ /// An event for visibility change which can be used to subscribe or unsubscribe the event handler.<br>
/// This signal is emitted when the visible property of this or a parent view is changed.<br>
/// </summary>
public event EventHandler<VisibilityChangedEventArgs> VisibilityChanged
private ResourcesLoadedCallbackType _ResourcesLoadedCallback;
/// <summary>
- /// Event for ResourcesLoadedSignal signal which can be used to subscribe/unsubscribe the event handler provided by the user.<br>
- /// This signal is emitted after all resources required by a View are loaded and ready.<br>
+ /// An event for the ResourcesLoadedSignal signal which can be used to subscribe or unsubscribe the event handler provided by the user.<br>
+ /// This signal is emitted after all resources required by a view are loaded and ready.<br>
/// </summary>
public event EventHandler ResourcesLoaded
{
}
/// <summary>
- /// Creates a new instance of a View.
+ /// Creates a new instance of a view.
/// </summary>
public View() : this(NDalicPINVOKE.View_New(), true)
{
}
/// <summary>
- /// Downcasts a handle to View handle.<br>
- /// If handle points to a View, the downcast produces valid handle.<br>
+ /// Downcasts a handle to view handle.<br>
+ /// If handle points to a view, the downcast produces a valid handle.<br>
/// If not, the returned handle is left uninitialized.<br>
/// </summary>
- /// <param name="handle">Handle to an object</param>
- /// <returns>A handle to a View or an uninitialized handle</returns>
+ /// <param name="handle">A handle to an object.</param>
+ /// <returns>A handle to a view or an uninitialized handle.</returns>
[Obsolete("Please do not use! this will be deprecated, instead please use as keyword.")]
public new static View DownCast(BaseHandle handle)
{
}
/// <summary>
- /// Quries whether the view has focus.
+ /// Queries whether the view has a focus.
/// </summary>
- /// <returns>true if this view has focus</returns>
+ /// <returns>True if this view has a focus.</returns>
public bool HasFocus()
{
bool ret = NDalicPINVOKE.View_HasKeyInputFocus(swigCPtr);
/// <summary>
/// Sets the name of the style to be applied to the view.
/// </summary>
- /// <param name="styleName">A string matching a style described in a stylesheet</param>
+ /// <param name="styleName">A string matching a style described in a stylesheet.</param>
public void SetStyleName(string styleName)
{
NDalicPINVOKE.View_SetStyleName(swigCPtr, styleName);
/// <summary>
/// Retrieves the name of the style to be applied to the view (if any).
/// </summary>
- /// <returns>A string matching a style, or an empty string</returns>
+ /// <returns>A string matching a style, or an empty string.</returns>
public string GetStyleName()
{
string ret = NDalicPINVOKE.View_GetStyleName(swigCPtr);
}
/// <summary>
- /// styleName, type string.
+ /// The StyleName, type string.
/// </summary>
public string StyleName
{
}
/// <summary>
- /// mutually exclusive with BACKGROUND_IMAGE & BACKGROUND, type Vector4.
+ /// The mutually exclusive with BACKGROUND_IMAGE & BACKGROUND type Vector4.
/// </summary>
public Color BackgroundColor
{
}
/// <summary>
- /// Create an Animation to animate the background color visual. If there is no
+ /// Creates an animation to animate the background color visual. If there is no
/// background visual, creates one with transparent black as it's mixColor.
/// </summary>
public Animation AnimateBackgroundColor( object destinationValue,
}
/// <summary>
- /// Create an Animation to animate the mixColor of the named visual.
+ /// Creates an animation to animate the mixColor of the named visual.
/// </summary>
public Animation AnimateColor( string targetVisual, object destinationColor, int startTime, int endTime, AlphaFunction.BuiltinFunctions? alphaFunction = null, object initialColor = null )
{
}
/// <summary>
- /// mutually exclusive with BACKGROUND_COLOR & BACKGROUND, type Map.
+ /// The mutually exclusive with BACKGROUND_COLOR & BACKGROUND type Map.
/// </summary>
public string BackgroundImage
{
}
/// <summary>
- /// Displays a tooltip as Text
+ /// Displays a tooltip as a text.
/// </summary>
public string TooltipText
{
}
/// <summary>
- /// Child Property of FlexContainer.<br>
- /// The proportion of the free space in the container the flex item will receive.<br>
+ /// The Child property of FlexContainer.<br>
+ /// The proportion of the free space in the container, the flex item will receive.<br>
/// If all items in the container set this property, their sizes will be proportional to the specified flex factor.<br>
/// </summary>
public float Flex
}
/// <summary>
- /// Child Property of FlexContainer.<br>
+ /// The Child property of FlexContainer.<br>
/// The alignment of the flex item along the cross axis, which, if set, overides the default alignment for all items in the container.<br>
/// </summary>
public int AlignSelf
}
/// <summary>
- /// Child Property of FlexContainer.<br>
+ /// The Child property of FlexContainer.<br>
/// The space around the flex item.<br>
/// </summary>
public Vector4 FlexMargin
}
/// <summary>
- /// The top-left cell this child occupies, if not set, the first available cell is used
+ /// The top-left cell this child occupies, if not set, the first available cell is used.
/// </summary>
public Vector2 CellIndex
{
}
/// <summary>
- /// The number of rows this child occupies, if not set, default value is 1
+ /// The number of rows this child occupies, if not set, the default value is 1.
/// </summary>
public float RowSpan
{
}
/// <summary>
- /// The number of columns this child occupies, if not set, default value is 1
+ /// The number of columns this child occupies, if not set, the default value is 1.
/// </summary>
public float ColumnSpan
{
}
/// <summary>
- /// The horizontal alignment of this child inside the cells, if not set, default value is 'left'
+ /// The horizontal alignment of this child inside the cells, if not set, the default value is 'left'.
/// </summary>
public Tizen.NUI.HorizontalAlignmentType CellHorizontalAlignment
{
}
/// <summary>
- /// The vertical alignment of this child inside the cells, if not set, default value is 'top'
+ /// The vertical alignment of this child inside the cells, if not set, the default value is 'top'.
/// </summary>
public Tizen.NUI.VerticalAlignmentType CellVerticalAlignment
{
/// <summary>
/// The left focusable view.<br>
- /// This will return NULL if not set.<br>
- /// This will also return NULL if the specified left focusable view is not on Window.<br>
+ /// This will return null if not set.<br>
+ /// This will also return null if the specified left focusable view is not on a window.<br>
/// </summary>
public View LeftFocusableView
{
/// <summary>
/// The right focusable view.<br>
- /// This will return NULL if not set.<br>
- /// This will also return NULL if the specified right focusable view is not on Window.<br>
+ /// This will return null if not set.<br>
+ /// This will also return null if the specified right focusable view is not on a window.<br>
/// </summary>
public View RightFocusableView
{
/// <summary>
/// The up focusable view.<br>
- /// This will return NULL if not set.<br>
- /// This will also return NULL if the specified up focusable view is not on Window.<br>
+ /// This will return null if not set.<br>
+ /// This will also return null if the specified up focusable view is not on a window.<br>
/// </summary>
public View UpFocusableView
{
/// <summary>
/// The down focusable view.<br>
- /// This will return NULL if not set.<br>
- /// This will also return NULL if the specified down focusable view is not on Window.<br>
+ /// This will return null if not set.<br>
+ /// This will also return null if the specified down focusable view is not on a window.<br>
/// </summary>
public View DownFocusableView
{
}
/// <summary>
- /// whether the view should be focusable by keyboard navigation.
+ /// Whether the view should be focusable by keyboard navigation.
/// </summary>
public bool Focusable
{
}
/// <summary>
- /// Enumeration for describing the states of view.
+ /// Enumeration for describing the states of the view.
/// </summary>
public enum States
{
/// <summary>
- /// Normal state
+ /// The normal state.
/// </summary>
Normal,
/// <summary>
- /// Focused state
+ /// The focused state.
/// </summary>
Focused,
/// <summary>
- /// Disabled state
+ /// The disabled state.
/// </summary>
Disabled
}
/// <summary>
- /// Retrieves the position of the View.<br>
- /// The coordinates are relative to the View's parent.<br>
+ /// Retrieves the position of the view.<br>
+ /// The coordinates are relative to the view's parent.<br>
/// </summary>
public Position CurrentPosition
{
}
/// <summary>
- /// Sets the size of an view for width and height.<br>
+ /// Sets the size of a view for the width and the height.<br>
/// Geometry can be scaled to fit within this area.<br>
- /// This does not interfere with the views scale factor.<br>
- /// The views default depth is the minimum of width & height.<br>
+ /// This does not interfere with the view's scale factor.<br>
+ /// The views default depth is the minimum of width and height.<br>
/// </summary>
public Size2D Size2D
{
}
/// <summary>
- /// Retrieves the size of the View.<br>
- /// The coordinates are relative to the View's parent.<br>
+ /// Retrieves the size of the view.<br>
+ /// The coordinates are relative to the view's parent.<br>
/// </summary>
public Size2D CurrentSize
{
}
/// <summary>
- /// Sets the position of the View for X and Y.<br>
- /// By default, sets the position vector between the parent origin and pivot point(default).<br>
- /// If Position inheritance if disabled, sets the world position.<br>
+ /// Sets the position of the view for X and Y.<br>
+ /// By default, sets the position vector between the parent origin and the pivot point (default).<br>
+ /// If the position inheritance is disabled, sets the world position.<br>
/// </summary>
public Position2D Position2D
{
}
/// <summary>
- /// Retrieves screen postion of view's.<br>
+ /// Retrieves the screen postion of the view.<br>
/// </summary>
public Vector2 ScreenPosition
{
}
/// <summary>
- /// Queries whether the view is connected to the Stage.<br>
- /// When an view is connected, it will be directly or indirectly parented to the root View.<br>
+ /// Queries whether the view is connected to the stage.<br>
+ /// When a view is connected, it will be directly or indirectly parented to the root view.<br>
/// </summary>
public bool IsOnWindow
{
}
/// <summary>
- /// Gets depth in the hierarchy for the view.
+ /// Gets the depth in the hierarchy for the view.
/// </summary>
public int HierarchyDepth
{
}
/// <summary>
- /// Sets the sibling order of the view so depth position can be defined within the same parent.
+ /// Sets the sibling order of the view so the depth position can be defined within the same parent.
/// </summary>
/// <remarks>
- /// Note The initial value is 0.
- /// Raise, Lower, RaiseToTop, LowerToBottom, RaiseAbove and LowerBelow will override the sibling order.
- /// The values set by this Property will likely change.
+ /// Note the initial value is 0.
+ /// Raise, Lower, RaiseToTop, LowerToBottom, RaiseAbove, and LowerBelow will override the sibling order.
+ /// The values set by this property will likely change.
/// </remarks>
public int SiblingOrder
{
/// Returns the natural size of the view.
/// </summary>
/// <remarks>
- /// Deriving classes stipulate the natural size and by default a view has a ZERO natural size.
+ /// Deriving classes stipulate the natural size and by default a view has a zero natural size.
/// </remarks>
[Obsolete("Please do not use! this will be deprecated, please use NaturalSize2D instead")]
public Vector3 NaturalSize
/// Returns the natural size (Size2D) of the view.
/// </summary>
/// <remarks>
- /// Deriving classes stipulate the natural size and by default a view has a ZERO natural size.
+ /// Deriving classes stipulate the natural size and by default a view has a zero natural size.
/// </remarks>
public Size2D NaturalSize2D
{
}
/// <summary>
- /// Shows the View.
+ /// Shows the view.
/// </summary>
/// <remarks>
/// This is an asynchronous method.
}
/// <summary>
- /// Hides the View.
+ /// Hides the view.
/// </summary>
/// <remarks>
/// This is an asynchronous method.
- /// If an view is hidden, then the view and its children will not be rendered.
- /// This is regardless of the individual visibility of the children i.e.an view will only be rendered if all of its parents are shown.
+ /// If the view is hidden, then the view and its children will not be rendered.
+ /// This is regardless of the individual visibility of the children, i.e., the view will only be rendered if all of its parents are shown.
/// </remarks>
public void Hide()
{
}
/// <summary>
- /// Raise view above all other views.
+ /// Raises the view above all other views.
/// </summary>
/// <remarks>
/// Sibling order of views within the parent will be updated automatically.
- /// Once a raise or lower API is used that view will then have an exclusive sibling order independent of insertion.
+ /// Once a raise or lower API is used, that view will then have an exclusive sibling order independent of insertion.
/// </remarks>
public void RaiseToTop()
{
}
/// <summary>
- /// Lower view to the bottom of all views.
+ /// Lowers the view to the bottom of all views.
/// </summary>
/// <remarks>
- /// Sibling order of views within the parent will be updated automatically.
+ /// The sibling order of views within the parent will be updated automatically.
/// Once a raise or lower API is used that view will then have an exclusive sibling order independent of insertion.
/// </remarks>
public void LowerToBottom()
}
/// <summary>
- /// Query if all resources required by a View are loaded and ready.
+ /// Queries if all resources required by a view are loaded and ready.
/// </summary>
- /// <remarks>Most resources are only loaded when the control is placed on stage
+ /// <remarks>Most resources are only loaded when the control is placed on the stage.
/// </remarks>
public bool IsResourceReady()
{
}
/// <summary>
- /// Raise the view to above the target view.
+ /// Raises the view to above the target view.
/// </summary>
- /// <remarks>Sibling order of views within the parent will be updated automatically.
+ /// <remarks>The sibling order of views within the parent will be updated automatically.
/// Views on the level above the target view will still be shown above this view.
/// Raising this view above views with the same sibling order as each other will raise this view above them.
/// Once a raise or lower API is used that view will then have an exclusive sibling order independent of insertion.
/// </remarks>
- /// <param name="target">Will be raised above this view</param>
+ /// <param name="target">Will be raised above this view.</param>
internal void RaiseAbove(View target)
{
NDalicPINVOKE.RaiseAbove(swigCPtr, View.getCPtr(target));
}
/// <summary>
- /// Lower the view to below the target view.
+ /// Lowers the view to below the target view.
/// </summary>
- /// <remarks>Sibling order of views within the parent will be updated automatically.
+ /// <remarks>The sibling order of views within the parent will be updated automatically.
/// Lowering this view below views with the same sibling order as each other will lower this view above them.
/// Once a raise or lower API is used that view will then have an exclusive sibling order independent of insertion.
/// </remarks>
- /// <param name="target">Will be lowered below this view</param>
+ /// <param name="target">Will be lowered below this view.</param>
internal void LowerBelow(View target)
{
NDalicPINVOKE.RaiseAbove(swigCPtr, View.getCPtr(target));
}
/// <summary>
- /// Removes a View from its Parent View / Layer. If the View has no parent, this method does nothing.
+ /// Removes a view from its parent view or layer. If a view has no parent, this method does nothing.
/// </summary>
- /// <pre>The (child) View has been initialized. </pre>
+ /// <pre>The (child) view has been initialized. </pre>
public void Unparent()
{
NDalicPINVOKE.Actor_Unparent(swigCPtr);
}
/// <summary>
- /// Search through this view's hierarchy for an view with the given name.
+ /// Search through this view's hierarchy for a view with the given name.
/// The view itself is also considered in the search.
/// </summary>
- /// <pre>The View has been initialized.</pre>
- /// <param name="viewName">The name of the view to find</param>
- /// <returns>A handle to the view if found, or an empty handle if not</returns>
+ /// <pre>The view has been initialized.</pre>
+ /// <param name="viewName">The name of the view to find.</param>
+ /// <returns>A handle to the view if found, or an empty handle if not.</returns>
public View FindChildByName(string viewName)
{
IntPtr cPtr = NDalicPINVOKE.Actor_FindChildByName(swigCPtr, viewName);
/// <summary>
/// Converts screen coordinates into the view's coordinate system using the default camera.
/// </summary>
- /// <pre>The View has been initialized.</pre>
- /// <remarks>The view coordinates are relative to the top-left(0.0, 0.0, 0.5)</remarks>
- /// <param name="localX">On return, the X-coordinate relative to the view</param>
- /// <param name="localY">On return, the Y-coordinate relative to the view</param>
- /// <param name="screenX">The screen X-coordinate</param>
- /// <param name="screenY">The screen Y-coordinate</param>
- /// <returns>True if the conversion succeeded</returns>
+ /// <pre>The view has been initialized.</pre>
+ /// <remarks>The view coordinates are relative to the top-left(0.0, 0.0, 0.5).</remarks>
+ /// <param name="localX">On return, the X-coordinate relative to the view.</param>
+ /// <param name="localY">On return, the Y-coordinate relative to the view.</param>
+ /// <param name="screenX">The screen X-coordinate.</param>
+ /// <param name="screenY">The screen Y-coordinate.</param>
+ /// <returns>True if the conversion succeeded.</returns>
public bool ScreenToLocal(out float localX, out float localY, float screenX, float screenY)
{
bool ret = NDalicPINVOKE.Actor_ScreenToLocal(swigCPtr, out localX, out localY, screenX, screenY);
/// ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.<br>
/// This view's size is set to the view's size multiplied by or added to this factor, depending on ResizePolicy.<br>
/// </summary>
- /// <pre>The View has been initialized.</pre>
- /// <param name="factor">A Vector3 representing the relative factor to be applied to each axis</param>
+ /// <pre>The view has been initialized.</pre>
+ /// <param name="factor">A Vector3 representing the relative factor to be applied to each axis.</param>
public void SetSizeModeFactor(Vector3 factor)
{
NDalicPINVOKE.Actor_SetSizeModeFactor(swigCPtr, Vector3.getCPtr(factor));
/// <summary>
/// Calculates the height of the view given a width.<br>
- /// The natural size is used for default calculation. <br>
- /// size 0 is treated as aspect ratio 1:1.<br>
+ /// The natural size is used for default calculation.<br>
+ /// Size 0 is treated as aspect ratio 1:1.<br>
/// </summary>
- /// <param name="width">Width to use</param>
- /// <returns>The height based on the width</returns>
+ /// <param name="width">The width to use.</param>
+ /// <returns>The height based on the width.</returns>
public float GetHeightForWidth(float width)
{
float ret = NDalicPINVOKE.Actor_GetHeightForWidth(swigCPtr, width);
/// <summary>
/// Calculates the width of the view given a height.<br>
/// The natural size is used for default calculation.<br>
- /// size 0 is treated as aspect ratio 1:1.<br>
+ /// Size 0 is treated as aspect ratio 1:1.<br>
/// </summary>
- /// <param name="height">Height to use</param>
- /// <returns>The width based on the height</returns>
+ /// <param name="height">The height to use.</param>
+ /// <returns>The width based on the height.</returns>
public float GetWidthForHeight(float height)
{
float ret = NDalicPINVOKE.Actor_GetWidthForHeight(swigCPtr, height);
}
/// <summary>
- /// Gets/Sets the origin of an view, within its parent's area.<br>
- /// This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent, and(1.0, 1.0, 0.5) is the bottom-right corner.<br>
+ /// Gets or sets the origin of a view within its parent's area.<br>
+ /// This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent, and (1.0, 1.0, 0.5) is the bottom-right corner.<br>
/// The default parent-origin is ParentOrigin.TopLeft (0.0, 0.0, 0.5).<br>
- /// An view's position is the distance between this origin, and the view's anchor-point.<br>
+ /// A view's position is the distance between this origin and the view's anchor-point.<br>
/// </summary>
- /// <pre>The View has been initialized.</pre>
+ /// <pre>The view has been initialized.</pre>
public Position ParentOrigin
{
get
}
/// <summary>
- /// Gets/Sets the anchor-point of an view.<br>
+ /// Gets or sets the anchor-point of a view.<br>
/// This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the view, and (1.0, 1.0, 0.5) is the bottom-right corner.<br>
/// The default pivot point is PivotPoint.Center (0.5, 0.5, 0.5).<br>
- /// An view position is the distance between its parent-origin and this anchor-point.<br>
- /// An view's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.<br>
- /// <pre>The View has been initialized.</pre>
+ /// A view position is the distance between its parent-origin and this anchor-point.<br>
+ /// A view's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.<br>
+ /// <pre>The view has been initialized.</pre>
/// </summary>
public Position PivotPoint
{
}
/// <summary>
- /// Gets/Sets the size width of an view.
+ /// Gets or sets the size width of the view.
/// </summary>
public float SizeWidth
{
}
/// <summary>
- /// Gets/Sets the size height of an view.
+ /// Gets or sets the size height of the view.
/// </summary>
public float SizeHeight
{
}
/// <summary>
- /// Gets/Sets the position of the View.<br>
- /// By default, sets the position vector between the parent origin and pivot point(default).<br>
- /// If Position inheritance if disabled, sets the world position.<br>
+ /// Gets or sets the position of the view.<br>
+ /// By default, sets the position vector between the parent origin and pivot point (default).<br>
+ /// If the position inheritance is disabled, sets the world position.<br>
/// </summary>
public Position Position
{
}
/// <summary>
- /// Gets/Sets the position x of the View.
+ /// Gets or sets the position X of the view.
/// </summary>
public float PositionX
{
}
/// <summary>
- /// Gets/Sets the position y of the View.
+ /// Gets or sets the position Y of the view.
/// </summary>
public float PositionY
{
}
/// <summary>
- /// Gets/Sets the position z of the View.
+ /// Gets or sets the position Z of the view.
/// </summary>
public float PositionZ
{
}
/// <summary>
- /// Gets/Sets the world position of the View.
+ /// Gets or sets the world position of the view.
/// </summary>
public Vector3 WorldPosition
{
}
/// <summary>
- /// Gets/Sets the orientation of the View.<br>
- /// An view's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.<br>
+ /// Gets or sets the orientation of the view.<br>
+ /// The view's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.<br>
/// </summary>
/// <remarks>This is an asynchronous method.</remarks>
public Rotation Orientation
}
/// <summary>
- /// Gets/Sets the world orientation of the View.<br>
+ /// Gets or sets the world orientation of the view.<br>
/// </summary>
public Rotation WorldOrientation
{
}
/// <summary>
- /// Gets/Sets the scale factor applied to an view.<br>
+ /// Gets or sets the scale factor applied to the view.<br>
/// </summary>
public Vector3 Scale
{
}
/// <summary>
- /// Gets/Sets the scale x factor applied to an view.
+ /// Gets or sets the scale X factor applied to the view.
/// </summary>
public float ScaleX
{
}
/// <summary>
- /// Gets/Sets the scale y factor applied to an view.
+ /// Gets or sets the scale Y factor applied to the view.
/// </summary>
public float ScaleY
{
}
/// <summary>
- /// Gets/Sets the scale z factor applied to an view.
+ /// Gets or sets the scale Z factor applied to the view.
/// </summary>
public float ScaleZ
{
}
/// <summary>
- /// Gets the world scale of View.
+ /// Gets the world scale of the view.
/// </summary>
public Vector3 WorldScale
{
}
/// <summary>
- /// Retrieves the visibility flag of an view.
+ /// Retrieves the visibility flag of the view.
/// </summary>
/// <remarks>
- /// If an view is not visible, then the view and its children will not be rendered.
- /// This is regardless of the individual visibility values of the children i.e.an view will only be rendered if all of its parents have visibility set to true.
+ /// If the view is not visible, then the view and its children will not be rendered.
+ /// This is regardless of the individual visibility values of the children, i.e., the view will only be rendered if all of its parents have visibility set to true.
/// </remarks>
public bool Visibility
{
}
/// <summary>
- /// Gets/Sets the View's name.
+ /// Gets or sets the view's name.
/// </summary>
public string Name
{
}
/// <summary>
- /// Gets the View's ID.
+ /// Gets the view's ID.
/// Readonly
/// </summary>
public uint ID
}
/// <summary>
- /// Gets/Sets the status of whether an view should emit touch or hover signals.
+ /// Gets or sets the status of whether the view should emit touch or hover signals.
/// </summary>
public bool Sensitive
{
}
/// <summary>
- /// Gets/Sets the status of whether the view should receive a notification when touch or hover motion events leave the boundary of the view.
+ /// Gets or sets the status of whether the view should receive a notification when touch or hover motion events leave the boundary of the view.
/// </summary>
public bool LeaveRequired
{
}
/// <summary>
- /// Gets/Sets the status of whether a child view inherits it's parent's orientation.
+ /// Gets or sets the status of whether a child view inherits it's parent's orientation.
/// </summary>
public bool InheritOrientation
{
}
/// <summary>
- /// Gets/Sets the status of whether a child view inherits it's parent's scale.
+ /// Gets or sets the status of whether a child view inherits it's parent's scale.
/// </summary>
public bool InheritScale
{
}
/// <summary>
- /// Gets/Sets the status of how the view and its children should be drawn.<br>
+ /// Gets or sets the status of how the view and its children should be drawn.<br>
/// Not all views are renderable, but DrawMode can be inherited from any view.<br>
- /// If an object is in a 3D layer, it will be depth-tested against other objects in the world i.e. it may be obscured if other objects are in front.<br>
+ /// If an object is in a 3D layer, it will be depth-tested against other objects in the world, i.e., it may be obscured if other objects are in front.<br>
/// If DrawMode.Overlay2D is used, the view and its children will be drawn as a 2D overlay.<br>
- /// Overlay views are drawn in a separate pass, after all non-overlay views within the Layer.<br>
- /// For overlay views, the drawing order is with respect to tree levels of Views, and depth-testing will not be used.<br>
+ /// Overlay views are drawn in a separate pass, after all non-overlay views within the layer.<br>
+ /// For overlay views, the drawing order is with respect to tree levels of views, and depth-testing will not be used.<br>
/// </summary>
public DrawModeType DrawMode
{
}
/// <summary>
- /// Gets/Sets the relative to parent size factor of the view.<br>
+ /// Gets or sets the relative to parent size factor of the view.<br>
/// This factor is only used when ResizePolicyType is set to either: ResizePolicyType.SizeRelativeToParent or ResizePolicyType.SizeFixedOffsetFromParent.<br>
/// This view's size is set to the view's size multiplied by or added to this factor, depending on ResizePolicyType.<br>
/// </summary>
}
/// <summary>
- /// Gets/Sets the width resize policy to be used.
+ /// Gets or sets the width resize policy to be used.
/// </summary>
public ResizePolicyType WidthResizePolicy
{
}
/// <summary>
- /// Gets/Sets the height resize policy to be used.
+ /// Gets or sets the height resize policy to be used.
/// </summary>
public ResizePolicyType HeightResizePolicy
{
}
/// <summary>
- /// Gets/Sets the policy to use when setting size with size negotiation.<br>
- /// Defaults to SizeScalePolicyType.UseSizeSet.<br>
+ /// Gets or sets the policy to use when setting size with size negotiation.<br>
+ /// Defaults to SizeScalePolicyType.UseSizeSet.<br>
/// </summary>
public SizeScalePolicyType SizeScalePolicy
{
}
/// <summary>
- /// Gets/Sets the status of whether the width size is dependent on height size.
+ /// Gets or sets the status of whether the width size is dependent on the height size.
/// </summary>
public bool WidthForHeight
{
}
/// <summary>
- /// Gets/Sets the status of whether the height size is dependent on width size.
+ /// Gets or sets the status of whether the height size is dependent on the width size.
/// </summary>
public bool HeightForWidth
{
}
/// <summary>
- /// Gets/Sets the padding for use in layout.
+ /// Gets or sets the padding for use in layout.
/// </summary>
public Vector4 Padding
{
}
/// <summary>
- /// Gets/Sets the minimum size an view can be assigned in size negotiation.
+ /// Gets or sets the minimum size the view can be assigned in size negotiation.
/// </summary>
public Size2D MinimumSize
{
}
/// <summary>
- /// Gets/Sets the maximum size an view can be assigned in size negotiation.
+ /// Gets or sets the maximum size the view can be assigned in size negotiation.
/// </summary>
public Size2D MaximumSize
{
}
/// <summary>
- /// Gets/Sets whether a child view inherits it's parent's position.<br>
+ /// Gets or sets whether a child view inherits it's parent's position.<br>
/// Default is to inherit.<br>
- /// Switching this off means that using Position sets the view's world position, i.e. translates from the world origin(0,0,0) to the pivot point of the view.<br>
+ /// Switching this off means that using position sets the view's world position, i.e., translates from the world origin (0,0,0) to the pivot point of the view.<br>
/// </summary>
public bool InheritPosition
{
}
/// <summary>
- /// Gets/Sets clipping behavior(mode) of it's children.
+ /// Gets or sets the clipping behavior (mode) of it's children.
/// </summary>
public ClippingModeType ClippingMode
{
}
/// <summary>
- /// Get the number of renderers held by the view.
+ /// Gets the number of renderers held by the view.
/// </summary>
public uint RendererCount
{
using System.Linq;
/// <summary>
- /// A visual view control for user add any visual to it.
+ /// A visual view control if a user adds any visual to it.
/// </summary>
/// <example>
/// Example:
}
/// <summary>
- /// Override the parent method.
+ /// Overrides the parent method.
/// </summary>
public override void OnInitialize()
{
}
/// <summary>
- /// Add or update a visual to visual view.
+ /// Adds or updates a visual to visual view.
/// </summary>
- /// <param name="visualName"> The name of visual to add. If add a existed visual name, the visual will be replaced. </param>
- /// <param name="visualMap"> The property map of visual to create. </param>
+ /// <param name="visualName">The name of a visual to add. If a name is added to an existing visual name, the visual will be replaced.</param>
+ /// <param name="visualMap">The property map of a visual to create.</param>
public void AddVisual(string visualName, VisualMap visualMap)
{
VisualBase visual = null;
}
/// <summary>
- /// Remove a visual by name.
+ /// Removes a visual by name.
/// </summary>
- /// <param name="visualName"> The name of visual to remove. </param>
+ /// <param name="visualName">The name of a visual to remove.</param>
public void RemoveVisual(string visualName)
{
foreach (var item in _visualDictionary)
}
/// <summary>
- /// Get the total number of Visuals which are added by users
+ /// Gets the total number of visuals which are added by users.
/// </summary>
public int NumberOfVisuals
{
}
/// <summary>
- /// Remove all visuals of visual view.
+ /// Removes all visuals of the visual view.
/// </summary>
public void RemoveAll()
{
}
/// <summary>
- /// Override method of OnRelayout() for CustomView class.<br>
+ /// Overrides the method of OnRelayout() for CustomView class.<br>
/// Called after the size negotiation has been finished for this control.<br>
- /// The control is expected to assign this given size to itself/its children.<br>
- /// Should be overridden by derived classes if they need to layout actors differently after certain operations like add or remove actors, resize or after changing specific properties.<br>
+ /// The control is expected to assign this given size to itself or its children.<br>
+ /// Should be overridden by derived classes if they need to layout actors differently after certain operations like add or remove actors, resize, or after changing specific properties.<br>
/// </summary>
- /// <remarks>As this function is called from inside the size negotiation algorithm, you cannot call RequestRelayout (the call would just be ignored)</remarks>
- /// <param name="size">The allocated size</param>
+ /// <remarks>As this function is called from inside the size negotiation algorithm, you cannot call RequestRelayout (the call would just be ignored).</remarks>
+ /// <param name="size">The allocated size.</param>
/// <param name="container">The control should add actors to this container that it is not able to allocate a size for.</param>
public override void OnRelayout(Vector2 size, RelayoutContainer container)
{
}
/// <summary>
- /// Create visual animation (transition) with the input parameters.
+ /// Creates a visual animation (transition) with the input parameters.
/// </summary>
- /// <param name="target"> The visual map to animation.</param>
- /// <param name="property"> The property of visual to animation.</param>
- /// <param name="destinationValue"> The destination value of property after animation.</param>
- /// <param name="startTime"> The start time of visual animation.</param>
- /// <param name="endTime"> The end time of visual animation.</param>
- /// <param name="alphaFunction"> The alpha function of visual animation</param>
- /// <param name="initialValue"> The initial property value of visual animation </param>
+ /// <param name="target">The visual map to animation.</param>
+ /// <param name="property">The property of visual to animation.</param>
+ /// <param name="destinationValue">The destination value of property after animation.</param>
+ /// <param name="startTime">The start time of visual animation.</param>
+ /// <param name="endTime">The end time of visual animation.</param>
+ /// <param name="alphaFunction">The alpha function of visual animation.</param>
+ /// <param name="initialValue">The initial property value of visual animation.</param>
/// <returns>Animation instance</returns>
public Animation AnimateVisual(VisualMap target, string property, object destinationValue, int startTime, int endTime, AlphaFunction.BuiltinFunctions? alphaFunction = null, object initialValue = null)
{
}
/// <summary>
- /// Add group visual animation (transition) map with the input parameters.
+ /// Adds a group visual animation (transition) map with the input parameters.
/// </summary>
- /// <param name="target"> The visual map to animation.</param>
- /// <param name="property"> The property of visual to animation.</param>
- /// <param name="destinationValue"> The destination value of property after animation.</param>
- /// <param name="startTime"> The start time of visual animation.</param>
- /// <param name="endTime"> The end time of visual animation.</param>
- /// <param name="alphaFunction"> The alpha function of visual animation</param>
- /// <param name="initialValue"> The initial property value of visual animation </param>
+ /// <param name="target">The visual map to animation.</param>
+ /// <param name="property">The property of visual to animation.</param>
+ /// <param name="destinationValue">The destination value of property after animation.</param>
+ /// <param name="startTime">The start time of visual animation.</param>
+ /// <param name="endTime">The end time of visual animation.</param>
+ /// <param name="alphaFunction">The alpha function of visual animation.</param>
+ /// <param name="initialValue">The initial property value of visual animation.</param>
public void AnimateVisualAdd(VisualMap target, string property, object destinationValue, int startTime, int endTime, AlphaFunction.BuiltinFunctions? alphaFunction = null, object initialValue = null)
{
string _alphaFunction = null;
}
/// <summary>
- /// Finish to add Visual animation (transition) map and create transition animation.
+ /// Finishes to add a visual animation (transition) map and creates a transition animation.
/// </summary>
- /// <returns>Animation instance</returns>
+ /// <returns>Animation instance.</returns>
public Animation AnimateVisualAddFinish()
{
if ( _animateArray == null || _animateArray.Empty())
using System;
/// <summary>
- /// Color class.
+ /// The Color class.
/// </summary>
public class Color : global::System.IDisposable
{
}
/// <summary>
- /// To make Color instance be disposed.
+ /// To make a color instance be disposed.
/// </summary>
public void Dispose()
{
}
/// <summary>
- /// Addition operator.
+ /// The addition operator.
/// </summary>
- /// <param name="arg1">First value</param>
- /// <param name="arg2">Second value</param>
- /// <returns>A Color containing the result of the addition</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The second value.</param>
+ /// <returns>The color containing the result of the addition.</returns>
public static Color operator +(Color arg1, Color arg2)
{
Color result = arg1.Add(arg2);
}
/// <summary>
- /// Subtraction operator.
+ /// The subtraction operator.
/// </summary>
- /// <param name="arg1">First value</param>
- /// <param name="arg2">Second value</param>
- /// <returns>A Color containing the result of the subtraction</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The second value.</param>
+ /// <returns>The color containing the result of the subtraction.</returns>
public static Color operator -(Color arg1, Color arg2)
{
Color result = arg1.Subtract(arg2);
}
/// <summary>
- /// Unary negation operator.
+ /// The unary negation operator.
/// </summary>
- /// <param name="arg1">Target Value</param>
- /// <returns>A Color containg the negation</returns>
+ /// <param name="arg1">The target value.</param>
+ /// <returns>The color containg the negation.</returns>
public static Color operator -(Color arg1)
{
Color result = arg1.Subtract();
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">First Value</param>
- /// <param name="arg2">Second Value</param>
- /// <returns>A Color containing the result of the multiplication</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The second value.</param>
+ /// <returns>The color containing the result of the multiplication.</returns>
public static Color operator *(Color arg1, Color arg2)
{
Color result = arg1.Multiply(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">First Value</param>
- /// <param name="arg2">Second Value</param>
- /// <returns>A Color containing the result of the division</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The second value.</param>
+ /// <returns>The color containing the result of the division.</returns>
public static Color operator /(Color arg1, Color arg2)
{
Color result = arg1.Divide(arg2);
}
/// <summary>
- /// Array subscript operator overload.
+ /// The array subscript operator overload.
/// </summary>
- /// <param name="index">Subscript index</param>
- /// <returns>The float at the given index</returns>
+ /// <param name="index">The subscript index.</param>
+ /// <returns>The float at the given index.</returns>
public float this[uint index]
{
get
/// <summary>
- /// Constructor.
+ /// The constructor.
/// </summary>
- /// <param name="r">red component</param>
- /// <param name="g">green component</param>
- /// <param name="b">blue component</param>
- /// <param name="a">alpha component</param>
+ /// <param name="r">The red component.</param>
+ /// <param name="g">The green component.</param>
+ /// <param name="b">The blue component.</param>
+ /// <param name="a">The alpha component.</param>
public Color(float r, float g, float b, float a) : this(NDalicPINVOKE.new_Vector4__SWIG_1(r, g, b, a), true)
{
ValueCheck(ref r);
}
/// <summary>
- /// Conversion constructor from an array of four floats.
+ /// The conversion constructor from an array of four floats.
/// </summary>
- /// <param name="array">array Array of R,G,B,A</param>
+ /// <param name="array">array Array of R,G,B,A.</param>
public Color(float[] array) : this(NDalicPINVOKE.new_Vector4__SWIG_2(array), true)
{
ValueCheck(ref array[0]);
}
/// <summary>
- /// Check if two Color classes are same.
+ /// Checks if two color classes are same.
/// </summary>
- /// <param name="rhs">A Color to be compared</param>
- /// <returns>If two Colors are are same, then true.</returns>
+ /// <param name="rhs">A color to be compared.</param>
+ /// <returns>If two colors are are same, then true.</returns>
public bool EqualTo(Color rhs)
{
bool ret = NDalicPINVOKE.Vector4_EqualTo(swigCPtr, Color.getCPtr(rhs));
}
/// <summary>
- /// Check if two Color classes are different.
+ /// Checks if two color classes are different.
/// </summary>
- /// <param name="rhs">A Color to be compared</param>
- /// <returns>If two Colors are are different, then true.</returns>
+ /// <param name="rhs">A color to be compared.</param>
+ /// <returns>If two colors are are different, then true.</returns>
public bool NotEqualTo(Color rhs)
{
bool ret = NDalicPINVOKE.Vector4_NotEqualTo(swigCPtr, Color.getCPtr(rhs));
}
/// <summary>
- /// red component.
+ /// The red component.
/// </summary>
public float R
{
}
/// <summary>
- /// green component.
+ /// The green component.
/// </summary>
public float G
{
}
/// <summary>
- /// blue component.
+ /// The blue component.
/// </summary>
public float B
{
}
/// <summary>
- /// alpha component.
+ /// The alpha component.
/// </summary>
public float A
{
}
/// <summary>
- /// Get black colored Color class.
+ /// Gets the black colored Color class.
/// </summary>
public static readonly Color Black = new Color(0.0f, 0.0f, 0.0f, 1.0f);
/// <summary>
- /// Get white colored Color class.
+ /// Gets the white colored Color class.
/// </summary>
public static readonly Color White = new Color(1.0f, 1.0f, 1.0f, 1.0f);
/// <summary>
- /// Get red colored Color class.
+ /// Gets the red colored Color class.
/// </summary>
public static readonly Color Red = new Color(1.0f, 0.0f, 0.0f, 1.0f);
/// <summary>
- /// Get green colored Color class.
+ /// Gets the green colored Color class.
/// </summary>
public static readonly Color Green = new Color(0.0f, 1.0f, 0.0f, 1.0f);
/// <summary>
- /// Get blue colored Color class.
+ /// Gets the blue colored Color class.
/// </summary>
public static readonly Color Blue = new Color(0.0f, 0.0f, 1.0f, 1.0f);
/// <summary>
- /// Get yellow colored Color class.
+ /// Gets the yellow colored Color class.
/// </summary>
public static readonly Color Yellow = new Color(1.0f, 1.0f, 0.0f, 1.0f);
/// <summary>
- /// Get magenta colored Color class.
+ /// Gets the magenta colored Color class.
/// </summary>
public static readonly Color Magenta = new Color(1.0f, 0.0f, 1.0f, 1.0f);
/// <summary>
- /// Get cyan colored Color class.
+ /// Gets the cyan colored Color class.
/// </summary>
public static readonly Color Cyan = new Color(0.0f, 1.0f, 1.0f, 1.0f);
/// <summary>
- /// Get transparent colored Color class.
+ /// Gets the transparent colored Color class.
/// </summary>
public static readonly Color Transparent = new Color(0.0f, 0.0f, 0.0f, 0.0f);
/// <summary>
- /// convert Color class to Vector4 class implicitly.
+ /// Converts the Color class to Vector4 class implicitly.
/// </summary>
- /// <param name="color">A Color to be converted to Vector4</param>
+ /// <param name="color">A color to be converted to Vector4</param>
public static implicit operator Vector4(Color color)
{
return new Vector4(color.R, color.G, color.B, color.A);
}
/// <summary>
- /// convert Vector4 class to Color class implicitly.
+ /// Converts Vector4 class to Color class implicitly.
/// </summary>
- /// <param name="vec">A Vector4 to be converted to Color</param></param>
+ /// <param name="vec">A Vector4 to be converted to color.</param></param>
public static implicit operator Color(Vector4 vec)
{
return new Color(vec.R, vec.G, vec.B, vec.A);
{
/// <summary>
///
- /// Container is an abstract class to be inherited from by classes that desire to have Views
+ /// The Container is an abstract class to be inherited from by classes that desire to have views
/// added to them.
///
/// </summary>
/// <summary>
/// Adds a child view to this Container.
/// </summary>
- /// <pre>This Container(the parent) has been initialized. The child view has been initialized. The child view is not the same as the parent view.</pre>
+ /// <pre>This Container (the parent) has been initialized. The child view has been initialized. The child view is not the same as the parent view.</pre>
/// <post>The child will be referenced by its parent. This means that the child will be kept alive, even if the handle passed into this method is reset or destroyed.</post>
- /// <remarks>If the child already has a parent, it will be removed from old parent and reparented to this view. This may change child's position, color, scale etc as it now inherits them from this view.</remarks>
- /// <param name="view">The child view to add</param>
+ /// <remarks>If the child already has a parent, it will be removed from the old parent and reparented to this view. This may change child's position, color, scale, etc. as it now inherits them from this view.</remarks>
+ /// <param name="view">The child view to add.</param>
public abstract void Add( View view );
/// <summary>
- /// Removes a child View from this View. If the view was not a child of this view, this is a no-op.
+ /// Removes a child view from this view. If the view was not a child of this view, this is a no-op.
/// </summary>
- /// <pre>This View(the parent) has been initialized. The child view is not the same as the parent view.</pre>
- /// <param name="child">The child</param>
+ /// <pre>This view (the parent) has been initialized. The child view is not the same as the parent view.</pre>
+ /// <param name="child">The child.</param>
public abstract void Remove( View view );
/// <summary>
- /// Retrieves child view by index.
+ /// Retrieves the child view by the index.
/// </summary>
- /// <pre>The View has been initialized.</pre>
- /// <param name="index">The index of the child to retrieve</param>
- /// <returns>The view for the given index or empty handle if children not initialized</returns>
+ /// <pre>The view has been initialized.</pre>
+ /// <param name="index">The index of the child to retrieve.</param>
+ /// <returns>The view for the given index or empty handle if children are not initialized.</returns>
public abstract View GetChildAt( uint index );
/// <summary>
- /// Get the parent of this container
+ /// Gets the parent of this container.
/// </summary>
/// <pre>The child container has been initialized.</pre>
- /// <returns>The parent container</returns>
+ /// <returns>The parent container.</returns>
protected abstract Container GetParent();
/// <summary>
- /// Get the number of children for this container
+ /// Gets the number of children for this container.
/// </summary>
/// <pre>The container has been initialized.</pre>
- /// <returns>number of children</returns>
+ /// <returns>The number of children.</returns>
protected abstract UInt32 GetChildCount();
/// <summary>
- /// Get the parent Container
+ /// Gets the parent container.
/// Read only
/// </summary>
/// <pre>The child container has been initialized.</pre>
- /// <returns>The parent container</returns>
+ /// <returns>The parent container.</returns>
public Container Parent
{
get
}
/// <summary>
- /// Get the number of children for this container
+ /// Gets the number of children for this container.
/// Read only
/// </summary>
/// <pre>The container has been initialized.</pre>
- /// <returns>number of children</returns>
+ /// <returns>The number of children.</returns>
public uint ChildCount
{
get
namespace Tizen.NUI
{
///<summary>
- ///Spin CustomView class
+ ///Spins the CustomView class.
/// </summary>
public class Spin : CustomView
{
}
/// <summary>
- /// Creates an initialized Spin.
+ /// Creates an initialized spin.
/// </summary>
public Spin() : base(typeof(Spin).FullName, CustomViewBehaviour.RequiresKeyboardNavigationSupport)
{
}
/// <summary>
- /// Override method of OnInitialize() for CustomView class.<br>
- /// This method is called after the Control has been initialized.<br>
+ /// Overrides the method of OnInitialize() for the CustomView class.<br>
+ /// This method is called after the control has been initialized.<br>
/// Derived classes should do any second phase initialization by overriding this method.<br>
/// </summary>
public override void OnInitialize()
}
/// <summary>
- /// Override method of GetNaturalSize() for CustomView class.<br>
- /// Return the natural size of the actor.<br>
+ /// Overrides the method of GetNaturalSize() for the CustomView class.<br>
+ /// Returns the natural size of the actor.<br>
/// </summary>
- /// <returns> Natural size of this Spin itself</returns>
+ /// <returns> Natural size of this spin itself.</returns>
public override Size2D GetNaturalSize()
{
return new Size2D(150, 150);
}
/// <summary>
- /// Event handler when the TextField in Spin gets the Key focus.<br>
- /// Make sure when the current spin that takes input focus also takes the keyboard focus.<br>
+ /// An event handler is used when the TextField in the spin gets the key focus.<br>
+ /// Make sure when the current spin that takes input focus, also takes the keyboard focus.<br>
/// For example, when you tap the spin directly.<br>
/// </summary>
- /// <param name="source">Sender of this event</param>
- /// <param name="e">Event arguments</param>
+ /// <param name="source">Sender of this event.</param>
+ /// <param name="e">Event arguments.</param>
public void TextFieldKeyInputFocusGained(object source, EventArgs e)
{
FocusManager.Instance.SetCurrentFocusView(_textField);
}
/// <summary>
- /// Event handler when the TextField in Spin looses it's Key focus
+ /// An event handler when the TextField in the spin looses it's key focus.
/// </summary>
/// <param name="source"></param>
/// <param name="e"></param>
}
/// <summary>
- /// Override method of GetNextKeyboardFocusableView() for CustomView class.<br>
- /// Gets the next key focusable view in this View towards the given direction.<br>
- /// A View needs to override this function in order to support two dimensional key navigation.<br>
+ /// Overrides the method of GetNextKeyboardFocusableView() for the CustomView class.<br>
+ /// Gets the next key focusable view in this view towards the given direction.<br>
+ /// A view needs to override this function in order to support two-dimensional key navigation.<br>
/// </summary>
- /// <param name="currentFocusedView">The current focused view</param>
- /// <param name="direction">The direction to move the focus towards</param>
- /// <param name="loopEnabled">Whether the focus movement should be looped within the control</param>
- /// <returns>The next keyboard focusable view in this control or an empty handle if no view can be focused</returns>
+ /// <param name="currentFocusedView">The current focused view.</param>
+ /// <param name="direction">The direction to move the focus towards.</param>
+ /// <param name="loopEnabled">Whether the focus movement should be looped within the control.</param>
+ /// <returns>The next keyboard focusable view in this control or an empty handle if no view can be focused.</returns>
public override View GetNextFocusableView(View currentFocusedView, View.FocusDirection direction, bool loopEnabled)
{
// Respond to Up/Down keys to change the value while keeping the current spin focused
}
/// <summary>
- /// Value to be set in Spin.
+ /// Value to be set in the spin.
/// </summary>
[ScriptableProperty()]
public int Value
}
/// <summary>
- /// Minimum Value of Spin Value.
+ /// Minimum value of the spin value.
/// </summary>
// MinValue property of type int:
[ScriptableProperty()]
}
/// <summary>
- /// Maximum Value of Spin Value.
+ /// Maximum value of the spin value.
/// </summary>
// MaxValue property of type int:
[ScriptableProperty()]
}
/// <summary>
- /// Increasing, decresing step of Spin Value when Up or Down key is pressed.
+ /// Increasing, decreasing step of the spin value when up or down keys are pressed.
/// </summary>
// Step property of type int:
[ScriptableProperty()]
}
/// <summary>
- /// Text point size of Spin Value.
+ /// Text point size of the spin value.
/// </summary>
// TextPointSize property of type int:
[ScriptableProperty()]
}
/// <summary>
- /// The color of Spin Value.
+ /// The color of the spin value.
/// </summary>
// TextColor property of type Color:
[ScriptableProperty()]
}
/// <summary>
- /// Maximum text lengh of Spin Value.
+ /// Maximum text lengh of the spin value.
/// </summary>
// MaxTextLength property of type int:
[ScriptableProperty()]
}
/// <summary>
- /// Reference of TextField of Spin.
+ /// Reference of TextField of the spin.
/// </summary>
public TextField SpinText
{
}
/// <summary>
- /// Show indicator image, for example Up/Down Arrow image.
+ /// Show indicator image, for example, up or down arrow image.
/// </summary>
// Indicator property of type string:
public string IndicatorImage
namespace Tizen.NUI
{
/// <summary>
- /// Add this attribute to any property belonging to a View (control) you want to be scriptable from JSON
+ /// Adds this attribute to any property belonging to a view (control) you want to be scriptable from JSON.
/// </summary>
/// <remarks>
/// Example:
///
/// Internally the following occurs for property registration ( this only occurs once per Type, not per Instance):
///
- /// - The controls static constructor should call ViewRegistry.Register() (only called once for the lifecycle of the app)
- /// - Within Register() the code will introspect the Controls properties, looking for the ScriptableProperty() attribute
+ /// - The controls static constructor should call ViewRegistry.Register() (only called once for the lifecycle of the app).
+ /// - Within Register() the code will introspect the Controls properties, looking for the ScriptableProperty() attribute.
/// - For every property with the ScriptableProperty() attribute, TypeRegistration.RegisterProperty is called.
- /// - TypeRegistration.RegisterProperty calls in to DALi C++ Code Dali::CSharpTypeRegistry::RegisterProperty()
+ /// - TypeRegistration.RegisterProperty calls in to DALi C++ Code Dali::CSharpTypeRegistry::RegisterProperty().
/// - DALi C++ now knows the existance of the property and will try calling SetProperty, if it finds the property in a JSON file (loaded using builder).
///
- /// The DALi C# example
+ /// The DALi C# example:
///
/// class MyView : public CustomView
/// {
}
/// <summary>
- /// View Registry singleton.
- /// Used for registering controls and any scriptable properties they have ( see ScriptableProperty )
+ /// View the Registry singleton.
+ /// Used for registering controls and any scriptable properties they have (see ScriptableProperty).
///
/// Internal Design from C# to C++
///
/// Example of running a static constructor:
/// System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (typeof(Spin).TypeHandle);
/// Inside the static constructor the control should register it's type with the ViewRegistry
- /// e.g.
+ /// For example:
///
/// static Spin()
/// {
/// ViewRegistry.Instance.Register(CreateInstance, typeof(Spin) );
/// }
///
- /// The control should also provide a CreateInstance function, which gets passed to the ViewRegistry
- /// // Eventually it will be called if DALi Builderfinds a Spin control in a JSON file
+ /// The control should also provide a CreateInstance function, which gets passed to the ViewRegistry.
+ /// // Eventually it will be called if DALi Builderfinds a Spin control in a JSON file.
/// static CustomView CreateInstance()
/// {
/// return new Spin();
public sealed class CustomViewRegistry
{
/// <summary>
- /// ViewRegistry is a singleton
+ /// ViewRegistry is a singleton.
/// </summary>
private static CustomViewRegistry instance = null;
///<summary>
// Maps the name of a custom view to a create instance function
- /// E.g. given a string "Spin", we can get a function used to create the Spin View.
+ /// For example, given a string "Spin", we can get a function used to create the Spin View.
///</summary>
private Dictionary<String, Func<CustomView>> _constructorMap;
/// <summary>
- /// Lookup table to match C# types to DALi types, used for the automatic property registration
+ /// Lookup table to match C# types to DALi types, used for the automatic property registration.
/// </summary>
private static readonly Dictionary<string, Tizen.NUI.PropertyType> _daliPropertyTypeLookup
= new Dictionary<string, Tizen.NUI.PropertyType>
}
/// <summary>
- /// Called directly from DALi C++ type registry to create a control (View) using no marshalling.
+ /// Called directly from DALi C++ type registry to create a control (view) using no marshalling.
/// </summary>
- /// <returns>Pointer to the Control (Views) handle </returns>
- /// <param name="cPtrControlName"> C pointer to the Control (View) name</param>
+ /// <returns>Pointer to the control (views) handle.</returns>
+ /// <param name="cPtrControlName">C pointer to the control (view) name.</param>
private static IntPtr CreateControl(IntPtr cPtrControlName)
{
string controlName = System.Runtime.InteropServices.Marshal.PtrToStringAnsi(cPtrControlName);
}
/// <summary>
- /// Function which registers a view and all it's scriptable properties with DALi's type registry.
- /// Means the View can be created / configured from a JSON script.
+ /// The function which registers a view and all it's scriptable properties with DALi's type registry.
+ /// Means the view can be created or configured from a JSON script.
///
- /// The function uses introspection to scan a Views C# properties, then selects the ones with
+ /// The function uses introspection to scan a views C# properties, then selects the ones with
///[ScriptableProperty] attribute to be registered.
- /// Example of a Spin view registering itself
+ /// Example of a Spin view registering itself:
/// static Spin()
/// {
/// ViewRegistry registers control type with DALi type registery
}
/// <summary>
- /// Get a property value from a View
+ /// Gets a property value from a view.
///
/// </summary>
private IntPtr GetPropertyValue(IntPtr refObjectPtr, string propertyName)
}
/// <summary>
- /// Set a property value on a View
+ /// Sets a property value on a view.
///
/// </summary>
private void SetPropertyValue(IntPtr refObjectPtr, string propertyName, IntPtr propertyValuePtr)
}
/// <summary>
- /// Constructor.
+ /// The constructor.
/// </summary>
public Degree() : this(NDalicPINVOKE.new_Degree__SWIG_0(), true)
{
/// <summary>
/// Creates an angle in degrees.
/// </summary>
- /// <param name="value">The initial value in degrees</param>
+ /// <param name="value">The initial value in degrees.</param>
public Degree(float value) : this(NDalicPINVOKE.new_Degree__SWIG_1(value), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Creates an angle in degrees from a Radian.
+ /// Creates an angle in degrees from a radian.
/// </summary>
- /// <param name="value">The initial value in Radians</param>
+ /// <param name="value">The initial value in radians.</param>
public Degree(Radian value) : this(NDalicPINVOKE.new_Degree__SWIG_2(Radian.getCPtr(value)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
using Tizen.NUI.BaseComponents;
/// <summary>
- /// Provides the functionality of handling keyboard navigation and maintaining the two dimensional keyboard focus chain.<br>
- /// It provides functionality of setting the focus and moving the focus in four directions(i.e.Left, Right, Up and Down).<br>
- /// It also draws a highlight for the focused View and sends a event when the focus is changed.<br>
+ /// Provides the functionality of handling keyboard navigation and maintaining the two-dimensional keyboard focus chain.<br>
+ /// It provides functionality of setting the focus and moving the focus in four directions( i.e., left, right, up, and down).<br>
+ /// It also draws a highlight for the focused view and sends an event when the focus is changed.<br>
/// </summary>
public class FocusManager : BaseHandle
{
}
/// <summary>
- /// To make FocusManager instance be disposed.
+ /// To make the FocusManager instance be disposed.
/// </summary>
protected override void Dispose(DisposeTypes type)
{
///<summary>
- ///Event arguments that passed via PreFocusChange signal
+ /// Event arguments that passed via the PreFocusChange signal.
/// </summary>
public class PreFocusChangeEventArgs : EventArgs
{
/// <summary>
/// PreFocusChange will be triggered before the focus is going to be changed.<br>
- /// FocusManager makes the best guess for which view to focus towards the given direction, but applications might want to change that.<br>
+ /// The FocusManager makes the best guess for which view to focus towards the given direction, but applications might want to change that.<br>
/// By connecting with this event, they can check the proposed view to focus and return a different view if they wish.<br>
/// This event is only triggered when the navigation key is pressed and KeyboardFocusManager tries to move the focus automatically.<br>
- /// It won't be emitted for focus movement by calling SetCurrentFocusView directly.<br>
+ /// It won't be emitted for focus movement by calling the SetCurrentFocusView directly.<br>
/// </summary>
public event EventHandlerWithReturnType<object, PreFocusChangeEventArgs, View> PreFocusChange
{
}
///<summary>
- ///Event arguments that passed via FocusChanged signal.
+ /// Event arguments that passed via the FocusChanged signal.
/// </summary>
public class FocusChangedEventArgs : EventArgs
{
private FocusChangedEventCallback _focusChangedEventCallback;
/// <summary>
- /// FocusGroupChanged will be triggered after the current focused view has been changed.
+ /// The FocusGroupChanged will be triggered after the current focused view has been changed.
/// </summary>
public event EventHandler<FocusChangedEventArgs> FocusChanged
{
}
///<summary>
- ///Event arguments that passed via FocusGroupChanged signal.
+ /// Event arguments that passed via the FocusGroupChanged signal.
/// </summary>
public class FocusGroupChangedEventArgs : EventArgs
{
private FocusGroupChangedEventCallback _focusGroupChangedEventCallback;
/// <summary>
- /// FocusGroupChanged will be triggered when the focus group has been changed.<br>
- /// If the current focus group has a parent layout control, FocusManager will make the best guess for the next focus group to move the focus to in the given direction (forward or backward).<br>
+ /// The FocusGroupChanged will be triggered when the focus group has been changed.<br>
+ /// If the current focus group has a parent layout control, the FocusManager will make the best guess for the next focus group to move the focus to in the given direction (forward or backward).<br>
/// If not, the application has to set the new focus.<br>
/// </summary>
public event EventHandler<FocusGroupChangedEventArgs> FocusGroupChanged
}
///<summary>
- ///Event arguments that passed via FocusedViewEnterKey signal
+ /// Event arguments that passed via the FocusedViewEnterKey signal.
/// </summary>
public class FocusedViewActivatedEventArgs : EventArgs
{
private FocusedViewEnterKeyEventCallback _focusedViewEnterKeyEventCallback;
/// <summary>
- /// FocusedViewActivated will be triggered when the current focused view has the enter key pressed on it.
+ /// The FocusedViewActivated will be triggered when the current focused view has the enter key pressed on it.
/// </summary>
public event EventHandler<FocusedViewActivatedEventArgs> FocusedViewActivated
{
}
/// <summary>
- /// Moves the keyboard focus to the given View.<br>
- /// Only one View can be focused at the same time.<br>
- /// The View must be in the stage already and keyboard focusable.<br>
+ /// Moves the keyboard focus to the given view.<br>
+ /// Only one view can be focused at the same time.<br>
+ /// The view must be in the stage already and keyboard focusable.<br>
/// </summary>
- /// <param name="view">The View to be focused</param>
- /// <returns>Whether the focus is successful or not</returns>
+ /// <param name="view">The view to be focused.</param>
+ /// <returns>Whether the focus is successful or not.</returns>
public bool SetCurrentFocusView(View view)
{
if(view == null)
/// <summary>
/// Gets the current focused view.
/// </summary>
- /// <returns>A handle to the current focused View or an empty handle if no View is focused</returns>
+ /// <returns>A handle to the current focused view or an empty handle if no view is focused.</returns>
public View GetCurrentFocusView()
{
IntPtr cPtr = NDalicManualPINVOKE.FocusManager_GetCurrentFocusActor(swigCPtr);
}
/// <summary>
- /// Moves the focus to the next focusable View in the focus chain in the given direction(according to the focus traversal order).
+ /// Moves the focus to the next focusable view in the focus chain in the given direction (according to the focus traversal order).
/// </summary>
- /// <param name="direction">The direction of focus movement</param>
- /// <returns>true if the movement was successful</returns>
+ /// <param name="direction">The direction of the focus movement.</param>
+ /// <returns>True if the movement was successful.</returns>
public bool MoveFocus(View.FocusDirection direction)
{
bool ret = NDalicManualPINVOKE.FocusManager_MoveFocus(swigCPtr, (int)direction);
/// <summary>
/// Clears the focus from the current focused view if any, so that no view is focused in the focus chain.<br>
- /// It will emit FocusChanged event without current focused View.<br>
+ /// It will emit the FocusChanged event without the current focused view.<br>
/// </summary>
public void ClearFocus()
{
}
/// <summary>
- /// Move the focus to prev focused view.
+ /// Move the focus to previous focused view.
/// </summary>
public void MoveFocusBackward()
{
}
/// <summary>
- /// Sets/Gets the status of whether the focus movement should be looped within the same focus group.<br>
+ /// Gets or sets the status of whether the focus movement should be looped within the same focus group.<br>
/// The focus movement is not looped by default.<br>
/// </summary>
public bool FocusGroupLoop
}
/// <summary>
- /// Sets whether an View is a focus group that can limit the scope of focus movement to its child views in the focus chain.<br>
+ /// Sets whether the view is a focus group that can limit the scope of the focus movement to its child views in the focus chain.<br>
/// Layout controls set themselves as focus groups by default.<br>
/// </summary>
- /// <param name="view">The View to be set as a focus group</param>
- /// <param name="isFocusGroup">Whether to set the View as a focus group or not</param>
+ /// <param name="view">The view to be set as a focus group.</param>
+ /// <param name="isFocusGroup">Whether to set the view as a focus group or not.</param>
public void SetAsFocusGroup(View view, bool isFocusGroup)
{
NDalicManualPINVOKE.FocusManager_SetAsFocusGroup(swigCPtr, View.getCPtr(view), isFocusGroup);
/// <summary>
/// Checks whether the view is set as a focus group or not.
/// </summary>
- /// <param name="view">The View to be checked</param>
- /// <returns>Whether the View is set as a focus group</returns>
+ /// <param name="view">The view to be checked.</param>
+ /// <returns>Whether the view is set as a focus group.</returns>
public bool IsFocusGroup(View view)
{
bool ret = NDalicManualPINVOKE.FocusManager_IsFocusGroup(swigCPtr, View.getCPtr(view));
/// <summary>
/// Returns the closest ancestor of the given view that is a focus group.
/// </summary>
- /// <param name="view">The View to be checked for its focus group</param>
- /// <returns>The focus group the given view belongs to or an empty handle if the given view</returns>
+ /// <param name="view">The view to be checked for its focus group.</param>
+ /// <returns>The focus group the given view belongs to or an empty handle if the given view.</returns>
public View GetFocusGroup(View view)
{
IntPtr cPtr = NDalicManualPINVOKE.FocusManager_GetFocusGroup(swigCPtr, View.getCPtr(view));
}
/// <summary>
- /// Sets/Gets the focus indicator View.<br>
- /// This will replace the default focus indicator view in FocusManager and will be added to the focused view as a highlight.<br>
+ /// Gets or sets the focus indicator view.<br>
+ /// This will replace the default focus indicator view in the FocusManager and will be added to the focused view as a highlight.<br>
/// </summary>
public View FocusIndicator
{
}
/// <summary>
- /// Provide the implementation of custom Focus algorithm interface to allow the app define the focus logic.<br>
+ /// Provides the implementation of a custom focus algorithm interface to allow the application to define the focus logic.<br>
/// </summary>
- /// <param name="arg0">The user's implementation of ICustomFocusAlgorithm</param>
+ /// <param name="arg0">The user's implementation of ICustomFocusAlgorithm.</param>
public void SetCustomAlgorithm(ICustomFocusAlgorithm arg0)
{
_customAlgorithmInterfaceWrapper = new CustomAlgorithmInterfaceWrapper();
private static readonly FocusManager instance = FocusManager.Get();
/// <summary>
- /// Gets the singleton of FocusManager object.
+ /// Gets the singleton of the FocusManager object.
/// </summary>
public static FocusManager Instance
{
}
/// <summary>
- /// ICustomFocusAlgorithm is used to provide custom keyboard focus algorithm for retrieving the next focusable view.<br>
- /// The application can implement the interface and override the keyboard focus behaviour.<br>
- /// If focus is changing within a layout container, then the layout container is queried first to provide the next focusable view.<br>
- /// If this does not provide a valid view, then the Keyboard FocusManager will check focusable properties to determine next focusable actor.<br>
- /// If focusable properties are not set, then the Keyboard FocusManager calls the GetNextFocusableView() method of this interface.<br>
+ /// ICustomFocusAlgorithm is used to provide the custom keyboard focus algorithm for retrieving the next focusable view.<br>
+ /// The application can implement the interface and override the keyboard focus behavior.<br>
+ /// If the focus is changing within a layout container, then the layout container is queried first to provide the next focusable view.<br>
+ /// If this does not provide a valid view, then the Keyboard FocusManager will check focusable properties to determine the next focusable actor.<br>
+ /// If focusable properties are not set, then the keyboard FocusManager calls the GetNextFocusableView() method of this interface.<br>
/// </summary>
public interface ICustomFocusAlgorithm
{
/// <summary>
/// Base structure for different gestures that an application can receive.<br>
- /// A gesture is an event that is produced from a combination of several touch events
- /// in a particular order or within a certain time frame (e.g pinch).<br>
+ /// A Gesture is an event that is produced from a combination of several touch events
+ /// in a particular order or within a certain time frame (for example, pinch).<br>
/// </summary>
public class Gesture : global::System.IDisposable
{
}
/// <summary>
- /// Copy constructor.
+ /// The Copy constructor.
/// </summary>
/// <param name="rhs">A reference to the copied handle</param>
public Gesture(Gesture rhs) : this(NDalicPINVOKE.new_Gesture(Gesture.getCPtr(rhs)), true)
}
/// <summary>
- /// Enumeration for type of gesture
+ /// Enumeration for type of gesture.
/// </summary>
public enum GestureType
{
using Tizen.NUI.BaseComponents;
/// <summary>
/// Hover events are a collection of points at a specific moment in time.<br>
- /// When a multi event occurs, each point represents the points that are currently being
+ /// When a multi-event occurs, each point represents the points that are currently being
/// hovered or the points where a hover has stopped.<br>
/// </summary>
public class Hover : global::System.IDisposable
}
/// <summary>
- /// Returns the ID of the device used for the Point specified.<br>
+ /// 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>
/// </summary>
- /// <param name="point">The point required</param>
- /// <returns>The Device ID of this poin</returns>
+ /// <param name="point">The point required.</param>
+ /// <returns>The device ID of this point.</returns>
public int GetDeviceId(uint point)
{
if (point < points.Count)
}
/// <summary>
- /// Retrieves the State of the point specified.
+ /// Retrieves the state of the point specified.
/// </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)
{
if (point < points.Count)
/// <summary>
/// Retrieves the view that was underneath the point specified.
/// </summary>
- /// <param name="point">The point required</param>
- /// <returns>The view that was underneath the point specified</returns>
+ /// <param name="point">The point required.</param>
+ /// <returns>The view that was underneath the point specified.</returns>
public View GetHitView(uint point)
{
if (point < points.Count)
}
/// <summary>
- /// Retrieves the co-ordinates relative to the top-left of the hit-view at the point specified.
+ /// Retrieves the coordinates relative to the top-left of the hit-view at the point specified.
/// </summary>
- /// <param name="point">The point required</param>
- /// <returns>The co-ordinates relative to the top-left of the hit-view of the point specified</returns>
+ /// <param name="point">The point required.</param>
+ /// <returns>The coordinates relative to the top-left of the hit-view of the point specified.</returns>
public Vector2 GetLocalPosition(uint point)
{
if (point < points.Count)
}
/// <summary>
- /// Retrieves the co-ordinates relative to the top-left of the screen of the point specified.
+ /// Retrieves the coordinates relative to the top-left of the screen of the point specified.
/// </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)
{
if (point < points.Count)
}
/// <summary>
- /// Default constructor.
+ /// The default constructor.
/// </summary>
public Hover() : this(NDalicPINVOKE.new_Hover__SWIG_0(), true)
{
}
/// <summary>
- /// Constructor.
+ /// The constructor.
/// </summary>
- /// <param name="time">The time the event occurred</param>
+ /// <param name="time">The time the event occurred.</param>
internal Hover(uint time) : this(NDalicPINVOKE.new_Hover__SWIG_1(time), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Returns the total number of points.
/// </summary>
- /// <returns>Total number of Points</returns>
+ /// <returns>Total number of points.</returns>
public uint GetPointCount()
{
uint ret = NDalicPINVOKE.Hover_GetPointCount(swigCPtr);
}
/// <summary>
- /// Dispose pattern
+ /// The dispose pattern.
/// </summary>
public void Dispose()
{
}
/// <summary>
- /// Default Constructor
+ /// The default constructor.
/// </summary>
public ImfEventData() : this(NDalicManualPINVOKE.new_ImfManager_ImfEventData__SWIG_0(), true)
{
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
/// <param name="aEventName">The name of the event from the IMF.</param>
- /// <param name="aPredictiveString">The pre-edit or commit string.</param>
- /// <param name="aCursorOffset">Start position from the current cursor position to start deleting characters.</param>
+ /// <param name="aPredictiveString">The pre-edit or the commit string.</param>
+ /// <param name="aCursorOffset">Start the position from the current cursor position to start deleting characters.</param>
/// <param name="aNumberOfChars">The number of characters to delete from the cursorOffset.</param>
public ImfEventData(ImfManager.ImfEvent aEventName, string aPredictiveString, int aCursorOffset, int aNumberOfChars) : this(NDalicManualPINVOKE.new_ImfManager_ImfEventData__SWIG_1((int)aEventName, aPredictiveString, aCursorOffset, aNumberOfChars), true)
{
}
/// <summary>
- /// The pre-edit or commit string.
+ /// The pre-edit or the commit string.
/// </summary>
[Obsolete("Please do not use! this will be deprecated")]
public string predictiveString
}
/// <summary>
- /// The pre-edit or commit string.
+ /// The pre-edit or the commit string.
/// </summary>
public string PredictiveString
{
}
/// <summary>
- /// Start position from the current cursor position to start deleting characters.
+ /// The start position from the current cursor position to start deleting characters.
/// </summary>
[Obsolete("Please do not use! this will be deprecated")]
public int cursorOffset
}
/// <summary>
- /// Start position from the current cursor position to start deleting characters.
+ /// The start position from the current cursor position to start deleting characters.
/// </summary>
public int CursorOffset
{
}
/// <summary>
- /// Number of characters to delete from the cursorOffset.
+ /// The number of characters to delete from the cursorOffset.
/// </summary>
[Obsolete("Please do not use! this will be deprecated")]
public int numberOfChars
}
/// <summary>
- /// Number of characters to delete from the cursorOffset.
+ /// The number of characters to delete from the cursorOffset.
/// </summary>
public int NumberOfChars
{
}
/// <summary>
- /// Data required by IMF from the callback.
+ /// Data required by the IMF from the callback.
/// </summary>
public class ImfCallbackData : global::System.IDisposable
{
}
/// <summary>
- /// Dispose pattern
+ /// The dispose pattern.
/// </summary>
public void Dispose()
{
}
/// <summary>
- /// Default Constructor
+ /// The default constructor.
/// </summary>
public ImfCallbackData() : this(NDalicManualPINVOKE.new_ImfManager_ImfCallbackData__SWIG_0(), true)
{
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
- /// <param name="aUpdate">True if cursor position needs to be updated.</param>
- /// <param name="aCursorPosition">New position of cursor.</param>
- /// <param name="aCurrentText">Current text string.</param>
+ /// <param name="aUpdate">True if the cursor position needs to be updated.</param>
+ /// <param name="aCursorPosition">The new position of the cursor.</param>
+ /// <param name="aCurrentText">The current text string.</param>
/// <param name="aPreeditResetRequired">Flag if preedit reset is required.</param>
public ImfCallbackData(bool aUpdate, int aCursorPosition, string aCurrentText, bool aPreeditResetRequired) : this(NDalicManualPINVOKE.new_ImfManager_ImfCallbackData__SWIG_1(aUpdate, aCursorPosition, aCurrentText, aPreeditResetRequired), true)
{
}
/// <summary>
- /// Current text string.
+ /// The current text string.
/// </summary>
[Obsolete("Please do not use! this will be deprecated")]
public string currentText
}
/// <summary>
- /// Current text string.
+ /// The current text string.
/// </summary>
public string CurrentText
{
}
/// <summary>
- /// Current text string.
+ /// The current text string.
/// </summary>
[Obsolete("Please do not use! this will be deprecated")]
public int cursorPosition
}
/// <summary>
- /// Current text string.
+ /// The current text string.
/// </summary>
public int CursorPosition
{
}
/// <summary>
- /// If cursor position needs to be updated.
+ /// If the cursor position needs to be updated.
/// </summary>
[Obsolete("Please do not use! this will be deprecated")]
public bool update
}
/// <summary>
- /// If cursor position needs to be updated.
+ /// If the cursor position needs to be updated.
/// </summary>
public bool Update
{
}
/// <summary>
- /// Flag if preedit reset is required.
+ /// Flags if preedit reset is required.
/// </summary>
[Obsolete("Please do not use! this will be deprecated")]
public bool preeditResetRequired
}
/// <summary>
- /// Flag if preedit reset is required.
+ /// Flags if preedit reset is required.
/// </summary>
public bool PreeditResetRequired
{
}
/// <summary>
- /// Retrieve a handle to the instance of ImfManager.
+ /// Retrieves a handle to the instance of the ImfManager.
/// </summary>
/// <returns>A handle to the ImfManager.</returns>
public static ImfManager Get()
}
/// <summary>
- /// Activate the IMF.<br/>
- /// It means that the text editing is started at somewhere.<br/>
- /// If the H/W keyboard isn't connected then it will show the virtual keyboard.
+ /// Activates the IMF.<br/>
+ /// It means that the text editing is started somewhere.<br/>
+ /// If the hardware keyboard isn't connected, then it will show the virtual keyboard.
/// </summary>
public void Activate()
{
}
/// <summary>
- /// Deactivate the IMF.<br/>
- /// It means that the text editing is finished at somewhere.
+ /// Deactivates the IMF.<br/>
+ /// It means that the text editing is finished somewhere.
/// </summary>
public void Deactivate()
{
}
/// <summary>
- /// Get the restoration status, which controls if the keyboard is restored after the focus lost then regained.<br/>
- /// If true then keyboard will be restored (activated) after focus is regained.
+ /// Gets the restoration status which controls if the keyboard is restored after the focus is lost and then regained.<br/>
+ /// If true, then the keyboard will be restored (activated) after focus is regained.
/// </summary>
- /// <returns>Restoration status.</returns>
+ /// <returns>The restoration status.</returns>
public bool RestoreAfterFocusLost()
{
bool ret = NDalicManualPINVOKE.ImfManager_RestoreAfterFocusLost(swigCPtr);
}
/// <summary>
- /// Set status whether the IMF has to restore the keyboard after losing focus.
+ /// Sets the status whether the IMF has to restore the keyboard after losing focus.
/// </summary>
- /// <param name="toggle">True means that keyboard should be restored after focus lost and regained.</param>
+ /// <param name="toggle">True means that keyboard should be restored after the focus is lost and regained.</param>
public void SetRestoreAfterFocusLost(bool toggle)
{
NDalicManualPINVOKE.ImfManager_SetRestoreAfterFocusLost(swigCPtr, toggle);
}
/// <summary>
- /// Send message reset the pred-edit state / imf module.
+ /// Sends a message reset to the preedit state or the IMF module.
/// </summary>
public new void Reset()
{
}
/// <summary>
- /// Notifies IMF context that the cursor position has changed, required for features like auto-capitalisation.
+ /// Notifies the IMF context that the cursor position has changed, required for features like auto-capitalization.
/// </summary>
public void NotifyCursorPosition()
{
}
/// <summary>
- /// Sets cursor position stored in VirtualKeyboard, this is required by the IMF context.
+ /// Sets the cursor position stored in VirtualKeyboard, this is required by the IMF context.
/// </summary>
- /// <param name="cursorPosition">Position of cursor.</param>
+ /// <param name="cursorPosition">The position of the cursor.</param>
public void SetCursorPosition(uint cursorPosition)
{
NDalicManualPINVOKE.ImfManager_SetCursorPosition(swigCPtr, cursorPosition);
}
/// <summary>
- /// Gets cursor position stored in VirtualKeyboard, this is required by the IMF context.
+ /// Gets the cursor position stored in VirtualKeyboard, this is required by the IMF context.
/// </summary>
- /// <returns>Current position of cursor</returns>
+ /// <returns>The current position of the cursor.</returns>
public uint GetCursorPosition()
{
uint ret = NDalicManualPINVOKE.ImfManager_GetCursorPosition(swigCPtr);
}
/// <summary>
- /// Method to store the string required by the IMF, this is used to provide predictive word suggestions.
+ /// A method to store the string required by the IMF, this is used to provide predictive word suggestions.
/// </summary>
/// <param name="text">The text string surrounding the current cursor point.</param>
public void SetSurroundingText(string text)
}
/// <summary>
- /// Gets current text string set within the IMF manager, this is used to offer predictive suggestions.
+ /// Gets the current text string set within the IMF manager, this is used to offer predictive suggestions.
/// </summary>
- /// <returns>Surrounding text.</returns>
+ /// <returns>The surrounding text.</returns>
public string GetSurroundingText()
{
string ret = NDalicManualPINVOKE.ImfManager_GetSurroundingText(swigCPtr);
}
/// <summary>
- /// Notifies IMF context that text input is set to multi line or not.
+ /// Notifies the IMF context that text input is set to multiline or not.
/// </summary>
/// <param name="multiLine">True if multiline text input is used.</param>
public void NotifyTextInputMultiLine(bool multiLine)
}
/// <summary>
- /// Returns text direction of the keyboard's current input language.
+ /// Returns the text direction of the keyboard's current input language.
/// </summary>
/// <returns>The direction of the text.</returns>
public ImfManager.TextDirection GetTextDirection()
}
/// <summary>
- /// Provides size and position of keyboard.<br/>
- /// Position is relative to whether keyboard is visible or not.<br/>
- /// If keyboard is not visible then position will be off the screen.<br/>
- /// If keyboard is not being shown when this method is called the keyboard is partially setup (IMFContext) to get<br/>
- /// the values then taken down. So ideally GetInputMethodArea() should be called after Show().
+ /// Provides the size and the position of the keyboard.<br/>
+ /// The position is relative to whether the keyboard is visible or not.<br/>
+ /// If the keyboard is not visible, then the position will be off the screen.<br/>
+ /// If the keyboard is not being shown when this method is called, the keyboard is partially setup (IMFContext) to get/>
+ /// the values then taken down. So ideally, GetInputMethodArea() should be called after Show().
/// </summary>
- /// <returns>Rectangle which is keyboard panel x, y, width, height</returns>
+ /// <returns>Rectangle which is keyboard panel x, y, width, height.</returns>
public Rectangle GetInputMethodArea()
{
Rectangle ret = new Rectangle(NDalicManualPINVOKE.ImfManager_GetInputMethodArea(swigCPtr), true);
/// <summary>
/// Gets the specific data of the current active input panel.
/// </summary>
- /// <param name="text">The specific data to be got from the input panel.</param>
+ /// <param name="text">The specific data to be received from the input panel.</param>
public void GetInputPanelUserData(out string text)
{
NDalicManualPINVOKE.ImfManager_GetInputPanelUserData(swigCPtr, out text);
/// Sets the return key on the input panel to be visible or invisible.<br/>
/// The default is true.
/// </summary>
- /// <param name="visible">True if the return key is visible(enabled), false otherwise.</param>
+ /// <param name="visible">True if the return key is visible (enabled), false otherwise.</param>
public void SetReturnKeyState(bool visible)
{
NDalicManualPINVOKE.ImfManager_SetReturnKeyState(swigCPtr, visible);
}
/// <summary>
- /// Enable to show the input panel automatically when focused.
+ /// Enables to show the input panel automatically when focused.
/// </summary>
/// <param name="enabled">If true, the input panel will be shown when focused.</param>
public void AutoEnableInputPanel(bool enabled)
/// Gets the keyboard type.<br/>
/// The default keyboard type is SoftwareKeyboard.
/// </summary>
- /// <returns>The keyboard type</returns>
+ /// <returns>The keyboard type.</returns>
public ImfManager.KeyboardType GetKeyboardType()
{
ImfManager.KeyboardType ret = (ImfManager.KeyboardType)NDalicManualPINVOKE.ImfManager_GetKeyboardType(swigCPtr);
/// <summary>
/// Gets the current language locale of the input panel.<br/>
- /// Ex) en_US, en_GB, en_PH, fr_FR, ...
+ /// For example, en_US, en_GB, en_PH, fr_FR, ...
/// </summary>
/// <returns>The current language locale of the input panel.</returns>
public string GetInputPanelLocale()
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
public ImfManager() : this(NDalicManualPINVOKE.new_ImfManager(), true)
{
}
/// <summary>
- /// The direction of text.
+ /// The direction of the text.
/// </summary>
public enum TextDirection
{
/// </summary>
Commit,
/// <summary>
- /// Event to delete a range of characters from the string.
+ /// An event to delete a range of characters from the string.
/// </summary>
DeleteSurrounding,
/// <summary>
- /// Event to query string and cursor position.
+ /// An event to query string and the cursor position.
/// </summary>
GetSurrounding,
/// <summary>
}
/// <summary>
- /// Enumeration for state of the input panel.
+ /// Enumeration for the state of the input panel.
/// </summary>
public enum State
{
}
/// <summary>
- /// Enumeration for the type of Keyboard.
+ /// Enumeration for the types of keyboard.
/// </summary>
public enum KeyboardType
{
/// <summary>
- /// Software keyboard (Virtual keyboard) is default.
+ /// Software keyboard (virtual keyboard) is default.
/// </summary>
SoftwareKeyboard,
/// <summary>
private int? _variation = null;
/// <summary>
- /// Default constructor.
+ /// The default constructor.
/// </summary>
public InputMethod()
{
}
/// <summary>
- /// Get or set panel layout.
+ /// Gets or sets the panel layout.
/// </summary>
public PanelLayoutType PanelLayout
{
}
/// <summary>
- /// Get or set action button.
+ /// Gets or sets the action button.
/// </summary>
public ActionButtonTitleType ActionButton
{
}
/// <summary>
- /// Get or set auto capital.
+ /// Gets or sets the auto capital.
/// </summary>
public AutoCapitalType AutoCapital
{
}
/// <summary>
- /// Get or set variation.
+ /// Gets or sets the variation.
/// </summary>
public int Variation
{
}
/// <summary>
- /// Get or set variation for normal layout.
+ /// Gets or sets the variation for normal layout.
/// </summary>
public NormalLayoutType NormalVariation
{
}
/// <summary>
- /// Get or set variation for number only layout.
+ /// Gets or sets the variation for the number only layout.
/// </summary>
public NumberOnlyLayoutType NumberOnlyVariation
{
}
/// <summary>
- /// Get or set variation for password layout.
+ /// Gets or sets the variation for the password layout.
/// </summary>
public PasswordLayoutType PasswordVariation
{
}
/// <summary>
- /// Get the input method map.
+ /// Gets the input method map.
/// </summary>
public PropertyMap OutputMap
{
}
/// <summary>
- /// SetType that can be changed in the system Input Method.
+ /// SetType that can be changed in the system input method.
/// </summary>
public enum CategoryType
{
/// <summary>
- /// Set Keyboard layout.
+ /// Set the keyboard layout.
/// </summary>
PanelLayout,
/// <summary>
- /// Set Action button title.
+ /// Set the action button title.
/// </summary>
ActionButtonTitle,
/// <summary>
- /// Set Auto capitalise of input.
+ /// Set the auto capitalise of input.
/// </summary>
AutoCapitalise,
/// <summary>
- /// Set variation.
+ /// Set the variation.
/// </summary>
Variation
}
/// </summary>
HEX,
/// <summary>
- /// Command-line terminal layout including ESC, Alt, Ctrl key, so on (no auto-correct, no auto-capitalization).
+ /// Command-line terminal layout including Esc, Alt, Ctrl key, and so on (no auto-correct, no auto-capitalization).
/// </summary>
Terminal,
/// <summary>
}
/// <summary>
- /// Available variation for Normal layout.
+ /// Available variation for the normal layout.
/// </summary>
public enum NormalLayoutType
{
}
/// <summary>
- /// Available variation for Number only layout.
+ /// Available variation for the number only layout.
/// </summary>
public enum NumberOnlyLayoutType
{
}
/// <summary>
- /// Available variation for Password layout.
+ /// Available variation for the password layout.
/// </summary>
public enum PasswordLayoutType
{
}
/// <summary>
- /// Name given to the key pressed
+ /// Name given to the key pressed.
/// </summary>
public string KeyPressedName
{
}
/// <summary>
- /// Special keys like shift, alt and control which modify the next key pressed.
+ /// Special keys like Shift, Alt, and Ctrl which modify the next key pressed.
/// </summary>
public int KeyModifier
{
/// <summary>
- /// Default Constructor.
+ /// The default constructor.
/// </summary>
public Key() : this(NDalicPINVOKE.new_Key__SWIG_0(), true)
{
}
/// <summary>
- /// Constructor.
+ /// The constructor.
/// </summary>
- /// <param name="keyName">The name of the key pressed or command from the IMF, if later then the some following parameters will be needed</param>
- /// <param name="keyString">A string of input characters or key pressed</param>
- /// <param name="keyCode">The unique key code for the key pressed</param>
- /// <param name="keyModifier">The key modifier for special keys like shift and alt</param>
- /// <param name="timeStamp">The time (in ms) that the key event occurred</param>
- /// <param name="keyState">The state of the key event</param>
+ /// <param name="keyName">The name of the key pressed or command from the IMF, if later, then the following parameters will be needed.</param>
+ /// <param name="keyString">A string of input characters or key pressed.</param>
+ /// <param name="keyCode">The unique key code for the key pressed.</param>
+ /// <param name="keyModifier">The key modifier for special keys like Shift and Alt.</param>
+ /// <param name="timeStamp">The time (in ms) that the key event occurred.</param>
+ /// <param name="keyState">The state of the key event.</param>
internal Key(string keyName, string keyString, int keyCode, int keyModifier, uint timeStamp, Key.StateType keyState) : this(NDalicPINVOKE.new_Key__SWIG_1(keyName, keyString, keyCode, keyModifier, timeStamp, (int)keyState), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Checks to see if Shift key modifier has been supplied.
+ /// Checks to see if the Shift key modifier has been supplied.
/// </summary>
- /// <returns>True if shift modifier</returns>
+ /// <returns>True if Shift modifier.</returns>
public bool IsShiftModifier()
{
bool ret = NDalicPINVOKE.Key_IsShiftModifier(swigCPtr);
/// <summary>
/// Checks to see if Ctrl (control) key modifier has been supplied.
/// </summary>
- /// <returns>True if ctrl modifier</returns>
+ /// <returns>True if Ctrl modifier.</returns>
public bool IsCtrlModifier()
{
bool ret = NDalicPINVOKE.Key_IsCtrlModifier(swigCPtr);
/// <summary>
/// Checks to see if Alt key modifier has been supplied.
/// </summary>
- /// <returns>True if alt modifier</returns>
+ /// <returns>True if Alt modifier.</returns>
public bool IsAltModifier()
{
bool ret = NDalicPINVOKE.Key_IsAltModifier(swigCPtr);
{
/// <summary>
- /// A set of key frames for a property that can be animated using Dali Animation.<br>
+ /// A set of key frames for a property that can be animated using DALi animation.<br>
/// This allows the generation of key frame objects from individual Property::Values.<br>
/// </summary>
public class KeyFrames : BaseHandle
/// <summary>
/// Adds a key frame.
/// </summary>
- /// <param name="progress">A progress value between 0.0 and 1.0</param>
- /// <param name="value">A value</param>
+ /// <param name="progress">A progress value between 0.0 and 1.0.</param>
+ /// <param name="value">A value.</param>
public void Add(float progress, object value)
{
PropertyValue val = PropertyValue.CreateFromObject(value);
/// <summary>
/// Adds a key frame.
/// </summary>
- /// <param name="progress">A progress value between 0.0 and 1.0</param>
+ /// <param name="progress">A progress value between 0.0 and 1.0.</param>
/// <param name="value">A value</param>
- /// <param name="alpha">The alpha function used to blend to the next keyframe</param>
+ /// <param name="alpha">The alpha function used to blend to the next keyframe.</param>
public void Add(float progress, object value, AlphaFunction alpha)
{
PropertyValue val = PropertyValue.CreateFromObject(value);
/// <summary>
/// Gets the type of the key frame.
/// </summary>
- /// <returns>The key frame property type</returns>
+ /// <returns>The key frame property type.</returns>
public PropertyType GetType()
{
PropertyType ret = (PropertyType)NDalicPINVOKE.KeyFrames_GetType(swigCPtr);
/// <summary>
/// Adds a key frame.
/// </summary>
- /// <param name="progress">A progress value between 0.0 and 1.0</param>
- /// <param name="value">A value</param>
+ /// <param name="progress">A progress value between 0.0 and 1.0.</param>
+ /// <param name="value">A value.</param>
public void Add(float progress, PropertyValue value)
{
NDalicPINVOKE.KeyFrames_Add__SWIG_0(swigCPtr, progress, PropertyValue.getCPtr(value));
/// <summary>
/// Adds a key frame.
/// </summary>
- /// <param name="progress">A progress value between 0.0 and 1.0</param>
- /// <param name="value">A value</param>
- /// <param name="alpha">The alpha function used to blend to the next keyframe</param>
+ /// <param name="progress">A progress value between 0.0 and 1.0.</param>
+ /// <param name="value">A value.</param>
+ /// <param name="alpha">The alpha function used to blend to the next keyframe.</param>
public void Add(float progress, PropertyValue value, AlphaFunction alpha)
{
NDalicPINVOKE.KeyFrames_Add__SWIG_1(swigCPtr, progress, PropertyValue.getCPtr(value), AlphaFunction.getCPtr(alpha));
return (obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr;
}
- /// from Container base class
+ /// From the Container base class.
/// <summary>
/// Adds a child view to this layer.
}
/// <summary>
- /// Removes a child View from this layer. If the view was not a child of this layer, this is a no-op.
+ /// Removes a child view from this layer. If the view was not a child of this layer, this is a no-op.
/// </summary>
/// <seealso cref="Container::Add()">
/// </seealso>
}
/// <summary>
- /// Retrieves child view by index.
+ /// Retrieves a child view by the index.
/// </summary>
- /// <pre>The View has been initialized.</pre>
- /// <param name="index">The index of the child to retrieve</param>
- /// <returns>The view for the given index or empty handle if children not initialized</returns>
+ /// <pre>The view has been initialized.</pre>
+ /// <param name="index">The index of the child to retrieve.</param>
+ /// <returns>The view for the given index or empty handle if children not initialized.</returns>
public override View GetChildAt(uint index)
{
System.IntPtr cPtr = NDalicPINVOKE.Actor_GetChildAt(swigCPtr, index);
}
/// <summary>
- /// Search through this layer's hierarchy for an view with the given unique ID.
+ /// Search through this layer's hierarchy for a view with the given unique ID.
/// </summary>
- /// <pre>This layer(the parent) has been initialized.</pre>
+ /// <pre>This layer (the parent) has been initialized.</pre>
/// <remarks>The actor itself is also considered in the search.</remarks>
- /// <param name="child">The id of the child to find</param>
+ /// <param name="child">The ID of the child to find.</param>
/// <returns> A handle to the view if found, or an empty handle if not. </returns>
public View FindChildById(uint id)
{
/// <summary>
/// Queries the depth of the layer.<br>
- /// 0 is the bottom most layer, higher number is on top.<br>
+ /// 0 is the bottommost layer, higher number is on the top.<br>
/// </summary>
public uint Depth
{
/// <summary>
/// Moves the layer directly above the given layer.<br>
- /// After the call, this layers depth will be immediately above target.<br>
+ /// After the call, this layer's depth will be immediately above target.<br>
/// </summary>
- /// <param name="target">Layer to get on top of</param>
+ /// <param name="target">The layer to get on top of.</param>
public void MoveAbove(Layer target)
{
NDalicPINVOKE.Layer_MoveAbove(swigCPtr, Layer.getCPtr(target));
/// <summary>
/// Moves the layer directly below the given layer.<br>
- /// After the call, this layers depth will be immediately below target.<br>
+ /// After the call, this layer's depth will be immediately below target.<br>
/// </summary>
- /// <param name="target">Layer to get below of</param>
+ /// <param name="target">The layer to get below of.</param>
public void MoveBelow(Layer target)
{
NDalicPINVOKE.Layer_MoveBelow(swigCPtr, Layer.getCPtr(target));
}
/// <summary>
- /// Layer Behavior, type String(Layer.LayerBehavior)
+ /// Layer behavior, type String (Layer.LayerBehavior).
/// </summary>
public Layer.LayerBehavior Behavior
{
}
/// <summary>
- /// Internal only property to Enable/Disable Clipping, type Boolean.
- /// By default this is false, i.e. the viewport of the Layer is the entire window.
+ /// Internal only property to enable or disable clipping, type boolean.
+ /// By default, this is false, i.e., the viewport of the layer is the entire window.
/// </summary>
internal bool ClippingEnabled
{
}
/// <summary>
- /// Sets the Viewport (in window coordinates), type Rectangle.
+ /// Sets the viewport (in window coordinates), type rectangle.
/// The contents of the layer will not be visible outside this box, when ViewportEnabled is true.
/// </summary>
public Rectangle Viewport
}
/// <summary>
- /// Retrieves and sets the Layer's opacity.<br>
+ /// Retrieves and sets the layer's opacity.<br>
/// </summary>
public float Opacity
{
}
/// <summary>
- /// Retrieves and sets the Layer's visibility.
+ /// Retrieves and sets the layer's visibility.
/// </summary>
public bool Visibility
{
}
/// <summary>
- /// Gets/Sets the Layer's name.
+ /// Gets or sets the layer's name.
/// </summary>
public string Name
{
{
/// <summary>
- /// A LongPressGesture is emitted when the user holds the screen with the stated number of fingers.<br>
- /// Long press gesture finishes when all touches have been released.<br>
+ /// A long press gesture is emitted when the user holds the screen with the stated number of fingers.<br>
+ /// A long press gesture finishes when all touches have been released.<br>
/// </summary>
public class LongPressGesture : Gesture
{
}
/// <summary>
- /// The number of touch points in this long press gesture, i.e. the number of fingers the user had
+ /// The number of touch points in this long press gesture, i.e., the number of fingers the user had
/// on the screen to generate the long press gesture.<br>
/// </summary>
public uint NumberOfTouches
}
/// <summary>
- /// Constructor.
+ /// The constructor.
/// </summary>
/// <param name="state">The state of the gesture</param>
public LongPressGesture(Gesture.StateType state) : this(NDalicPINVOKE.new_LongPressGesture__SWIG_0((int)state), true)
{
/// <summary>
- /// Represents an application that have UI screen. The NUIApplication class has a default stage.
+ /// Represents an application that have a UI screen. The NUIApplication class has a default stage.
/// </summary>
public class NUIApplication : CoreApplication
{
}
/// <summary>
- /// The constructor with stylesheet.
+ /// The constructor with a stylesheet.
/// </summary>
public NUIApplication(string stylesheet) : base(new NUICoreBackend(stylesheet))
{
}
/// <summary>
- /// The constructor with stylesheet and window mode.
+ /// The constructor with a stylesheet and window mode.
/// </summary>
public NUIApplication(string stylesheet, WindowMode windowMode) : base(new NUICoreBackend(stylesheet,windowMode))
{
}
/// <summary>
- /// Overrides this method if want to handle behavior.
+ /// Overrides this method if you want to handle behavior.
/// </summary>
protected override void OnLocaleChanged(LocaleChangedEventArgs e)
{
}
/// <summary>
- /// Overrides this method if want to handle behavior.
+ /// Overrides this method if you want to handle behavior.
/// </summary>
protected override void OnLowBattery(LowBatteryEventArgs e)
{
}
/// <summary>
- /// Overrides this method if want to handle behavior.
+ /// Overrides this method if you want to handle behavior.
/// </summary>
protected override void OnLowMemory(LowMemoryEventArgs e)
{
}
/// <summary>
- /// Overrides this method if want to handle behavior.
+ /// Overrides this method if you want to handle behavior.
/// </summary>
protected override void OnRegionFormatChanged(RegionFormatChangedEventArgs e)
{
}
/// <summary>
- /// Overrides this method if want to handle behavior.
+ /// Overrides this method if you want to handle behavior.
/// </summary>
protected override void OnTerminate()
{
}
/// <summary>
- /// Overrides this method if want to handle behavior.
+ /// Overrides this method if you want to handle behavior.
/// </summary>
protected virtual void OnPause()
{
}
/// <summary>
- /// Overrides this method if want to handle behavior.
+ /// Overrides this method if you want to handle behavior.
/// </summary>
protected virtual void OnResume()
{
}
/// <summary>
- /// Overrides this method if want to handle behavior.
+ /// Overrides this method if you want to handle behavior.
/// </summary>
protected virtual void OnPreCreate()
{
}
/// <summary>
- /// Overrides this method if want to handle behavior.
+ /// Overrides this method if you want to handle behavior.
/// </summary>
protected override void OnAppControlReceived(AppControlReceivedEventArgs e)
{
}
/// <summary>
- /// Overrides this method if want to handle behavior.
+ /// Overrides this method if you want to handle behavior.
/// </summary>
protected override void OnCreate()
{
}
/// <summary>
- /// Run NUIApplication.
+ /// Runs the NUIApplication.
/// </summary>
/// <param name="args">Arguments from commandline.</param>
public override void Run(string[] args)
}
/// <summary>
- /// Exit NUIApplication.
+ /// Exits the NUIApplication.
/// </summary>
public override void Exit()
{
}
/// <summary>
- /// ResourceManager to handle multilingual
+ /// ResourceManager to handle multilingual.
/// </summary>
public static System.Resources.ResourceManager MultilingualResourceManager
{
}
/// <summary>
- /// Get the window instance.
+ /// Gets the window instance.
/// </summary>
[Obsolete("Please do not use! this will be deprecated")]
public Window Window
}
/// <summary>
- /// This specifies whether the Actor uses its own color, or inherits.
+ /// This specifies whether the actor uses its own color or inherits.
/// </summary>
public enum ColorMode
{
/// </summary>
UseOwnMultiplyParentColor,
/// <summary>
- /// Actor will blend its alpha with its parents alpha. This means when parent fades in or out child does as well. This is the default.
+ /// Actor will blend its alpha with its parents alpha. This means when the parent fades in or out, the child does as well. This is the default.
/// </summary>
UseOwnMultiplyParentAlpha
}
/// <summary>
- /// This specifies the dimesion of width or heigh for size negotiation.
+ /// This specifies the dimension of the width or the height for size negotiation.
/// </summary>
public enum DimensionType
{
/// <summary>
- /// Width dimension
+ /// Width dimension.
/// </summary>
Width = 0x1,
/// <summary>
- /// Height dimension
+ /// Height dimension.
/// </summary>
Height = 0x2,
/// <summary>
- /// Mask to cover all flags
+ /// Mask to cover all flags.
/// </summary>
AllDimensions = 0x3
}
public enum DrawModeType
{
/// <summary>
- /// The default draw-mode
+ /// The default draw-mode.
/// </summary>
Normal = 0,
/// <summary>
- /// Draw the actor and its children as an overlay
+ /// Draw the actor and its children as an overlay.
/// </summary>
Overlay2D = 1,
/// <summary>
- /// Will be replaced by separate ClippingMode enum. Draw the actor and its children into the stencil buffer
+ /// Will be replaced by separate ClippingMode enum. Draw the actor and its children into the stencil buffer.
/// </summary>
Stencil = 3
}
public enum ResizePolicyType
{
/// <summary>
- /// Size is fixed as set by SetSize
+ /// Size is fixed as set by SetSize.
/// </summary>
Fixed,
/// <summary>
- /// Size is to use the actor's natural size
+ /// Size is to use the actor's natural size.
/// </summary>
/// <see cref="View.GetNaturalSize"/>
UseNaturalSize,
/// </summary>
SizeFixedOffsetFromParent,
/// <summary>
- /// Size will adjust to wrap around all children
+ /// The size will adjust to wrap around all children.
/// </summary>
FitToChildren,
/// <summary>
- /// One dimension is dependent on the other
+ /// One dimension is dependent on the other.
/// </summary>
DimensionDependency,
/// <summary>
- /// The size will be assigned to the actor
+ /// The size will be assigned to the actor.
/// </summary>
UseAssignedSize
}
public enum SizeScalePolicyType
{
/// <summary>
- /// Use the size that was set
+ /// Use the size that was set.
/// </summary>
UseSizeSet,
/// <summary>
- /// Fit within the size set maintaining natural size aspect ratio
+ /// Fit within the size set maintaining natural size aspect ratio.
/// </summary>
FitWithAspectRatio,
/// <summary>
- /// Fit within the size set maintaining natural size aspect ratio
+ /// Fit within the size set maintaining natural size aspect ratio.
/// </summary>
FillWithAspectRatio
}
/// <summary>
- /// Enumeration for ClippingMode describing how this Actor's children will be clipped against it.
+ /// Enumeration for the ClippingMode describing how this actor's children will be clipped against it.
/// </summary>
public enum ClippingModeType
{
/// <summary>
- /// This Actor will not clip its children.
+ /// This actor will not clip its children.
/// </summary>
Disabled,
/// <summary>
- /// This Actor will clip all children to within its boundaries (the actor will also be visible itself).
+ /// This actor will clip all children to within its boundaries (the actor will also be visible itself).
/// </summary>
ClipChildren
}
/// <summary>
- /// Enumeration for type determination of how camera operates.
+ /// Enumeration for type determination of how the camera operates.
/// </summary>
public enum CameraType
{
/// <summary>
- /// Camera orientation is taken from CameraActor.
+ /// Camera orientation is taken from the CameraActor.
/// </summary>
FreeLook,
/// <summary>
}
/// <summary>
- /// Enumeration for projection modes.
+ /// Enumeration for the projection modes.
/// </summary>
public enum ProjectionMode
{
}
/// <summary>
- /// This specifies ccustomView behaviour types.
+ /// This specifies customView behavior types.
/// </summary>
public enum CustomViewBehaviour
{
/// <summary>
- /// Use to provide default behaviour (size negotiation is on, event callbacks are not called)
+ /// Use to provide default behavior (size negotiation is on, event callbacks are not called).
/// </summary>
ViewBehaviourDefault = 0,
/// <summary>
- /// True if control does not need size negotiation, i.e. it can be skipped in the algorithm
+ /// True if the control does not need size negotiation, i.e., it can be skipped in the algorithm.
/// </summary>
DisableSizeNegotiation = 1 << 0,
/// <summary>
}
/// <summary>
- /// This specifies all the property types. <br>
+ /// This specifies all the property types.<br>
/// Enumeration for the property types supported.
/// </summary>
public enum PropertyType
{
/// <summary>
- /// No type
+ /// No type.
/// </summary>
None,
/// <summary>
- /// A boolean type
+ /// A boolean type.
/// </summary>
Boolean,
/// <summary>
- /// A float type
+ /// A float type.
/// </summary>
Float,
/// <summary>
- /// An integer type
+ /// An integer type.
/// </summary>
Integer,
/// <summary>
- /// a vector array of size=2 with float precision
+ /// A vector array of size=2 with float precision.
/// </summary>
Vector2,
/// <summary>
- /// a vector array of size=3 with float precision
+ /// A vector array of size=3 with float precision.
/// </summary>
Vector3,
/// <summary>
- /// a vector array of size=4 with float precision
+ /// A vector array of size=4 with float precision.
/// </summary>
Vector4,
/// <summary>
- /// a 3x3 matrix
+ /// A 3x3 matrix.
/// </summary>
Matrix3,
/// <summary>
- /// a 4x4 matrix
+ /// A 4x4 matrix.
/// </summary>
Matrix,
/// <summary>
- /// an integer array of size=4
+ /// An integer array of size=4.
/// </summary>
Rectangle,
/// <summary>
- /// either a quaternion or an axis angle rotation
+ /// Either a quaternion or an axis angle rotation.
/// </summary>
Rotation,
/// <summary>
- /// A string type
+ /// A string type.
/// </summary>
String,
/// <summary>
- /// an array of PropertyValue
+ /// An array of PropertyValue.
/// </summary>
Array,
/// <summary>
- /// a string key to PropertyValue mapping
+ /// A string key to PropertyValue mapping.
/// </summary>
Map
}
/// <summary>
- /// This specifies the property access mode types. <br>
+ /// This specifies the property access mode types.<br>
/// Enumeration for the access mode for custom properties.
/// </summary>
public enum PropertyAccessMode
{
/// <summary>
- /// if the property is read-only
+ /// If the property is read-only.
/// </summary>
ReadOnly,
/// <summary>
- /// If the property is read/writeable
+ /// If the property is read or writeable.
/// </summary>
ReadWrite,
/// <summary>
- /// If the property can be animated or constrained
+ /// If the property can be animated or constrained.
/// </summary>
Animatable,
/// <summary>
- /// The number of access modes
+ /// The number of access modes.
/// </summary>
AccessModeCount
}
/// <summary>
- /// Types of style change. Enumeration for StyleChange type.
+ /// Types of style change. Enumeration for the StyleChange type.
/// </summary>
public enum StyleChangeType
{
public enum HorizontalAlignmentType
{
/// <summary>
- /// Align horizontally left
+ /// Align horizontally left.
/// </summary>
Left,
/// <summary>
- /// Align horizontally center
+ /// Align horizontally center.
/// </summary>
Center,
/// <summary>
- /// Align horizontally right
+ /// Align horizontally right.
/// </summary>
Right
}
public enum VerticalAlignmentType
{
/// <summary>
- /// Align vertically top
+ /// Align vertically top.
/// </summary>
Top,
/// <summary>
- /// Align vertically center
+ /// Align vertically center.
/// </summary>
Center,
/// <summary>
- /// Align vertically bottom
+ /// Align vertically bottom.
/// </summary>
Bottom
}
public enum PointStateType
{
/// <summary>
- /// Touch or hover started
+ /// Touch or hover started.
/// </summary>
Started,
/// <summary>
- /// Touch or hover finished
+ /// Touch or hover finished.
/// </summary>
Finished,
/// <summary>
- /// Screen touched
+ /// Screen touched.
/// </summary>
Down = Started,
/// <summary>
- /// Touch stopped
+ /// Touch stopped.
/// </summary>
Up = Finished,
/// <summary>
- /// Finger dragged or hovered
+ /// Finger dragged or hovered.
/// </summary>
Motion,
/// <summary>
- /// Leave the boundary of an actor
+ /// Leave the boundary of an actor.
/// </summary>
Leave,
/// <summary>
/// No change from last event. <br>
- /// Useful when a multi-point event occurs where all points are sent but indicates that this particular point has not changed since the last time.
+ /// Useful when a multi-point event occurs where all points are sent, but indicates that this particular point has not changed since the last time.
/// </summary>
Stationary,
/// <summary>
}
/// <summary>
- /// This specifies wrap mode types <br>
+ /// This specifies wrap mode types.<br>
/// WrapModeU and WrapModeV separately decide how the texture should be sampled when the u and v coordinate exceeds the range of 0.0 to 1.0.
/// </summary>
public enum WrapModeType
{
/// <summary>
- /// Defualt value
+ /// The default value.
/// </summary>
Default = 0,
/// <summary>
- /// Clamp to edge
+ /// Clamp to edge.
/// </summary>
ClampToEdge,
/// <summary>
- /// Repeat
+ /// Repeat.
/// </summary>
Repeat,
/// <summary>
- /// Mirrored repeat
+ /// Mirrored repeat.
/// </summary>
MirroredRepeat
}
public enum GradientVisualUnitsType
{
/// <summary>
- /// Uses the normals for the start, end & center points, i.e. top-left is (-0.5, -0.5) and bottom-right is (0.5, 0.5).
+ /// Uses the normals for the start, end, and center points, i.e., top-left is (-0.5, -0.5) and bottom-right is (0.5, 0.5).
/// </summary>
ObjectBoundingBox,
/// <summary>
- /// Uses the user coordinates for the start, end & center points, i.e. in a 200 by 200 control, top-left is (0, 0) and bottom-right is (200, 200).
+ /// Uses the user coordinates for the start, end, and center points, i.e., in a 200 by 200 control, top-left is (0, 0) and bottom-right is (200, 200).
/// </summary>
UserSpace
}
/// </summary>
Pad,
/// <summary>
- /// Reflect the gradient pattern start-to-end, end-to-start, start-to-end etc. until the quad is filled.
+ /// Reflects the gradient pattern start-to-end, end-to-start, start-to-end, etc. until the quad is filled.
/// </summary>
Reflect,
/// <summary>
- /// Repeat the gradient pattern start-to-end, start-to-end, start-to-end etc. until the quad is filled.
+ /// Repeats the gradient pattern start-to-end, start-to-end, start-to-end, etc. until the quad is filled.
/// </summary>
Repeat
}
/// <summary>
- /// The shading mode used by MeshVisual.
+ /// The shading mode used by the mesh visual.
/// </summary>
public enum MeshVisualShadingModeValue
{
/// </summary>
TexturedWithSpecularLighting,
/// <summary>
- /// Uses all textures provided including a gloss, normal and texture map along with specular, ambient and diffuse lighting.
+ /// Uses all textures provided including gloss, normal, and texture map along with specular, ambient, and diffuse lighting.
/// </summary>
TexturedWithDetailedSpecularLighting
}
/// <summary>
- /// The primitive shape to render as a PrimitiveVisual.
+ /// The primitive shape to render as a primitive visual.
/// </summary>
public enum PrimitiveVisualShapeType
{
/// <summary>
- /// A perfectly round geometrical object in three-dimensional space.
+ /// A perfectly round geometrical object in the three-dimensional space.
/// </summary>
Sphere,
/// <summary>
- /// The area bound between two circles, i.e. a cone with the tip removed.
+ /// The area bound between two circles, i.e., a cone with the tip removed.
/// </summary>
ConicalFrustrum,
/// <summary>
- /// Equivalent to a conical frustrum with top radius of zero.
- /// </summary>Equivalent to a conical frustrum with top radius of zero.
+ /// Equivalent to a conical frustrum with the top radius of zero.
+ /// </summary>Equivalent to a conical frustrum with the top radius of zero.
Cone,
/// <summary>
- /// Equivalent to a conical frustrum with top radius of zero.
+ /// Equivalent to a conical frustrum with the top radius of zero.
/// </summary>
Cylinder,
/// <summary>
public enum FittingModeType
{
/// <summary>
- /// Full-screen image display: Limit loaded image resolution to device resolution using ShrinkToFit mode.
+ /// Full-screen image display: Limit loaded image resolution to device resolution using the ShrinkToFit mode.
/// </summary>
ShrinkToFit,
/// <summary>
- /// Thumbnail gallery grid: Limit loaded image resolution to screen tile using ScaleToFill mode.
+ /// Thumbnail gallery grid: Limit loaded image resolution to screen tile using the ScaleToFill mode.
/// </summary>
ScaleToFill,
/// <summary>
- /// Image columns: Limit loaded image resolution to column width using FitWidth mode.
+ /// Image columns: Limit loaded image resolution to column width using the FitWidth mode.
/// </summary>
FitWidth,
/// <summary>
- /// Image rows: Limit loaded image resolution to row height using FitHeight mode.
+ /// Image rows: Limit loaded image resolution to row height using the FitHeight mode.
/// </summary>
FitHeight
}
/// <summary>
- /// This specifies sampling mode types. Filtering options, used when resizing images to sample original pixels.<br>
- /// A SamplingMode controls how pixels in an input image are sampled and combined to generate each pixel of a destination image during a scaling.<br>
- /// NoFilter and Box modes do not guarantee that the output pixel array exactly matches the rectangle specified by the desired dimensions and FittingMode,<br>
+ /// This specifies sampling mode types. Filtering options are used when resizing images to sample original pixels.<br>
+ /// A SamplingMode controls how pixels in an input image are sampled and combined to generate each pixel of a destination image during scaling.<br>
+ /// NoFilter and Box modes do not guarantee that the output pixel array exactly matches the rectangle specified by the desired dimensions and the FittingMode,<br>
/// but all other filter modes do if the desired dimensions are `<=` the raw dimensions of the input image file.<br>
/// </summary>
public enum SamplingModeType
{
/// <summary>
- /// Iteratively box filter to generate an image of 1/2, 1/4, 1/8, etc width and height and approximately the desired size. <br>
+ /// Iteratively box filter to generate an image of 1/2, 1/4, 1/8, etc. width and height and approximately the desired size. <br>
/// This is the default.
/// </summary>
Box,
/// </summary>
Linear,
/// <summary>
- /// Iteratively box filter to generate an image of 1/2, 1/4, 1/8 etc width and height and approximately the desired size, <br>
+ /// Iteratively box filter to generate an image of 1/2, 1/4, 1/8, etc. width and height and approximately the desired size, <br>
/// then for each output pixel, read one pixel from the last level of box filtering.<br>
/// </summary>
BoxThenNearest,
/// </summary>
Origin,
/// <summary>
- /// The anchor-point of the visual
+ /// The anchor-point of the visual.
/// </summary>
AnchorPoint,
/// <summary>
- /// Whether the x or y OFFSET values are relative (percentage [0.0f to 1.0f] of the control) or absolute (in world units).
+ /// Whether the x or y offset values are relative (percentage [0.0f to 1.0f] of the control) or absolute (in world units).
/// </summary>
OffsetPolicy,
/// <summary>
- /// Whether the width or height SIZE values are relative (percentage [0.0f to 1.0f] of the control) or absolute (in world units).
+ /// Whether the width or the height size values are relative (percentage [0.0f to 1.0f] of the control) or absolute (in world units).
/// </summary>
SizePolicy
}
/// </summary>
Mesh,
/// <summary>
- /// Renders a simple 3D shape, such as a cube or sphere.
+ /// Renders a simple 3D shape, such as a cube or a sphere.
/// </summary>
Primitive,
/// <summary>
/// </summary>
SVG,
/// <summary>
- /// Renders a animated image. (Animated GIF)
+ /// Renders a animated image (animated GIF).
/// </summary>
AnimatedImage
}
}
/// <summary>
- /// This specifies Visaul align types.
+ /// This specifies visaul align types.
/// </summary>
public enum AlignType
{
}
/// <summary>
- /// This specifies properties of BorderVisual.
+ /// This specifies properties of the BorderVisual.
/// </summary>
public struct BorderVisualProperty
{
}
/// <summary>
- /// This specifies properties of ColorVisual.
+ /// This specifies properties of the ColorVisual.
/// </summary>
public struct ColorVisualProperty
{
}
/// <summary>
- /// This specifies properties of GradientVisual.
+ /// This specifies properties of the GradientVisual.
/// </summary>
public struct GradientVisualProperty
{
}
/// <summary>
- /// This specifies properties of ImageVisual.
+ /// This specifies properties of the ImageVisual.
/// </summary>
public struct ImageVisualProperty
{
}
/// <summary>
- /// This specifies properties of MeshVisual.
+ /// This specifies properties of the MeshVisual.
/// </summary>
public struct MeshVisualProperty
{
}
/// <summary>
- /// This specifies properties of PrimitiveVisual.
+ /// This specifies properties of the PrimitiveVisual.
/// </summary>
public struct PrimitiveVisualProperty
{
}
/// <summary>
- /// This specifies properties of TextVisual.
+ /// This specifies properties of the TextVisual.
/// </summary>
public struct TextVisualProperty
{
}
/// <summary>
- /// This specifies properties of NpatchImageVisual.
+ /// This specifies properties of the NpatchImageVisual.
/// </summary>
public struct NpatchImageVisualProperty
{
}
/// <summary>
- /// HiddenInput Property.
+ /// The HiddenInput property.
/// </summary>
public struct HiddenInputProperty
{
/// </summary>
ShowCount,
/// <summary>
- /// Show last character for the duration(use ShowDuration property to modify duration).
+ /// Show last character for the duration (use ShowDuration property to modify duration).
/// </summary>
ShowLastCharacter
}
}
/// <summary>
- /// Auto scrolling stop behaviour.
+ /// Auto scrolling stop behavior.
/// </summary>
public enum AutoScrollStopMode
{
/// </summary>
FinishLoop,
/// <summary>
- /// Stop animation immediatly and reset position.
+ /// Stop animation immediately and reset position.
/// </summary>
Immediate
}
/// </summary>
None = -1,
/// <summary>
- /// Base nofitication level.
+ /// The base nofitication level.
/// </summary>
Base = 10,
/// <summary>
- /// Medium notification level than base.
+ /// The medium notification level than base.
/// </summary>
Medium = 20,
/// <summary>
- /// Higher notification level than medium.
+ /// The higher notification level than medium.
/// </summary>
High = 30,
/// <summary>
}
/// <summary>
- /// An enum of Window types.
+ /// An enum of window types.
/// </summary>
public enum WindowType {
/// <summary>
/// A default window type.<br>
- /// Indicates a normal, top-level window.
+ /// Indicates a normal or top-level window.
/// Almost every window will be created with this type.
/// </summary>
Normal,
/// <summary>
- /// A notification window, like a warning about battery life or a new E-Mail received.
+ /// A notification window, like a warning about battery life or a new email received.
/// </summary>
Notification,
/// <summary>
- /// A persistent utility window, like a toolbox or palette.
+ /// A persistent utility window, like a toolbox or a palette.
/// </summary>
Utility,
/// <summary>
}
/// <summary>
- /// An enum of scroll state of text eidtor.
+ /// An enum of the scroll state of the text eidtor.
/// </summary>
public enum ScrollState
{
}
/// <summary>
- /// An enum of line wrap mode of text controls.
+ /// An enum of the line wrap mode of text controls.
/// </summary>
public enum LineWrapMode
{
/// <summary>
- /// Word mode will move word to next line
+ /// The word mode will move a word to the next line.
/// </summary>
Word,
/// <summary>
- /// character will move character by character to next line
+ /// character will move character by character to the next line.
/// </summary>
Character
}
}
/// <summary>
- /// This current touch position of the primary touch point in local actor coordinates.
+ /// The current touch position of the primary touch point in local actor coordinates.
/// </summary>
public Vector2 Position
{
}
/// <summary>
- /// This current touch position of the primary touch point in screen coordinates.
+ /// The current touch position of the primary touch point in screen coordinates.
/// </summary>
public Vector2 ScreenPosition
{
}
/// <summary>
- /// Default Constructor.
+ /// The default constructor.
/// </summary>
public PanGesture() : this(NDalicPINVOKE.new_PanGesture__SWIG_0(), true)
{
}
/// <summary>
- /// Constructor.
+ /// The constructor.
/// </summary>
/// <param name="state">The state of the gesture</param>
internal PanGesture(Gesture.StateType state) : this(NDalicPINVOKE.new_PanGesture__SWIG_1((int)state), true)
/// Returns the speed at which the user is moving their fingers.<br>
/// This is the pixel movement per millisecond.<br>
/// </summary>
- /// <returns>The speed of the pan (in pixels per millisecond)</returns>
+ /// <returns>The speed of the pan (in pixels per millisecond).</returns>
public float GetSpeed()
{
float ret = NDalicPINVOKE.PanGesture_GetSpeed(swigCPtr);
}
/// <summary>
- /// This returns the distance the user has panned (dragged) since the last pan gesture or,
+ /// Returns the distance the user has panned (dragged) since the last pan gesture or,
/// if the gesture has just started, then the distance moved since the user touched the screen.<br>
/// This is always a positive value.<br>
/// </summary>
- /// <returns>The distance, as a float, a user's finger has panned</returns>
+ /// <returns>The distance, as a float, a user's finger has panned.</returns>
public float GetDistance()
{
float ret = NDalicPINVOKE.PanGesture_GetDistance(swigCPtr);
/// Returns the speed at which the user is moving their fingers relative to screen coordinates.<br>
/// This is the pixel movement per millisecond.<br>
/// </summary>
- /// <returns>The speed of the pan (in pixels per millisecond)</returns>
+ /// <returns>The speed of the pan (in pixels per millisecond).</returns>
public float GetScreenSpeed()
{
float ret = NDalicPINVOKE.PanGesture_GetScreenSpeed(swigCPtr);
}
/// <summary>
- /// This returns the distance the user has panned (dragged) since the last pan gesture in screen
+ /// Returns the distance the user has panned (dragged) since the last pan gesture in screen
/// coordinates or, if the gesture has just started, then the distance in screen coordinates moved
/// since the user touched the screen.<br>
/// This is always a positive value.<br>
/// </summary>
- /// <returns>The distance, as a float, a user's finger has panned</returns>
+ /// <returns>The distance, as a float, a user's finger has panned.</returns>
public float GetScreenDistance()
{
float ret = NDalicPINVOKE.PanGesture_GetScreenDistance(swigCPtr);
/// <summary>
/// A 3D parametric curve.<br>
- /// Paths can be used to animate position and orientation of actors.<br>
+ /// Paths can be used to animate the position and orientation of actors.<br>
/// </summary>
public class Path : BaseHandle
{
}
/// <summary>
- /// Creates an initialized Path handle.
+ /// Creates an initialized path handle.
/// </summary>
public Path() : this(NDalicPINVOKE.Path_New(), true)
{
/// <summary>
/// Adds an interpolation point.
/// </summary>
- /// <param name="point">The new interpolation point to be added</param>
+ /// <param name="point">The new interpolation point to be added.</param>
public void AddPoint(Position point)
{
NDalicPINVOKE.Path_AddPoint(swigCPtr, Position.getCPtr(point));
/// <summary>
/// Adds a control point.
/// </summary>
- /// <param name="point">The new control point to be added</param>
+ /// <param name="point">The new control point to be added.</param>
public void AddControlPoint(Vector3 point)
{
NDalicPINVOKE.Path_AddControlPoint(swigCPtr, Vector3.getCPtr(point));
/// The in control point is the length of the preceding segment back along this bisector multiplied by the curvature.<br>
/// The out control point is the length of the succeeding segment forward along this bisector multiplied by the curvature.<br>
/// </summary>
- /// <param name="curvature">The curvature of the spline. 0 gives straight lines between the knots, negative values means the spline contains loops, positive values up to 0.5 result in a smooth curve, positive values between 0.5 and 1 result in looped curves where the loops are not distinct (i.e. the curve appears to be non-continuous), positive values higher than 1 result in looped curves</param>
+ /// <param name="curvature">The curvature of the spline. 0 gives straight lines between the knots, negative values means the spline contains loops, positive values up to 0.5 result in a smooth curve, positive values between 0.5 and 1 result in looped curves where the loops are not distinct (i.e., the curve appears to be non-continuous), positive values higher than 1 result in looped curves.</param>
public void GenerateControlPoints(float curvature)
{
NDalicPINVOKE.Path_GenerateControlPoints(swigCPtr, curvature);
}
/// <summary>
- /// Sample path at a given progress. Calculates position and tangent at that point of the curve.
+ /// Sample path at a given progress. Calculates the position and tangent at that point of the curve.
/// </summary>
- /// <param name="progress">A floating point value between 0.0 and 1.0</param>
- /// <param name="position">The interpolated position at that progress</param>
- /// <param name="tangent">The interpolated tangent at that progress</param>
+ /// <param name="progress">A floating point value between 0.0 and 1.0.</param>
+ /// <param name="position">The interpolated position at that progress.</param>
+ /// <param name="tangent">The interpolated tangent at that progress.</param>
public void Sample(float progress, Vector3 position, Vector3 tangent)
{
NDalicPINVOKE.Path_Sample(swigCPtr, progress, Vector3.getCPtr(position), Vector3.getCPtr(tangent));
}
/// <summary>
- /// Accessor for the interpolation points.
+ /// An accessor for the interpolation points.
/// </summary>
- /// <param name="index">The index of the interpolation point</param>
+ /// <param name="index">The index of the interpolation point.</param>
public Vector3 GetPoint(uint index)
{
Vector3 ret = new Vector3(NDalicPINVOKE.Path_GetPoint(swigCPtr, index), false);
}
/// <summary>
- /// Accessor for the control points.
+ /// An accessor for the control points.
/// </summary>
- /// <param name="index">The index of the control point</param>
+ /// <param name="index">The index of the control point.</param>
public Vector3 GetControlPoint(uint index)
{
Vector3 ret = new Vector3(NDalicPINVOKE.Path_GetControlPoint(swigCPtr, index), false);
/// <summary>
/// Gets the number of interpolation points in the path.
/// </summary>
- /// <returns>The number of interpolation points in the path</returns>
+ /// <returns>The number of interpolation points in the path.</returns>
public uint GetPointCount()
{
uint ret = NDalicPINVOKE.Path_GetPointCount(swigCPtr);
}
/// <summary>
- /// Enumeration for Points
+ /// Enumeration for the Points.
/// </summary>
public PropertyArray Points
{
}
/// <summary>
- /// Enumeration for ControlPoints
+ /// Enumeration for the ControlPoints.
/// </summary>
public PropertyArray ControlPoints
{
/// <summary>
/// The scale factor from the start of the pinch gesture till the latest pinch gesture.<br>
/// If the user is moving their fingers away from each other, then
- /// this value increases. Conversely, if the user is moving their
+ /// this value increases. Conversely, if the user is moving their
/// fingers towards each other, this value will decrease.<br>
/// </summary>
public float Scale
}
/// <summary>
- /// Default Constructor.
+ /// The default constructor.
/// </summary>
- /// <param name="state">The state of the gesture</param>
+ /// <param name="state">The state of the gesture.</param>
internal PinchGesture(Gesture.StateType state) : this(NDalicPINVOKE.new_PinchGesture__SWIG_0((int)state), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
{
/// <summary>
- /// Position is a three dimensional vector.
+ /// Position is a three-dimensional vector.
/// </summary>
public class Position : global::System.IDisposable
{
/// <summary>
- /// Addition operator.
+ /// An addition operator.
/// </summary>
- /// <param name="arg1">Vector to add</param>
- /// <param name="arg2">Vector to add</param>
- /// <returns>A vector containing the result of the addition</returns>
+ /// <param name="arg1">The vector to add.</param>
+ /// <param name="arg2">The vector to add.</param>
+ /// <returns>The vector containing the result of the addition.</returns>
public static Position operator +(Position arg1, Position arg2)
{
return arg1.Add(arg2);
}
/// <summary>
- /// Subtraction operator.
+ /// The subtraction operator.
/// </summary>
- /// <param name="arg1">Vector to subtract</param>
- /// <param name="arg2">Vector to subtract</param>
- /// <returns>A vector containing the result of the subtraction</returns>
+ /// <param name="arg1">The vector to subtract.</param>
+ /// <param name="arg2">The vector to subtract.</param>
+ /// <returns>The vector containing the result of the subtraction.</returns>
public static Position operator -(Position arg1, Position arg2)
{
return arg1.Subtract(arg2);
}
/// <summary>
- /// Unary negation operator.
+ /// The unary negation operator.
/// </summary>
- /// <param name="arg1">Vector to netate</param>
- /// <returns>A vector containg the negation</returns>
+ /// <param name="arg1">The vector to negate.</param>
+ /// <returns>The vector containg the negation.</returns>
public static Position operator -(Position arg1)
{
return arg1.Subtract();
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">The vector to multiply</param>
- /// <param name="arg2">The vector to multiply</param>
- /// <returns>A vector containing the result of the multiplication</returns>
+ /// <param name="arg1">The vector to multiply.</param>
+ /// <param name="arg2">The vector to multiply.</param>
+ /// <returns>The vector containing the result of the multiplication.</returns>
public static Position operator *(Position arg1, Position arg2)
{
return arg1.Multiply(arg2);
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
/// <param name="arg1">The vector to multiply</param>
- /// <param name="arg2">The float value to scale the vector</param>
- /// <returns>A vector containing the result of the scaling</returns>
+ /// <param name="arg2">The float value to scale the vector.</param>
+ /// <returns>The vector containing the result of scaling.</returns>
public static Position operator *(Position arg1, float arg2)
{
return arg1.Multiply(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">The vector to divide</param>
- /// <param name="arg2">The vector to divide</param>
- /// <returns>A vector containing the result of the division</returns>
+ /// <param name="arg1">The vector to divide.</param>
+ /// <param name="arg2">The vector to divide.</param>
+ /// <returns>The vector containing the result of the division.</returns>
public static Position operator /(Position arg1, Position arg2)
{
return arg1.Divide(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">The vector to divide</param>
- /// <param name="arg2">The float value to scale the vector by</param>
- /// <returns>A vector containing the result of the scaling</returns>
+ /// <param name="arg1">The vector to divide.</param>
+ /// <param name="arg2">The float value to scale the vector by.</param>
+ /// <returns>The vector containing the result of scaling.</returns>
public static Position operator /(Position arg1, float arg2)
{
return arg1.Divide(arg2);
/// <summary>
- /// Const array subscript operator overload. Should be 0, 1 or 2.
+ /// The const array subscript operator overload. Should be 0, 1, or 2.
/// </summary>
- /// <param name="index">Subscript index</param>
- /// <returns>The float at the given index</returns>
+ /// <param name="index">The subscript index.</param>
+ /// <returns>The float at the given index.</returns>
public float this[uint index]
{
get
}
}
- /// <summary>
- /// </summary>
internal static Position GetPositionFromPtr(global::System.IntPtr cPtr)
{
Position ret = new Position(cPtr, false);
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
public Position() : this(NDalicPINVOKE.new_Vector3__SWIG_0(), true)
{
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
- /// <param name="x">x component</param>
- /// <param name="y">y component</param>
- /// <param name="z">z component</param>
+ /// <param name="x">The x component.</param>
+ /// <param name="y">The y component.</param>
+ /// <param name="z">The z component.</param>
public Position(float x, float y, float z) : this(NDalicPINVOKE.new_Vector3__SWIG_1(x, y, z), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
- /// <param name="position2d">Position2D to create this vector from</param>
+ /// <param name="position2d">Position2D to create this vector from.</param>
public Position(Position2D position2d) : this(NDalicPINVOKE.new_Vector3__SWIG_3(Position2D.getCPtr(position2d)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Compare if rhs is equal to
+ /// Compares if rhs is equal to.
/// </summary>
- /// <param name="rhs">The vector to compare</param>
- /// <returns>Returns true if the two vectors are equal, otherwise false</returns>
+ /// <param name="rhs">The vector to compare.</param>
+ /// <returns>Returns true if the two vectors are equal, otherwise false.</returns>
public bool EqualTo(Position rhs)
{
bool ret = NDalicPINVOKE.Vector3_EqualTo(swigCPtr, Position.getCPtr(rhs));
}
/// <summary>
- /// Compare if rhs is not equal to
+ /// Compares if rhs is not equal to.
/// </summary>
- /// <param name="rhs">The vector to compare</param>
- /// <returns>Returns true if the two vectors are not equal, otherwise false</returns>
+ /// <param name="rhs">The vector to compare.</param>
+ /// <returns>Returns true if the two vectors are not equal, otherwise false.</returns>
public bool NotEqualTo(Position rhs)
{
bool ret = NDalicPINVOKE.Vector3_NotEqualTo(swigCPtr, Position.getCPtr(rhs));
/// <summary>
- /// x component
+ /// The x component.
/// </summary>
public float X
{
}
/// <summary>
- /// y component
+ /// The y component.
/// </summary>
public float Y
{
}
/// <summary>
- /// z component
+ /// The z component.
/// </summary>
public float Z
{
}
/// <summary>
- /// ParentOrigin constants: 0.0, 0.0, 0.5
+ /// ParentOrigin constants: 0.0, 0.0, 0.5.
/// </summary>
public static Position ParentOriginTopLeft
{
}
/// <summary>
- /// ParentOrigin constants: 0.5, 0.0, 0.5
+ /// ParentOrigin constants: 0.5, 0.0, 0.5.
/// </summary>
public static Position ParentOriginTopCenter
{
}
/// <summary>
- /// ParentOrigin constants: 1.0, 0.0, 0.5
+ /// ParentOrigin constants: 1.0, 0.0, 0.5.
/// </summary>
public static Position ParentOriginTopRight
{
}
/// <summary>
- /// ParentOrigin constants: 0.0, 0.5, 0.5
+ /// ParentOrigin constants: 0.0, 0.5, 0.5.
/// </summary>
public static Position ParentOriginCenterLeft
{
}
/// <summary>
- /// ParentOrigin constants: 1.0, 0.5, 0.5
+ /// ParentOrigin constants: 1.0, 0.5, 0.5.
/// </summary>
public static Position ParentOriginCenterRight
{
}
/// <summary>
- /// ParentOrigin constants: 0.0f, 1.0f, 0.5f
+ /// ParentOrigin constants: 0.0f, 1.0f, 0.5f.
/// </summary>
public static Position ParentOriginBottomLeft
{
}
/// <summary>
- /// ParentOrigin constants: 0.5, 1.0, 0.5
+ /// ParentOrigin constants: 0.5, 1.0, 0.5.
/// </summary>
public static Position ParentOriginBottomCenter
{
}
/// <summary>
- /// ParentOrigin constants: 1.0, 1.0, 0.5
+ /// ParentOrigin constants: 1.0, 1.0, 0.5.
/// </summary>
public static Position ParentOriginBottomRight
{
}
/// <summary>
- /// PivotPoint constants: 0.0
+ /// PivotPoint constants: 0.0.
/// </summary>
public static float PivotPointTop
{
}
/// <summary>
- /// PivotPoint constants: 1.0
+ /// PivotPoint constants: 1.0.
/// </summary>
public static float PivotPointBottom
{
}
/// <summary>
- /// PivotPoint constants: 0.0
+ /// PivotPoint constants: 0.0.
/// </summary>
public static float PivotPointLeft
{
}
/// <summary>
- /// PivotPoint constants: 1.0
+ /// PivotPoint constants: 1.0.
/// </summary>
public static float PivotPointRight
{
}
/// <summary>
- /// PivotPoint constants: 0.0
+ /// PivotPoint constants: 0.0.
/// </summary>
public static float PivotPointMiddle
{
}
/// <summary>
- /// PivotPoint constants: 0.0, 0.0, 0.5
+ /// PivotPoint constants: 0.0, 0.0, 0.5.
/// </summary>
public static Position PivotPointTopLeft
{
}
/// <summary>
- /// PivotPoint constants: 0.5, 0.0, 0.5
+ /// PivotPoint constants: 0.5, 0.0, 0.5.
/// </summary>
public static Position PivotPointTopCenter
{
}
/// <summary>
- /// PivotPoint constants: 1.0, 0.0, 0.5
+ /// PivotPoint constants: 1.0, 0.0, 0.5.
/// </summary>
public static Position PivotPointTopRight
{
}
/// <summary>
- /// PivotPoint constants: 0.0, 0.5, 0.5
+ /// PivotPoint constants: 0.0, 0.5, 0.5.
/// </summary>
public static Position PivotPointCenterLeft
{
}
/// <summary>
- /// PivotPoint constants: 0.5, 0.5, 0.5
+ /// PivotPoint constants: 0.5, 0.5, 0.5.
/// </summary>
public static Position PivotPointCenter
{
}
/// <summary>
- /// PivotPoint constants: 1.0, 0.5, 0.5
+ /// PivotPoint constants: 1.0, 0.5, 0.5.
/// </summary>
public static Position PivotPointCenterRight
{
}
/// <summary>
- /// PivotPoint constants: 0.0, 1.0, 0.5
+ /// PivotPoint constants: 0.0, 1.0, 0.5.
/// </summary>
public static Position PivotPointBottomLeft
{
}
/// <summary>
- /// PivotPoint constants: 1.0, 1.0, 0.5
+ /// PivotPoint constants: 1.0, 1.0, 0.5.
/// </summary>
public static Position PivotPointBottomRight
{
}
/// <summary>
- /// Constant ( 1.0f, 1.0f, 1.0f )
+ /// Constant ( 1.0f, 1.0f, 1.0f ).
/// </summary>
public static Position One
{
}
/// <summary>
- /// Constant ( 0.0f, 0.0f, 0.0f )
+ /// Constant ( 0.0f, 0.0f, 0.0f ).
/// </summary>
public static Position Zero
{
}
/// <summary>
- /// Convert a position instance to a vector3 instance.
+ /// Converts a position instance to a Vector3 instance.
/// </summary>
public static implicit operator Vector3(Position Position)
{
}
/// <summary>
- /// Convert a vector3 instance to a position instance.
+ /// Converts a Vector3 instance to a position instance.
/// </summary>
public static implicit operator Position(Vector3 vec)
{
{
/// <summary>
- /// Position2D is a two dimensional vector.
+ /// Position2D is a two-dimensional vector.
/// </summary>
public class Position2D : global::System.IDisposable
{
}
/// <summary>
- /// Addition operator.
+ /// The addition operator.
/// </summary>
- /// <param name="arg1">Vector to add</param>
- /// <param name="arg2">Vector to add</param>
- /// <returns>A vector containing the result of the addition</returns>
+ /// <param name="arg1">The vector to add.</param>
+ /// <param name="arg2">The vector to add.</param>
+ /// <returns>The vector containing the result of the addition.</returns>
public static Position2D operator +(Position2D arg1, Position2D arg2)
{
return arg1.Add(arg2);
}
/// <summary>
- /// Subtraction operator.
+ /// The subtraction operator.
/// </summary>
- /// <param name="arg1">Vector to subtract</param>
- /// <param name="arg2">Vector to subtract</param>
- /// <returns>A vector containing the result of the subtraction</returns>
+ /// <param name="arg1">The vector to subtract.</param>
+ /// <param name="arg2">The vector to subtract.</param>
+ /// <returns>The vector containing the result of the subtraction.</returns>
public static Position2D operator -(Position2D arg1, Position2D arg2)
{
return arg1.Subtract(arg2);
}
/// <summary>
- /// Unary negation operator.
+ /// The unary negation operator.
/// </summary>
- /// <param name="arg1">Vector to netate</param>
- /// <returns>A vector containing the negation</returns>
+ /// <param name="arg1">The vector to negate.</param>
+ /// <returns>The vector containing the negation.</returns>
public static Position2D operator -(Position2D arg1)
{
return arg1.Subtract();
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">Vector to multiply</param>
- /// <param name="arg2">Vector to multiply</param>
- /// <returns>A vector containing the result of the multiplication</returns>
+ /// <param name="arg1">The vector to multiply.</param>
+ /// <param name="arg2">The vector to multiply.</param>
+ /// <returns>The vector containing the result of the multiplication.</returns>
public static Position2D operator *(Position2D arg1, Position2D arg2)
{
return arg1.Multiply(arg2);
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">Vector to multiply</param>
- /// <param name="arg2">The int value to scale the vector</param>
- /// <returns>A vector containing the result of the multiplication</returns>
+ /// <param name="arg1">The vector to multiply.</param>
+ /// <param name="arg2">The integer value to scale the vector.</param>
+ /// <returns>The vector containing the result of the multiplication.</returns>
public static Position2D operator *(Position2D arg1, int arg2)
{
return arg1.Multiply(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">Vector to divide</param>
- /// <param name="arg2">Vector to divide</param>
- /// <returns>A vector containing the result of the division</returns>
+ /// <param name="arg1">The vector to divide.</param>
+ /// <param name="arg2">The vector to divide.</param>
+ /// <returns>The vector containing the result of the division.</returns>
public static Position2D operator /(Position2D arg1, Position2D arg2)
{
return arg1.Divide(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">Vector to divide</param>
- /// <param name="arg2">The int value to scale the vector by</param>
- /// <returns>A vector containing the result of the division</returns>
+ /// <param name="arg1">The vector to divide.</param>
+ /// <param name="arg2">The integer value to scale the vector by.</param>
+ /// <returns>The vector containing the result of the division.</returns>
public static Position2D operator /(Position2D arg1, int arg2)
{
return arg1.Divide(arg2);
}
/// <summary>
- /// Const array subscript operator overload. Should be 0, or 1.
+ /// The const array subscript operator overload. Should be 0, or 1.
/// </summary>
- /// <param name="index">Subscript index</param>
- /// <returns>The float at the given index</returns>
+ /// <param name="index">The subscript index.</param>
+ /// <returns>The float at the given index.</returns>
public float this[uint index]
{
get
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
public Position2D() : this(NDalicPINVOKE.new_Vector2__SWIG_0(), true)
{
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
/// <param name="x">x component</param>
/// <param name="y">y component</param>
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
/// <param name="position">Position to create this vector from</param>
public Position2D(Position position) : this(NDalicPINVOKE.new_Vector2__SWIG_3(Position.getCPtr(position)), true)
}
/// <summary>
- /// Compare if rhs is equal to.
+ /// Compares if the rhs is equal to.
/// </summary>
/// <param name="rhs">The vector to compare</param>
/// <returns>Returns true if the two vectors are equal, otherwise false</returns>
}
/// <summary>
- /// Compare if rhs is not equal to.
+ /// Compares if the rhs is not equal to.
/// </summary>
- /// <param name="rhs">The vector to compare</param>
- /// <returns>Returns true if the two vectors are not equal, otherwise false</returns>
+ /// <param name="rhs">The vector to compare.</param>
+ /// <returns>Returns true if the two vectors are not equal, otherwise false.</returns>
public bool NotEqualTo(Position2D rhs)
{
bool ret = NDalicPINVOKE.Vector2_NotEqualTo(swigCPtr, Position2D.getCPtr(rhs));
}
/// <summary>
- /// x component.
+ /// The x component.
/// </summary>
public int X
{
}
/// <summary>
- /// y component.
+ /// The y component.
/// </summary>
public int Y
{
}
/// <summary>
- /// Convert a position2D instance to a vector2 instance.
+ /// Converts a Position2D instance to a Vector2 instance.
/// </summary>
public static implicit operator Vector2(Position2D position2d)
{
}
/// <summary>
- /// Convert a vector2 instance to a position2D instance.
+ /// Converts a Vector2 instance to a Position2D instance.
/// </summary>
public static implicit operator Position2D(Vector2 vec)
{
}
/// <summary>
- /// Convert a Position2D instance to a Uint16Pair instance.
+ /// Converts a Position2D instance to a Uint16Pair instance.
/// </summary>
public static implicit operator Uint16Pair(Position2D position2d)
{
}
/// <summary>
- /// Convert a Uint16Pair instance to a Position2D instance.
+ /// Converts a Uint16Pair instance to a Position2D instance.
/// </summary>
public static implicit operator Position2D(Uint16Pair pair)
{
}
/// <summary>
- /// Constructor. Create a Property instance.
+ /// This constructor creates a property instance.
/// </summary>
- /// <param name="arg0">A valid handle to the target object</param>
- /// <param name="propertyIndex">The index of a property</param>
+ /// <param name="arg0">A valid handle to the target object.</param>
+ /// <param name="propertyIndex">The index of a property.</param>
public Property(Animatable arg0, int propertyIndex) : this(NDalicPINVOKE.new_Property__SWIG_0(Animatable.getCPtr(arg0), propertyIndex), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Constructor. Create a Property instance.
+ /// This constructor creates a property instance.
/// </summary>
- /// <param name="arg0">A valid handle to the target object</param>
- /// <param name="propertyIndex">The index of a property</param>
- /// <param name="componentIndex">Index to a sub component of a property, for use with Vector2, Vector3 and Vector4. -1 for main property (default is -1)</param>
+ /// <param name="arg0">A valid handle to the target object.</param>
+ /// <param name="propertyIndex">The index of a property.</param>
+ /// <param name="componentIndex">Index to a sub component of a property, for use with Vector2, Vector3 and Vector4. -1 for the main property (default is -1).</param>
public Property(Animatable arg0, int propertyIndex, int componentIndex) : this(NDalicPINVOKE.new_Property__SWIG_1(Animatable.getCPtr(arg0), propertyIndex, componentIndex), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Constructor. Create a Property instance.<br>
- /// This performs a property index query and is therefore slower than constructing a Property directly with the index.<br>
+ /// This constructor creates a property instance.<br>
+ /// This performs a property index query and is therefore slower than constructing a property directly with the index.<br>
/// </summary>
- /// <param name="arg0">A valid handle to the target object</param>
- /// <param name="propertyName">The property name</param>
+ /// <param name="arg0">A valid handle to the target object.</param>
+ /// <param name="propertyName">The property name.</param>
public Property(Animatable arg0, string propertyName) : this(NDalicPINVOKE.new_Property__SWIG_2(Animatable.getCPtr(arg0), propertyName), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Constructor. Create a Property instance.<br>
- /// This performs a property index query and is therefore slower than constructing a Property directly with the index.<br>
+ /// This constructor creates a property instance.<br>
+ /// This performs a property index query and is therefore slower than constructing a property directly with the index.<br>
/// </summary>
- /// <param name="arg0">A valid handle to the target object</param>
- /// <param name="propertyName">The property name</param>
- /// <param name="componentIndex">Index to a sub component of a property, for use with Vector2, Vector3 and Vector4. -1 for main property (default is -1)</param>
+ /// <param name="arg0">A valid handle to the target object.</param>
+ /// <param name="propertyName">The property name.</param>
+ /// <param name="componentIndex">Index to a sub component of a property, for use with Vector2, Vector3 and Vector4. -1 for main property (default is -1).</param>
public Property(Animatable arg0, string propertyName, int componentIndex) : this(NDalicPINVOKE.new_Property__SWIG_3(Animatable.getCPtr(arg0), propertyName, componentIndex), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Gets/Sets the index of the property.
+ /// Gets or sets the index of the property.
/// </summary>
public int propertyIndex
{
}
/// <summary>
- /// Gets/Sets the componentIndex of the property.
+ /// Gets or sets the component index of the property.
/// </summary>
public int componentIndex
{
}
/// <summary>
- /// A Array of property values.
+ /// An array of property values.
/// </summary>
public class PropertyArray : global::System.IDisposable
{
}
/// <summary>
- /// Operator to access an element.
+ /// The operator to access an element.
/// </summary>
- /// <param name="index">The element index to access. No bounds checking is performed</param>
- /// <returns>The a reference to the element</returns>
+ /// <param name="index">The element index to access. No bounds checking is performed.</param>
+ /// <returns>The reference to the element.</returns>
public PropertyValue this[uint index]
{
get
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
public PropertyArray() : this(NDalicPINVOKE.new_Property_Array__SWIG_0(), true)
{
/// <summary>
/// Retrieves the number of elements in the array.
/// </summary>
- /// <returns>The number of elements in the array</returns>
+ /// <returns>The number of elements in the array.</returns>
public uint Size()
{
uint ret = NDalicPINVOKE.Property_Array_Size(swigCPtr);
/// <summary>
/// Retrieves the number of elements in the array.
/// </summary>
- /// <returns>The number of elements in the array</returns>
+ /// <returns>The number of elements in the array.</returns>
public uint Count()
{
uint ret = NDalicPINVOKE.Property_Array_Count(swigCPtr);
/// <summary>
/// Returns whether the array is empty.
/// </summary>
- /// <returns>Return true if empty, false otherwise</returns>
+ /// <returns>Returns true if empty, false otherwise.</returns>
public bool Empty()
{
bool ret = NDalicPINVOKE.Property_Array_Empty(swigCPtr);
/// <summary>
/// Increases the capacity of the array.
/// </summary>
- /// <param name="size">The size to reserve</param>
+ /// <param name="size">The size to reserve.</param>
public void Reserve(uint size)
{
NDalicPINVOKE.Property_Array_Reserve(swigCPtr, size);
/// <summary>
/// Retrieves the capacity of the array.
/// </summary>
- /// <returns>The allocated capacity of the array</returns>
+ /// <returns>The allocated capacity of the array.</returns>
public uint Capacity()
{
uint ret = NDalicPINVOKE.Property_Array_Capacity(swigCPtr);
/// <summary>
/// Adds an element to the array.
/// </summary>
- /// <param name="value">The value to add to the end of the array</param>
+ /// <param name="value">The value to add at the end of the array.</param>
public void PushBack(PropertyValue value)
{
NDalicPINVOKE.Property_Array_PushBack(swigCPtr, PropertyValue.getCPtr(value));
}
/// <summary>
- /// Add an element to the array.
+ /// Adds an element to the array.
/// </summary>
- /// <param name="value">The value to add to the end of the array</param>
+ /// <param name="value">The value to add at the end of the array.</param>
public PropertyArray Add(PropertyValue value)
{
PropertyArray ret = new PropertyArray(NDalicPINVOKE.Property_Array_Add(swigCPtr, PropertyValue.getCPtr(value)), false);
}
/// <summary>
- /// Access an element.
+ /// Accesses an element.
/// </summary>
- /// <param name="index">The element index to access. No bounds checking is performed</param>
- /// <returns>The a reference to the element</returns>
+ /// <param name="index">The element index to access. No bounds checking is performed.</param>
+ /// <returns>The reference to the element.</returns>
public PropertyValue GetElementAt(uint index)
{
PropertyValue ret = new PropertyValue(NDalicPINVOKE.Property_Array_GetElementAt__SWIG_0(swigCPtr, index), false);
/// Retrieves the value of elements in the array.
/// </summary>
/// <param name="index">The element index to retrieve.</param>
- /// <returns>The a reference to the element</returns>
+ /// <returns>The reference to the element.</returns>
private PropertyValue ValueOfIndex(uint index)
{
PropertyValue ret = new PropertyValue(NDalicPINVOKE.Property_Array_ValueOfIndex__SWIG_0(swigCPtr, index), false);
}
/// <summary>
- /// A key type which can be either a std::string or a Property::Index
+ /// A key type which can be either a std::string or a Property::Index.
/// </summary>
public class PropertyKey : global::System.IDisposable
{
}
/// <summary>
- /// The type of the key
+ /// The type of the key.
/// </summary>
public PropertyKey.KeyType Type
{
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
- /// <param name="key">The string key</param>
+ /// <param name="key">The string key.</param>
public PropertyKey(string key) : this(NDalicPINVOKE.new_Property_Key__SWIG_0(key), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
- /// <param name="key">The index key</param>
+ /// <param name="key">The index key.</param>
public PropertyKey(int key) : this(NDalicPINVOKE.new_Property_Key__SWIG_1(key), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Compare if rhs is equal to
+ /// Compares if rhs is equal to.
/// </summary>
- /// <param name="rhs">A string key to compare against</param>
- /// <returns>Returns true if the key compares, or false if it isn't equal or of the wrong type</returns>
+ /// <param name="rhs">A string key to compare against.</param>
+ /// <returns>Returns true if the key compares, or false if it isn't equal or of the wrong type.</returns>
public bool EqualTo(string rhs)
{
bool ret = NDalicPINVOKE.Property_Key_EqualTo__SWIG_0(swigCPtr, rhs);
}
/// <summary>
- /// Compare if rhs is equal to
+ /// Compares if rhs is equal to.
/// </summary>
- /// <param name="rhs">A index key to compare against</param>
- /// <returns>Returns true if the key compares, or false if it isn't equal or of the wrong type</returns>
+ /// <param name="rhs">The index key to compare against.</param>
+ /// <returns>Returns true if the key compares, or false if it isn't equal or of the wrong type.</returns>
public bool EqualTo(int rhs)
{
bool ret = NDalicPINVOKE.Property_Key_EqualTo__SWIG_1(swigCPtr, rhs);
}
/// <summary>
- /// Compare if rhs is equal to
+ /// Compares if rhs is equal to
/// </summary>
/// <param name="rhs">A key to compare against</param>
- /// <returns>Returns true if the keys are of the same type and have the same value</returns>
+ /// <returns>Returns true if the keys are of the same type and have the same value.</returns>
public bool EqualTo(PropertyKey rhs)
{
bool ret = NDalicPINVOKE.Property_Key_EqualTo__SWIG_2(swigCPtr, PropertyKey.getCPtr(rhs));
}
/// <summary>
- /// Compare if rhs is not equal to
+ /// Compares if rhs is not equal to.
/// </summary>
- /// <param name="rhs">An index key to compare against.</param>
- /// <returns>Returns true if the key is not equal or not a string key</returns>
+ /// <param name="rhs">The index key to compare against.</param>
+ /// <returns>Returns true if the key is not equal or not a string key.</returns>
public bool NotEqualTo(string rhs)
{
bool ret = NDalicPINVOKE.Property_Key_NotEqualTo__SWIG_0(swigCPtr, rhs);
}
/// <summary>
- /// Compare if rhs is not equal to
+ /// Compares if rhs is not equal to.
/// </summary>
- /// <param name="rhs">An index key to compare against.</param>
- /// <returns>Returns true if the key is not equal, or not an index key</returns>
+ /// <param name="rhs">The index key to compare against.</param>
+ /// <returns>Returns true if the key is not equal, or not the index key.</returns>
public bool NotEqualTo(int rhs)
{
bool ret = NDalicPINVOKE.Property_Key_NotEqualTo__SWIG_1(swigCPtr, rhs);
}
/// <summary>
- /// Compare if rhs is not equal to
+ /// Compares if rhs is not equal to.
/// </summary>
/// <param name="rhs">A key to compare against.</param>
- /// <returns>Returns true if the keys are not of the same type or are not equal</returns>
+ /// <returns>Returns true if the keys are not of the same type or are not equal.</returns>
public bool NotEqualTo(PropertyKey rhs)
{
bool ret = NDalicPINVOKE.Property_Key_NotEqualTo__SWIG_2(swigCPtr, PropertyKey.getCPtr(rhs));
}
/// <summary>
- /// The type of key
+ /// The type of key.
/// </summary>
public enum KeyType
{
}
/// <summary>
- /// A Map of property values, the key type could be String or Property::Index.
+ /// A map of property values, the key type could be string or Property::Index.
/// </summary>
public class PropertyMap : global::System.IDisposable
{
}
/// <summary>
- /// Operator to access the element with the specified string key.<br>
+ /// The operator to access the element with the specified string key.<br>
/// If an element with the key does not exist, then it is created.<br>
/// </summary>
- /// <param name="key">The key whose value to access</param>
- /// <returns>A value for the element with the specified key</returns>
+ /// <param name="key">The key whose value to access.</param>
+ /// <returns>A value for the element with the specified key.</returns>
public PropertyValue this[string key]
{
get
}
/// <summary>
- /// Operator to access the element with the specified index key.<br>
+ /// The operator to access the element with the specified index key.<br>
/// If an element with the key does not exist, then it is created.<br>
/// </summary>
- /// <param name="key">The key whose value to access</param>
- /// <returns>A value for the element with the specified key</returns>
+ /// <param name="key">The key whose value to access.</param>
+ /// <returns>A value for the element with the specified key.</returns>
public PropertyValue this[int key]
{
get
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
public PropertyMap() : this(NDalicPINVOKE.new_Property_Map__SWIG_0(), true)
{
}
/// <summary>
- /// Copy Constructor
+ /// The copy constructor.
/// </summary>
- /// <param name="other">The Map to copy from</param>
+ /// <param name="other">The map to copy from.</param>
public PropertyMap(PropertyMap other) : this(NDalicPINVOKE.new_Property_Map__SWIG_1(PropertyMap.getCPtr(other)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Retrieves the number of elements in the map.
/// </summary>
- /// <returns>The number of elements in the map</returns>
+ /// <returns>The number of elements in the map.</returns>
public uint Count()
{
uint ret = NDalicPINVOKE.Property_Map_Count(swigCPtr);
/// <summary>
/// Returns whether the map is empty.
/// </summary>
- /// <returns>Returns true if empty, false otherwise</returns>
+ /// <returns>Returns true if empty, false otherwise.</returns>
public bool Empty()
{
bool ret = NDalicPINVOKE.Property_Map_Empty(swigCPtr);
}
/// <summary>
- /// Inserts the key-value pair in the Map, with the key type as string.<br>
+ /// Inserts the key-value pair in the map, with the key type as string.<br>
/// Does not check for duplicates.<br>
/// </summary>
- /// <param name="key">The key to insert</param>
- /// <param name="value">The value to insert</param>
+ /// <param name="key">The key to insert.</param>
+ /// <param name="value">The value to insert.</param>
public void Insert(string key, PropertyValue value)
{
NDalicPINVOKE.Property_Map_Insert__SWIG_0(swigCPtr, key, PropertyValue.getCPtr(value));
}
/// <summary>
- /// Inserts the key-value pair in the Map, with the key type as index.<br>
+ /// Inserts the key-value pair in the map, with the key type as index.<br>
/// Does not check for duplicates.<br>
/// </summary>
- /// <param name="key">The key to insert</param>
- /// <param name="value">The value to insert</param>
+ /// <param name="key">The key to insert.</param>
+ /// <param name="value">The value to insert.</param>
public void Insert(int key, PropertyValue value)
{
NDalicPINVOKE.Property_Map_Insert__SWIG_2(swigCPtr, key, PropertyValue.getCPtr(value));
}
/// <summary>
- /// Inserts the key-value pair in the Map, with the key type as string.<br>
+ /// Inserts the key-value pair in the map, with the key type as string.<br>
/// Does not check for duplicates.<br>
/// </summary>
- /// <param name="key">The key to insert</param>
- /// <param name="value">The value to insert</param>
- /// <returns>Returns a reference to this object</returns>
+ /// <param name="key">The key to insert.</param>
+ /// <param name="value">The value to insert.</param>
+ /// <returns>Returns a reference to this object.</returns>
public PropertyMap Add(string key, PropertyValue value)
{
PropertyMap ret = new PropertyMap(NDalicPINVOKE.Property_Map_Add__SWIG_0(swigCPtr, key, PropertyValue.getCPtr(value)), false);
}
/// <summary>
- /// Inserts the key-value pair in the Map, with the key type as string.<br>
+ /// Inserts the key-value pair in the map, with the key type as string.<br>
/// Does not check for duplicates.<br>
/// </summary>
- /// <param name="key">The key to insert</param>
- /// <param name="value">The value to insert</param>
- /// <returns>Returns a reference to this object</returns>
+ /// <param name="key">The key to insert.</param>
+ /// <param name="value">The value to insert.</param>
+ /// <returns>Returns a reference to this object.</returns>
public PropertyMap Add(int key, PropertyValue value)
{
PropertyMap ret = new PropertyMap(NDalicPINVOKE.Property_Map_Add__SWIG_2(swigCPtr, key, PropertyValue.getCPtr(value)), false);
/// <summary>
/// Retrieves the value at the specified position.
/// </summary>
- /// <param name="position">The specified position</param>
- /// <returns>A reference to the value at the specified position</returns>
+ /// <param name="position">The specified position.</param>
+ /// <returns>A reference to the value at the specified position.</returns>
public PropertyValue GetValue(uint position)
{
PropertyValue ret = new PropertyValue(NDalicPINVOKE.Property_Map_GetValue(swigCPtr, position), false);
}
/// <summary>
- /// Retrieve the key at the specified position.
+ /// Retrieves the key at the specified position.
/// </summary>
- /// <param name="position">The specified position</param>
- /// <returns>A copy of the key at the specified position</returns>
+ /// <param name="position">The specified position.</param>
+ /// <returns>A copy of the key at the specified position.</returns>
public PropertyKey GetKeyAt(uint position)
{
PropertyKey ret = new PropertyKey(NDalicPINVOKE.Property_Map_GetKeyAt(swigCPtr, position), true);
/// <summary>
/// Finds the value for the specified key if it exists.
/// </summary>
- /// <param name="key">The key to find</param>
- /// <returns>The value if it exists, an empty object otherwise</returns>
+ /// <param name="key">The key to find.</param>
+ /// <returns>The value if it exists, an empty object otherwise.</returns>
public PropertyValue Find(int key)
{
global::System.IntPtr cPtr = NDalicPINVOKE.Property_Map_Find__SWIG_2(swigCPtr, key);
/// <summary>
/// Finds the value for the specified keys if either exist.
/// </summary>
- /// <param name="indexKey">The index key to find</param>
- /// <param name="stringKey">The string key to find</param>
- /// <returns>The value if it exists, an empty object otherwise</returns>
+ /// <param name="indexKey">The index key to find.</param>
+ /// <param name="stringKey">The string key to find.</param>
+ /// <returns>The value if it exists, an empty object otherwise.</returns>
public PropertyValue Find(int indexKey, string stringKey)
{
global::System.IntPtr cPtr = NDalicPINVOKE.Property_Map_Find__SWIG_3(swigCPtr, indexKey, stringKey);
/// Merges values from the map 'from' to the current.<br>
/// Any values in 'from' will overwrite the values in the current map.<br>
/// </summary>
- /// <param name="from">The map to merge from</param>
+ /// <param name="from">The map to merge from.</param>
public void Merge(PropertyMap from)
{
NDalicPINVOKE.Property_Map_Merge(swigCPtr, PropertyMap.getCPtr(from));
/// <summary>
/// Retrieves the element with the specified string key.
/// </summary>
- /// <param name="key">The key whose value to retrieve</param>
- /// <returns>The value for the element with the specified key</returns>
+ /// <param name="key">The key whose value to retrieve.</param>
+ /// <returns>The value for the element with the specified key.</returns>
internal PropertyValue ValueOfIndex(string key)
{
PropertyValue ret = new PropertyValue(NDalicPINVOKE.Property_Map_ValueOfIndex__SWIG_0(swigCPtr, key), false);
/// <summary>
/// Retrieves the element with the specified index key.
/// </summary>
- /// <param name="key">The key whose value to retrieve</param>
- /// <returns>The value for the element with the specified key</returns>
+ /// <param name="key">The key whose value to retrieve.</param>
+ /// <returns>The value for the element with the specified key.</returns>
internal PropertyValue ValueOfIndex(int key)
{
PropertyValue ret = new PropertyValue(NDalicPINVOKE.Property_Map_ValueOfIndex__SWIG_2(swigCPtr, key), false);
/// <summary>
- /// Extension to property value class that allows us to create a
- /// PropertyValue from a C# object, e.g. int, float, string.<br>
+ /// An extension to the property value class that allows us to create a
+ /// Property value from a C# object, for example, integer, float, or string.<br>
/// </summary>
- /// <param name="obj">An object to create</param>
- /// <returns>The created value</returns>
+ /// <param name="obj">An object to create.</param>
+ /// <returns>The created value.</returns>
static public PropertyValue CreateFromObject(System.Object obj)
{
System.Type type = obj.GetType();
/// <summary>
/// Creates a Size2D property value.
/// </summary>
- /// <param name="vectorValue">A Size2D values</param>
+ /// <param name="vectorValue">Size2D values.</param>
public PropertyValue(Size2D vectorValue) : this(NDalicPINVOKE.new_Property_Value__SWIG_4(Size2D.getCPtr(vectorValue)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Creates a Position2D property value.
/// </summary>
- /// <param name="vectorValue">A Position2D values</param>
+ /// <param name="vectorValue">Position2D values.</param>
public PropertyValue(Position2D vectorValue) : this(NDalicPINVOKE.new_Property_Value__SWIG_4(Position2D.getCPtr(vectorValue)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Creates a Size property value.
/// </summary>
- /// <param name="vectorValue">A Size values</param>
+ /// <param name="vectorValue">Size values.</param>
internal PropertyValue(Size vectorValue) : this(NDalicPINVOKE.new_Property_Value__SWIG_5(Size.getCPtr(vectorValue)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Creates a Position property value.
/// </summary>
- /// <param name="vectorValue">A Position values</param>
+ /// <param name="vectorValue">Position values.</param>
public PropertyValue(Position vectorValue) : this(NDalicPINVOKE.new_Property_Value__SWIG_5(Position.getCPtr(vectorValue)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Creates a Color property value.
/// </summary>
- /// <param name="vectorValue">A Color values</param>
+ /// <param name="vectorValue">Color values.</param>
public PropertyValue(Color vectorValue) : this(NDalicPINVOKE.new_Property_Value__SWIG_6(Color.getCPtr(vectorValue)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Retrieves a Size2D value.
/// </summary>
- /// <param name="vectorValue"> On return, a Size2D value</param>
+ /// <param name="vectorValue"> On return, a Size2D value.</param>
public bool Get(Size2D vectorValue)
{
bool ret = NDalicPINVOKE.Property_Value_Get__SWIG_5(swigCPtr, Size2D.getCPtr(vectorValue));
/// <summary>
/// Retrieves a Position2D value.
/// </summary>
- /// <param name="vectorValue"> On return, a Position2D value</param>
+ /// <param name="vectorValue"> On return, a Position2D value.</param>
public bool Get(Position2D vectorValue)
{
bool ret = NDalicPINVOKE.Property_Value_Get__SWIG_5(swigCPtr, Position2D.getCPtr(vectorValue));
/// <summary>
/// Retrieves a Size value.
/// </summary>
- /// <param name="vectorValue"> On return, a Size value</param>
+ /// <param name="vectorValue"> On return, a size value.</param>
internal bool Get(Size vectorValue)
{
bool ret = NDalicPINVOKE.Property_Value_Get__SWIG_6(swigCPtr, Size.getCPtr(vectorValue));
/// <summary>
/// Retrieves a Position value.
/// </summary>
- /// <param name="vectorValue"> On return, a Position value</param>
+ /// <param name="vectorValue"> On return, a position value.</param>
public bool Get(Position vectorValue)
{
bool ret = NDalicPINVOKE.Property_Value_Get__SWIG_6(swigCPtr, Position.getCPtr(vectorValue));
/// <summary>
/// Retrieves a Color value.
/// </summary>
- /// <param name="vectorValue"> On return, a Color value</param>
+ /// <param name="vectorValue"> On return, a color value.</param>
public bool Get(Color vectorValue)
{
bool ret = NDalicPINVOKE.Property_Value_Get__SWIG_7(swigCPtr, Color.getCPtr(vectorValue));
/// <summary>
- /// Default constructor.
+ /// The default constructor.
/// </summary>
public PropertyValue() : this(NDalicPINVOKE.new_Property_Value__SWIG_0(), true)
{
/// <summary>
/// Creates a boolean property value.
/// </summary>
- /// <param name="boolValue">A boolean value</param>
+ /// <param name="boolValue">A boolean value.</param>
public PropertyValue(bool boolValue) : this(NDalicPINVOKE.new_Property_Value__SWIG_1(boolValue), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Creates an integer property value.
/// </summary>
- /// <param name="integerValue">An integer value</param>
+ /// <param name="integerValue">An integer value.</param>
public PropertyValue(int integerValue) : this(NDalicPINVOKE.new_Property_Value__SWIG_2(integerValue), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Creates a float property value.
/// </summary>
- /// <param name="floatValue">A floating-point value</param>
+ /// <param name="floatValue">A floating-point value.</param>
public PropertyValue(float floatValue) : this(NDalicPINVOKE.new_Property_Value__SWIG_3(floatValue), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Creates a Vector2 property value.
/// </summary>
- /// <param name="vectorValue">A vector of 2 floating-point values</param>
+ /// <param name="vectorValue">A vector of 2 floating-point values.</param>
public PropertyValue(Vector2 vectorValue) : this(NDalicPINVOKE.new_Property_Value__SWIG_4(Vector2.getCPtr(vectorValue)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Creates a Vector3 property value.
/// </summary>
- /// <param name="vectorValue">A vector of 3 floating-point values</param>
+ /// <param name="vectorValue">A vector of 3 floating-point values.</param>
public PropertyValue(Vector3 vectorValue) : this(NDalicPINVOKE.new_Property_Value__SWIG_5(Vector3.getCPtr(vectorValue)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Creates a Vector4 property value.
/// </summary>
- /// <param name="vectorValue">A vector of 4 floating-point values</param>
+ /// <param name="vectorValue">A vector of 4 floating-point values.</param>
public PropertyValue(Vector4 vectorValue) : this(NDalicPINVOKE.new_Property_Value__SWIG_6(Vector4.getCPtr(vectorValue)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Creates a Rectangle property value.
/// </summary>
- /// <param name="vectorValue">A Rectangle values</param>
+ /// <param name="vectorValue">Rectangle values.</param>
public PropertyValue(Rectangle vectorValue) : this(NDalicPINVOKE.new_Property_Value__SWIG_9(Rectangle.getCPtr(vectorValue)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Creates a Rotation property value.
/// </summary>
- /// <param name="quaternion">A Rotation values</param>
+ /// <param name="quaternion">Rotation values.</param>
public PropertyValue(Rotation quaternion) : this(NDalicPINVOKE.new_Property_Value__SWIG_11(Rotation.getCPtr(quaternion)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Creates a string property value.
/// </summary>
- /// <param name="stringValue">A string</param>
+ /// <param name="stringValue">A string.</param>
public PropertyValue(string stringValue) : this(NDalicPINVOKE.new_Property_Value__SWIG_12(stringValue), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Creates an array property value.
/// </summary>
- /// <param name="arrayValue">An array</param>
+ /// <param name="arrayValue">An array.</param>
public PropertyValue(PropertyArray arrayValue) : this(NDalicPINVOKE.new_Property_Value__SWIG_14(PropertyArray.getCPtr(arrayValue)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Creates a map property value.
/// </summary>
- /// <param name="mapValue">An array</param>
+ /// <param name="mapValue">An array.</param>
public PropertyValue(PropertyMap mapValue) : this(NDalicPINVOKE.new_Property_Value__SWIG_15(PropertyMap.getCPtr(mapValue)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Creates a PropertyType value.
/// </summary>
- /// <param name="type">A PropertyType values</param>
+ /// <param name="type">A PropertyType value.</param>
public PropertyValue(PropertyType type) : this(NDalicPINVOKE.new_Property_Value__SWIG_16((int)type), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Creates a PropertyValue value.
/// </summary>
- /// <param name="value">A PropertyValue values</param>
+ /// <param name="value">A PropertyValue value.</param>
public PropertyValue(PropertyValue value) : this(NDalicPINVOKE.new_Property_Value__SWIG_17(PropertyValue.getCPtr(value)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Queries the type of this property value.
/// </summary>
- /// <returns>The type ID</returns>
+ /// <returns>The type ID.</returns>
public PropertyType GetType()
{
PropertyType ret = (PropertyType)NDalicPINVOKE.Property_Value_GetType(swigCPtr);
/// <summary>
/// Retrieves a boolean value.
/// </summary>
- /// <param name="boolValue">On return, a boolean value</param>
- /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible</returns>
+ /// <param name="boolValue">On return, a boolean value.</param>
+ /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible.</returns>
public bool Get(out bool boolValue)
{
bool ret = NDalicPINVOKE.Property_Value_Get__SWIG_1(swigCPtr, out boolValue);
/// <summary>
/// Retrieves a floating-point value.
/// </summary>
- /// <param name="floatValue">On return, a floating-point value</param>
- /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible</returns>
+ /// <param name="floatValue">On return, a floating-point value.</param>
+ /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible.</returns>
public bool Get(out float floatValue)
{
bool ret = NDalicPINVOKE.Property_Value_Get__SWIG_2(swigCPtr, out floatValue);
}
/// <summary>
- /// Retrieves a integer value.
+ /// Retrieves an integer value.
/// </summary>
- /// <param name="integerValue">On return, a integer value</param>
- /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible</returns>
+ /// <param name="integerValue">On return, an integer value.</param>
+ /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible.</returns>
public bool Get(out int integerValue)
{
bool ret = NDalicPINVOKE.Property_Value_Get__SWIG_3(swigCPtr, out integerValue);
/// <summary>
/// Retrieves an integer rectangle.
/// </summary>
- /// <param name="rect">On return, an integer rectangle</param>
- /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible</returns>
+ /// <param name="rect">On return, an integer rectangle.</param>
+ /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible.</returns>
public bool Get(Rectangle rect)
{
bool ret = NDalicPINVOKE.Property_Value_Get__SWIG_4(swigCPtr, Rectangle.getCPtr(rect));
/// <summary>
/// Retrieves a vector value.
/// </summary>
- /// <param name="vectorValue">On return, a vector value</param>
- /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible</returns>
+ /// <param name="vectorValue">On return, a vector value.</param>
+ /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible.</returns>
public bool Get(Vector2 vectorValue)
{
bool ret = NDalicPINVOKE.Property_Value_Get__SWIG_5(swigCPtr, Vector2.getCPtr(vectorValue));
/// <summary>
/// Retrieves a vector value.
/// </summary>
- /// <param name="vectorValue">On return, a vector value</param>
- /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible</returns>
+ /// <param name="vectorValue">On return, a vector value.</param>
+ /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible.</returns>
public bool Get(Vector3 vectorValue)
{
bool ret = NDalicPINVOKE.Property_Value_Get__SWIG_6(swigCPtr, Vector3.getCPtr(vectorValue));
/// <summary>
/// Retrieves a vector value.
/// </summary>
- /// <param name="vectorValue">On return, a vector value</param>
- /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible</returns>
+ /// <param name="vectorValue">On return, a vector value.</param>
+ /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible.</returns>
public bool Get(Vector4 vectorValue)
{
bool ret = NDalicPINVOKE.Property_Value_Get__SWIG_7(swigCPtr, Vector4.getCPtr(vectorValue));
/// <summary>
/// Retrieves a Rotation value.
/// </summary>
- /// <param name="quaternionValue">On return, a Rotation value</param>
- /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible</returns>
+ /// <param name="quaternionValue">On return, a rotation value.</param>
+ /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible.</returns>
public bool Get(Rotation quaternionValue)
{
bool ret = NDalicPINVOKE.Property_Value_Get__SWIG_11(swigCPtr, Rotation.getCPtr(quaternionValue));
/// <summary>
/// Retrieves a string property value.
/// </summary>
- /// <param name="stringValue">On return, a string</param>
- /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible</returns>
+ /// <param name="stringValue">On return, a string.</param>
+ /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible.</returns>
public bool Get(out string stringValue)
{
bool ret = NDalicPINVOKE.Property_Value_Get__SWIG_12(swigCPtr, out stringValue);
/// <summary>
/// Retrieves an array property value.
/// </summary>
- /// <param name="arrayValue">On return, the array as a vector Property Values</param>
- /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible</returns>
+ /// <param name="arrayValue">On return, the array as a vector property values.</param>
+ /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible.</returns>
public bool Get(PropertyArray arrayValue)
{
bool ret = NDalicPINVOKE.Property_Value_Get__SWIG_13(swigCPtr, PropertyArray.getCPtr(arrayValue));
}
/// <summary>
- /// Retrieves an map property value.
+ /// Retrieves a map property value.
/// </summary>
- /// <param name="mapValue">On return, the map as vector of string and Property Value pairs</param>
- /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible</returns>
+ /// <param name="mapValue">On return, the map as vector of string and property value pairs.</param>
+ /// <returns>Returns true if the value is successfully retrieved, false if the type is not convertible.</returns>
public bool Get(PropertyMap mapValue)
{
bool ret = NDalicPINVOKE.Property_Value_Get__SWIG_14(swigCPtr, PropertyMap.getCPtr(mapValue));
/// <summary>
- /// Default constructor, initializes to 0.
+ /// The default constructor, initializes to 0.
/// </summary>
public Radian() : this(NDalicPINVOKE.new_Radian__SWIG_0(), true)
{
/// <summary>
/// Creates an angle in radians.
/// </summary>
- /// <param name="value">The initial value in radians</param>
+ /// <param name="value">The initial value in radians.</param>
public Radian(float value) : this(NDalicPINVOKE.new_Radian__SWIG_1(value), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Creates an angle in radians from an angle in degrees.
/// </summary>
- /// <param name="degree">The initial value in degrees</param>
+ /// <param name="degree">The initial value in degrees.</param>
public Radian(Degree degree) : this(NDalicPINVOKE.new_Radian__SWIG_2(Degree.getCPtr(degree)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Conversion to float.
/// </summary>
- /// <returns>The float value of this Radian</returns>
+ /// <returns>The float value of this radian.</returns>
public float ConvertToFloat()
{
float ret = NDalicPINVOKE.Radian_ConvertToFloat(swigCPtr);
}
/// <summary>
- /// The value in radians
+ /// The value in radians.
/// </summary>
public float Value
{
{
/// <summary>
- /// Rectangle class
+ /// The Rectangle class.
/// </summary>
public class Rectangle : global::System.IDisposable
{
}
/// <summary>
- /// Equality operator.
+ /// THe Equality operator.
/// </summary>
- /// <param name="a">First operand</param>
- /// <param name="b">Second operand</param>
- /// <returns>True if boxes are exactly same</returns>
+ /// <param name="a">The first operand.</param>
+ /// <param name="b">The second operand.</param>
+ /// <returns>True if the boxes are exactly the same.</returns>
public static bool operator ==(Rectangle a, Rectangle b)
{
// If both are null, or both are same instance, return true.
}
/// <summary>
- /// Inequality operator.
+ /// The Inequality operator.
/// </summary>
- /// <param name="a">The first rectangle</param>
- /// <param name="b">The second rectangle</param>
- /// <returns>True if rectangles are not identical</returns>
+ /// <param name="a">The first rectangle.</param>
+ /// <param name="b">The second rectangle.</param>
+ /// <returns>True if the rectangles are not identical.</returns>
public static bool operator !=(Rectangle a, Rectangle b)
{
return !(a == b);
}
/// <summary>
- /// X position of the rectangle
+ /// The x position of the rectangle.
/// </summary>
public int X
{
}
/// <summary>
- /// Y position of the rectangle
+ /// The Y position of the rectangle.
/// </summary>
public int Y
{
}
/// <summary>
- /// Width of the rectangle
+ /// The width of the rectangle.
/// </summary>
public int Width
{
}
/// <summary>
- /// Height of the rectangle
+ /// The height of the rectangle.
/// </summary>
public int Height
{
}
/// <summary>
- /// Constructor.
+ /// The constructor.
/// </summary>
public Rectangle() : this(NDalicPINVOKE.new_Rectangle__SWIG_0(), true)
{
}
/// <summary>
- /// Constructor.
+ /// The constructor.
/// </summary>
- /// <param name="x">X coordinate (or left)</param>
- /// <param name="y">Y coordinate (or right)</param>
- /// <param name="width">Width (or bottom)</param>
- /// <param name="height">Height (or top)</param>
+ /// <param name="x">The x coordinate (or left).</param>
+ /// <param name="y">The y coordinate (or right).</param>
+ /// <param name="width">The width (or bottom).</param>
+ /// <param name="height">The height (or top).</param>
public Rectangle(int x, int y, int width, int height) : this(NDalicPINVOKE.new_Rectangle__SWIG_1(x, y, width, height), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Assignment from individual values.
/// </summary>
- /// <param name="newX">X coordinate</param>
- /// <param name="newY">Y coordinate</param>
- /// <param name="newWidth">Width</param>
- /// <param name="newHeight">Height</param>
+ /// <param name="newX">The x coordinate.</param>
+ /// <param name="newY">The y coordinate.</param>
+ /// <param name="newWidth">The width.</param>
+ /// <param name="newHeight">The height./param>
public void Set(int newX, int newY, int newWidth, int newHeight)
{
NDalicPINVOKE.Rectangle_Set(swigCPtr, newX, newY, newWidth, newHeight);
}
/// <summary>
- /// Determines whether or not this Rectangle is empty.
+ /// Determines whether or not this rectangle is empty.
/// </summary>
- /// <returns>True if width or height are zero</returns>
+ /// <returns>True if width or height are zero.</returns>
public bool IsEmpty()
{
bool ret = NDalicPINVOKE.Rectangle_IsEmpty(swigCPtr);
/// <summary>
/// Gets the left of the rectangle.
/// </summary>
- /// <returns>The left edge of the rectangle</returns>
+ /// <returns>The left edge of the rectangle.</returns>
public int Left()
{
int ret = NDalicPINVOKE.Rectangle_Left(swigCPtr);
/// <summary>
/// Gets the right of the rectangle.
/// </summary>
- /// <returns>The right edge of the rectangle</returns>
+ /// <returns>The right edge of the rectangle.</returns>
public int Right()
{
int ret = NDalicPINVOKE.Rectangle_Right(swigCPtr);
/// <summary>
/// Gets the top of the rectangle.
/// </summary>
- /// <returns>The top of the rectangle</returns>
+ /// <returns>The top of the rectangle.</returns>
public int Top()
{
int ret = NDalicPINVOKE.Rectangle_Top(swigCPtr);
/// <summary>
/// Gets the bottom of the rectangle.
/// </summary>
- /// <returns>The bottom of the rectangle</returns>
+ /// <returns>The bottom of the rectangle.</returns>
public int Bottom()
{
int ret = NDalicPINVOKE.Rectangle_Bottom(swigCPtr);
/// <summary>
/// Gets the area of the rectangle.
/// </summary>
- /// <returns>The area of the rectangle</returns>
+ /// <returns>The area of the rectangle.</returns>
public int Area()
{
int ret = NDalicPINVOKE.Rectangle_Area(swigCPtr);
/// <summary>
/// Determines whether or not this rectangle and the specified rectangle intersect.
/// </summary>
- /// <param name="other">The other rectangle to test against this rectangle</param>
- /// <returns>True if the rectangles intersect</returns>
+ /// <param name="other">The other rectangle to test against this rectangle.</param>
+ /// <returns>True if the rectangles intersect.</returns>
public bool Intersects(Rectangle other)
{
bool ret = NDalicPINVOKE.Rectangle_Intersects(swigCPtr, Rectangle.getCPtr(other));
}
/// <summary>
- /// Determines whether or not this Rectangle contains the specified rectangle.
+ /// Determines whether or not this rectangle contains the specified rectangle.
/// </summary>
- /// <param name="other">The other rectangle to test against this rectangle</param>
- /// <returns>True if the specified rectangle is contained</returns>
+ /// <param name="other">The other rectangle to test against this rectangle.</param>
+ /// <returns>True if the specified rectangle is contained.</returns>
public bool Contains(Rectangle other)
{
bool ret = NDalicPINVOKE.Rectangle_Contains(swigCPtr, Rectangle.getCPtr(other));
{
/// <summary>
- /// RelativeVector2 is a two dimensional vector.
- /// Both values(x and y) should be between [0, 1].
+ /// RelativeVector2 is a two-dimensional vector.
+ /// Both values (x and y) should be between [0, 1].
/// </summary>
public class RelativeVector2 : global::System.IDisposable
{
/// <summary>
- /// Addition operator.
+ /// The addition operator.
/// </summary>
- /// <param name="arg1">Vector to add</param>
- /// <param name="arg2">Vector to add</param>
- /// <returns>A vector containing the result of the addition</returns>
+ /// <param name="arg1">The vector to add.</param>
+ /// <param name="arg2">The vector to add.</param>
+ /// <returns>The vector containing the result of the addition.</returns>
public static RelativeVector2 operator +(RelativeVector2 arg1, RelativeVector2 arg2)
{
RelativeVector2 result = arg1.Add(arg2);
}
/// <summary>
- /// Subtraction operator.
+ /// The subtraction operator.
/// </summary>
- /// <param name="arg1">Vector to subtract</param>
- /// <param name="arg2">Vector to subtract</param>
- /// <returns>A vector containing the result of the subtraction</returns>
+ /// <param name="arg1">The vector to subtract.</param>
+ /// <param name="arg2">The vector to subtract.</param>
+ /// <returns>The vector containing the result of the subtraction.</returns>
public static RelativeVector2 operator -(RelativeVector2 arg1, RelativeVector2 arg2)
{
RelativeVector2 result = arg1.Subtract(arg2);
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">The vector to multiply</param>
- /// <param name="arg2">The vector to multiply</param>
- /// <returns>A vector containing the result of the multiplication</returns>
+ /// <param name="arg1">The vector to multiply.</param>
+ /// <param name="arg2">The vector to multiply.</param>
+ /// <returns>The vector containing the result of the multiplication.</returns>
public static RelativeVector2 operator *(RelativeVector2 arg1, RelativeVector2 arg2)
{
RelativeVector2 result = arg1.Multiply(arg2);
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">The vector to multiply</param>
- /// <param name="arg2">The float value to scale the vector</param>
- /// <returns>A vector containing the result of the scaling</returns>
+ /// <param name="arg1">The vector to multiply.</param>
+ /// <param name="arg2">The float value to scale the vector.</param>
+ /// <returns>The vector containing the result of the scaling.</returns>
public static RelativeVector2 operator *(RelativeVector2 arg1, float arg2)
{
RelativeVector2 result = arg1.Multiply(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">The vector to divide</param>
- /// <param name="arg2">The vector to divide</param>
- /// <returns>A vector containing the result of the division</returns>
+ /// <param name="arg1">The vector to divide.</param>
+ /// <param name="arg2">The vector to divide.</param>
+ /// <returns>The vector containing the result of the division.</returns>
public static RelativeVector2 operator /(RelativeVector2 arg1, RelativeVector2 arg2)
{
RelativeVector2 result = arg1.Divide(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">The vector to divide</param>
- /// <param name="arg2">The float value to scale the vector by</param>
- /// <returns>A vector containing the result of the scaling</returns>
+ /// <param name="arg1">The vector to divide.</param>
+ /// <param name="arg2">The float value to scale the vector by.</param>
+ /// <returns>The vector containing the result of the scaling.</returns>
public static RelativeVector2 operator /(RelativeVector2 arg1, float arg2)
{
RelativeVector2 result = arg1.Divide(arg2);
/// <summary>
- /// Const array subscript operator overload. Should be 0, 1.
+ /// The const array subscript operator overload. Should be 0, 1.
/// </summary>
- /// <param name="index">Subscript index</param>
- /// <returns>The float at the given index</returns>
+ /// <param name="index">The subscript index.</param>
+ /// <returns>The float at the given index.</returns>
public float this[uint index]
{
get
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
public RelativeVector2() : this(NDalicPINVOKE.new_Vector2__SWIG_0(), true)
{
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
- /// <param name="x">x component</param>
- /// <param name="y">y component</param>
+ /// <param name="x">The x component.</param>
+ /// <param name="y">The y component.</param>
public RelativeVector2(float x, float y) : this(NDalicPINVOKE.new_Vector2__SWIG_1(x, y), true)
{
ValueCheck(x);
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
- /// <param name="relativeVector3">RelativeVector3 to create this vector from</param>
+ /// <param name="relativeVector3">The RelativeVector3 to create this vector from.</param>
public RelativeVector2(RelativeVector3 relativeVector3) : this(NDalicPINVOKE.new_Vector2__SWIG_3(RelativeVector3.getCPtr(relativeVector3)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
- /// <param name="relativeVector4">RelativeVector4 to create this vector from</param>
+ /// <param name="relativeVector4">The RelativeVector4 to create this vector from.</param>
public RelativeVector2(RelativeVector4 relativeVector4) : this(NDalicPINVOKE.new_Vector2__SWIG_4(RelativeVector4.getCPtr(relativeVector4)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Compare if rhs is equal to
+ /// Compares if the rhs is equal to.
/// </summary>
- /// <param name="rhs">The vector to compare</param>
- /// <returns>Returns true if the two vectors are equal, otherwise false</returns>
+ /// <param name="rhs">The vector to compare.</param>
+ /// <returns>Returns true if the two vectors are equal, otherwise false.</returns>
public bool EqualTo(RelativeVector2 rhs)
{
bool ret = NDalicPINVOKE.Vector2_EqualTo(swigCPtr, RelativeVector2.getCPtr(rhs));
}
/// <summary>
- /// Compare if rhs is not equal to
+ /// Compares if the rhs is not equal to.
/// </summary>
- /// <param name="rhs">The vector to compare</param>
- /// <returns>Returns true if the two vectors are not equal, otherwise false</returns>
+ /// <param name="rhs">The vector to compare.</param>
+ /// <returns>Returns true if the two vectors are not equal, otherwise false.</returns>
public bool NotEqualTo(RelativeVector2 rhs)
{
bool ret = NDalicPINVOKE.Vector2_NotEqualTo(swigCPtr, RelativeVector2.getCPtr(rhs));
/// <summary>
- /// x component
+ /// The x component.
/// </summary>
public float X
{
}
/// <summary>
- /// y component
+ /// The y component.
/// </summary>
public float Y
{
{
/// <summary>
- /// RelativeVector3 is a three dimensional vector.
- /// All values(x, y, z and w) should be between [0, 1].
+ /// RelativeVector3 is a three-dimensional vector.
+ /// All values (x, y, z and w) should be between [0, 1].
/// </summary>
public class RelativeVector3 : global::System.IDisposable
{
/// <summary>
- /// Addition operator.
+ /// The addition operator.
/// </summary>
- /// <param name="arg1">Vector to add</param>
- /// <param name="arg2">Vector to add</param>
- /// <returns>A vector containing the result of the addition</returns>
+ /// <param name="arg1">The vector to add.</param>
+ /// <param name="arg2">Th vector to add.</param>
+ /// <returns>The vector containing the result of the addition.</returns>
public static RelativeVector3 operator +(RelativeVector3 arg1, RelativeVector3 arg2)
{
RelativeVector3 result = arg1.Add(arg2);
}
/// <summary>
- /// Subtraction operator.
+ /// The subtraction operator.
/// </summary>
- /// <param name="arg1">Vector to subtract</param>
- /// <param name="arg2">Vector to subtract</param>
- /// <returns>A vector containing the result of the subtraction</returns>
+ /// <param name="arg1">The vector to subtract.</param>
+ /// <param name="arg2">The vector to subtract.</param>
+ /// <returns>The vector containing the result of the subtraction.</returns>
public static RelativeVector3 operator -(RelativeVector3 arg1, RelativeVector3 arg2)
{
RelativeVector3 result = arg1.Subtract(arg2);
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">The vector to multiply</param>
- /// <param name="arg2">The vector to multiply</param>
- /// <returns>A vector containing the result of the multiplication</returns>
+ /// <param name="arg1">The vector to multiply.</param>
+ /// <param name="arg2">The vector to multiply.</param>
+ /// <returns>The vector containing the result of the multiplication.</returns>
public static RelativeVector3 operator *(RelativeVector3 arg1, RelativeVector3 arg2)
{
RelativeVector3 result = arg1.Multiply(arg2);
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">The vector to multiply</param>
- /// <param name="arg2">The float value to scale the vector</param>
- /// <returns>A vector containing the result of the scaling</returns>
+ /// <param name="arg1">The vector to multiply.</param>
+ /// <param name="arg2">The float value to scale the vector.</param>
+ /// <returns>The vector containing the result of the scaling.</returns>
public static RelativeVector3 operator *(RelativeVector3 arg1, float arg2)
{
RelativeVector3 result = arg1.Multiply(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">The vector to divide</param>
- /// <param name="arg2">The vector to divide</param>
- /// <returns>A vector containing the result of the division</returns>
+ /// <param name="arg1">The vector to divide.</param>
+ /// <param name="arg2">The vector to divide.</param>
+ /// <returns>The vector containing the result of the division.</returns>
public static RelativeVector3 operator /(RelativeVector3 arg1, RelativeVector3 arg2)
{
RelativeVector3 result = arg1.Divide(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">The vector to divide</param>
- /// <param name="arg2">The float value to scale the vector by</param>
- /// <returns>A vector containing the result of the scaling</returns>
+ /// <param name="arg1">The vector to divide.</param>
+ /// <param name="arg2">The float value to scale the vector by.</param>
+ /// <returns>The vector containing the result of the scaling.</returns>
public static RelativeVector3 operator /(RelativeVector3 arg1, float arg2)
{
RelativeVector3 result = arg1.Divide(arg2);
/// <summary>
- /// Const array subscript operator overload. Should be 0, 1 or 2.
+ /// The const array subscript operator overload. Should be 0, 1 or 2.
/// </summary>
- /// <param name="index">Subscript index</param>
- /// <returns>The float at the given index</returns>
+ /// <param name="index">The subscript index.</param>
+ /// <returns>The float at the given index.</returns>
public float this[uint index]
{
get
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
public RelativeVector3() : this(NDalicPINVOKE.new_Vector3__SWIG_0(), true)
{
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
- /// <param name="x">x component</param>
- /// <param name="y">y component</param>
- /// <param name="z">z component</param>
+ /// <param name="x">The x component.</param>
+ /// <param name="y">The y component.</param>
+ /// <param name="z">The z component.</param>
public RelativeVector3(float x, float y, float z) : this(NDalicPINVOKE.new_Vector3__SWIG_1(x, y, z), true)
{
ValueCheck(x);
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
- /// <param name="relativeVector2">RelativeVector2 to create this vector from</param>
+ /// <param name="relativeVector2">The RelativeVector2 to create this vector from.</param>
public RelativeVector3(RelativeVector2 relativeVector2) : this(NDalicPINVOKE.new_Vector3__SWIG_3(RelativeVector2.getCPtr(relativeVector2)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
- /// <param name="relativeVector4">RelativeVector4 to create this vector from</param>
+ /// <param name="relativeVector4">The RelativeVector4 to create this vector from.</param>
public RelativeVector3(RelativeVector4 relativeVector4) : this(NDalicPINVOKE.new_Vector3__SWIG_4(RelativeVector4.getCPtr(relativeVector4)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Compare if rhs is equal to
+ /// Compares if the rhs is equal to.
/// </summary>
- /// <param name="rhs">The vector to compare</param>
- /// <returns>Returns true if the two vectors are equal, otherwise false</returns>
+ /// <param name="rhs">The vector to compare.</param>
+ /// <returns>Returns true if the two vectors are equal, otherwise false.</returns>
public bool EqualTo(RelativeVector3 rhs)
{
bool ret = NDalicPINVOKE.Vector3_EqualTo(swigCPtr, RelativeVector3.getCPtr(rhs));
}
/// <summary>
- /// Compare if rhs is not equal to
+ /// Compares if the rhs is not equal to.
/// </summary>
- /// <param name="rhs">The vector to compare</param>
- /// <returns>Returns true if the two vectors are not equal, otherwise false</returns>
+ /// <param name="rhs">The vector to compare.</param>
+ /// <returns>Returns true if the two vectors are not equal, otherwise false.</returns>
public bool NotEqualTo(RelativeVector3 rhs)
{
bool ret = NDalicPINVOKE.Vector3_NotEqualTo(swigCPtr, RelativeVector3.getCPtr(rhs));
/// <summary>
- /// x component
+ /// The x component.
/// </summary>
public float X
{
}
/// <summary>
- /// y component
+ /// The y component.
/// </summary>
public float Y
{
}
/// <summary>
- /// z component
+ /// The z component.
/// </summary>
public float Z
{
{
/// <summary>
- /// RelativeVector4 is a four dimensional vector.
- /// All values(x, y, and z) should be between [0, 1].
+ /// RelativeVector4 is a four-dimensional vector.
+ /// All values (x, y, and z) should be between [0, 1].
/// </summary>
public class RelativeVector4 : global::System.IDisposable
{
/// <summary>
- /// Addition operator.
+ /// The addition operator.
/// </summary>
- /// <param name="arg1">Vector to add</param>
- /// <param name="arg2">Vector to add</param>
- /// <returns>A vector containing the result of the addition</returns>
+ /// <param name="arg1">The vector to add.</param>
+ /// <param name="arg2">The vector to add.</param>
+ /// <returns>The vector containing the result of the addition.</returns>
public static RelativeVector4 operator +(RelativeVector4 arg1, RelativeVector4 arg2)
{
RelativeVector4 result = arg1.Add(arg2);
}
/// <summary>
- /// Subtraction operator.
+ /// The subtraction operator.
/// </summary>
- /// <param name="arg1">Vector to subtract</param>
- /// <param name="arg2">Vector to subtract</param>
- /// <returns>A vector containing the result of the subtraction</returns>
+ /// <param name="arg1">The vector to subtract.</param>
+ /// <param name="arg2">The vector to subtract.</param>
+ /// <returns>The vector containing the result of the subtraction.</returns>
public static RelativeVector4 operator -(RelativeVector4 arg1, RelativeVector4 arg2)
{
RelativeVector4 result = arg1.Subtract(arg2);
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">The vector to multiply</param>
- /// <param name="arg2">The vector to multiply</param>
- /// <returns>A vector containing the result of the multiplication</returns>
+ /// <param name="arg1">The vector to multiply.</param>
+ /// <param name="arg2">The vector to multiply.</param>
+ /// <returns>The vector containing the result of the multiplication.</returns>
public static RelativeVector4 operator *(RelativeVector4 arg1, RelativeVector4 arg2)
{
RelativeVector4 result = arg1.Multiply(arg2);
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">The vector to multiply</param>
- /// <param name="arg2">The float value to scale the vector</param>
- /// <returns>A vector containing the result of the scaling</returns>
+ /// <param name="arg1">The vector to multiply.</param>
+ /// <param name="arg2">The float value to scale the vector.</param>
+ /// <returns>The vector containing the result of the scaling.</returns>
public static RelativeVector4 operator *(RelativeVector4 arg1, float arg2)
{
RelativeVector4 result = arg1.Multiply(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">The vector to divide</param>
- /// <param name="arg2">The vector to divide</param>
- /// <returns>A vector containing the result of the division</returns>
+ /// <param name="arg1">The vector to divide.</param>
+ /// <param name="arg2">The vector to divide.</param>
+ /// <returns>The vector containing the result of the division.</returns>
public static RelativeVector4 operator /(RelativeVector4 arg1, RelativeVector4 arg2)
{
RelativeVector4 result = arg1.Divide(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">The vector to divide</param>
- /// <param name="arg2">The float value to scale the vector by</param>
- /// <returns>A vector containing the result of the scaling</returns>
+ /// <param name="arg1">The vector to divide.</param>
+ /// <param name="arg2">The float value to scale the vector by.</param>
+ /// <returns>The vector containing the result of the scaling.</returns>
public static RelativeVector4 operator /(RelativeVector4 arg1, float arg2)
{
RelativeVector4 result = arg1.Divide(arg2);
/// <summary>
- /// Const array subscript operator overload. Should be 0, 1 3 or 3.
+ /// The const array subscript operator overload. Should be 0, 1 3 or 3.
/// </summary>
- /// <param name="index">Subscript index</param>
- /// <returns>The float at the given index</returns>
+ /// <param name="index">The subscript index.</param>
+ /// <returns>The float at the given index.</returns>
public float this[uint index]
{
get
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
public RelativeVector4() : this(NDalicPINVOKE.new_Vector4__SWIG_0(), true)
{
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
- /// <param name="x">x component</param>
- /// <param name="y">y component</param>
- /// <param name="z">z component</param>
- /// <param name="w">w component</param>
+ /// <param name="x">The x component.</param>
+ /// <param name="y">The y component.</param>
+ /// <param name="z">The z component.</param>
+ /// <param name="w">The w component.</param>
public RelativeVector4(float x, float y, float z, float w) : this(NDalicPINVOKE.new_Vector4__SWIG_1(x, y, z, w), true)
{
ValueCheck(x);
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
- /// <param name="relativeVector2">RelativeVector2 to create this vector from</param>
+ /// <param name="relativeVector2">The RelativeVector2 to create this vector from.</param>
public RelativeVector4(RelativeVector2 relativeVector2) : this(NDalicPINVOKE.new_Vector4__SWIG_3(RelativeVector2.getCPtr(relativeVector2)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
- /// <param name="relativeVector3">RelativeVector3 to create this vector from</param>
+ /// <param name="relativeVector3">The RelativeVector3 to create this vector from.</param>
public RelativeVector4(RelativeVector3 relativeVector3) : this(NDalicPINVOKE.new_Vector4__SWIG_4(RelativeVector3.getCPtr(relativeVector3)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Compare if rhs is equal to
+ /// Compares if the rhs is equal to.
/// </summary>
- /// <param name="rhs">The vector to compare</param>
- /// <returns>Returns true if the two vectors are equal, otherwise false</returns>
+ /// <param name="rhs">The vector to compare.</param>
+ /// <returns>Returns true if the two vectors are equal, otherwise false.</returns>
public bool EqualTo(RelativeVector4 rhs)
{
bool ret = NDalicPINVOKE.Vector4_EqualTo(swigCPtr, RelativeVector4.getCPtr(rhs));
}
/// <summary>
- /// Compare if rhs is not equal to
+ /// Compares if the rhs is not equal to.
/// </summary>
- /// <param name="rhs">The vector to compare</param>
- /// <returns>Returns true if the two vectors are not equal, otherwise false</returns>
+ /// <param name="rhs">The vector to compare.</param>
+ /// <returns>Returns true if the two vectors are not equal, otherwise false.</returns>
public bool NotEqualTo(RelativeVector4 rhs)
{
bool ret = NDalicPINVOKE.Vector4_NotEqualTo(swigCPtr, RelativeVector4.getCPtr(rhs));
/// <summary>
- /// x component
+ /// The x component.
/// </summary>
public float X
{
}
/// <summary>
- /// y component
+ /// The y component.
/// </summary>
public float Y
{
}
/// <summary>
- /// z component
+ /// The z component.
/// </summary>
public float Z
{
}
/// <summary>
- /// w component
+ /// The w component.
/// </summary>
public float W
{
{
using Tizen.NUI.BaseComponents;
/// <summary>
- /// Interface to encapsulate information required for relayout.
+ /// An interface to encapsulate the information required for relayout.
/// </summary>
public class RelayoutContainer : global::System.IDisposable
{
}
/// <summary>
- /// To make RelayoutContainer instance be disposed.
+ /// To make the RelayoutContainer instance be disposed.
/// </summary>
public void Dispose()
{
/// <summary>
/// Adds relayout information to the container if it doesn't already exist.
/// </summary>
- /// <param name="view">The view to relayout</param>
- /// <param name="size">The size to relayout</param>
+ /// <param name="view">The view to relayout.</param>
+ /// <param name="size">The size to relayout.</param>
public virtual void Add(View view, Size2D size)
{
NDalicPINVOKE.RelayoutContainer_Add(swigCPtr, View.getCPtr(view), Size2D.getCPtr(size));
{
/// <summary>
- /// Rotation Class
+ /// The Rotation class.
/// </summary>
public class Rotation : global::System.IDisposable
{
}
/// <summary>
- /// To make Rotation instance be disposed.
+ /// To make the Rotation instance be disposed.
/// </summary>
public void Dispose()
{
}
/// <summary>
- /// Addition operator.
+ /// The addition operator.
/// </summary>
- /// <param name="arg1">First Rotation</param>
- /// <param name="arg2">Second Rotation</param>
- /// <returns>A Rotation containing the result of the Addition</returns>
+ /// <param name="arg1">The first rotation.</param>
+ /// <param name="arg2">The second rotation.</param>
+ /// <returns>The rotation containing the result of the addition.</returns>
public static Rotation operator +(Rotation arg1, Rotation arg2)
{
return arg1.Add(arg2);
}
/// <summary>
- /// Subtraction operator.
+ /// The subtraction operator.
/// </summary>
- /// <param name="arg1">First Rotation</param>
- /// <param name="arg2">Second Rotation</param>
- /// <returns>A Rotation containing the result of the subtract</returns>
+ /// <param name="arg1">The first rotation.</param>
+ /// <param name="arg2">The second rotation.</param>
+ /// <returns>The rotation containing the result of the subtraction.</returns>
public static Rotation operator -(Rotation arg1, Rotation arg2)
{
return arg1.Subtract(arg2);
}
/// <summary>
- /// Unary Negation operator.
+ /// The unary negation operator.
/// </summary>
- /// <param name="arg1">First Rotation</param>
- /// <returns>A Rotation containing the negated result</returns>
+ /// <param name="arg1">The first rotation.</param>
+ /// <returns>The rotation containing the negated result.</returns>
public static Rotation operator -(Rotation arg1)
{
return arg1.Subtract();
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">First Rotation</param>
- /// <param name="arg2">Second Rotation</param>
- /// <returns>A Rotation containing the result of the Multiplication</returns>
+ /// <param name="arg1">The first rotation.</param>
+ /// <param name="arg2">The second rotation.</param>
+ /// <returns>The rotation containing the result of the multiplication.</returns>
public static Rotation operator *(Rotation arg1, Rotation arg2)
{
return arg1.Multiply(arg2);
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">Rotation</param>
- /// <param name="arg2">The vector to multiply</param>
- /// <returns>A Rotation containing the result of the multiplication</returns>
+ /// <param name="arg1">Rotation.</param>
+ /// <param name="arg2">The vector to multiply.</param>
+ /// <returns>The rotation containing the result of the multiplication.</returns>
public static Vector3 operator *(Rotation arg1, Vector3 arg2)
{
return arg1.Multiply(arg2);
}
/// <summary>
- /// Scale operator.
+ /// The scale operator.
/// </summary>
- /// <param name="arg1">Rotation</param>
- /// <param name="arg2">A value to scale by</param>
- /// <returns>A Rotation containing the result of the scaling</returns>
+ /// <param name="arg1">Rotation.</param>
+ /// <param name="arg2">A value to scale by.</param>
+ /// <returns>The rotation containing the result of scaling.</returns>
public static Rotation operator *(Rotation arg1, float arg2)
{
return arg1.Multiply(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">First Rotation</param>
- /// <param name="arg2">Second Rotation</param>
- /// <returns>A Rotation containing the result of the scaling</returns>
+ /// <param name="arg1">The first rotation.</param>
+ /// <param name="arg2">The second rotation.</param>
+ /// <returns>The rotation containing the result of scaling.</returns>
public static Rotation operator /(Rotation arg1, Rotation arg2)
{
return arg1.Divide(arg2);
}
/// <summary>
- /// Scale operator.
+ /// The scale operator.
/// </summary>
- /// <param name="arg1">Rotation</param>
- /// <param name="arg2">A value to scale by</param>
- /// <returns>A Rotation containing the result of the scaling</returns>
+ /// <param name="arg1">Rotation.</param>
+ /// <param name="arg2">A value to scale by.</param>
+ /// <returns>The rotation containing the result of scaling.</returns>
public static Rotation operator /(Rotation arg1, float arg2)
{
return arg1.Divide(arg2);
}
/// <summary>
- /// Default Constructor.
+ /// The default constructor.
/// </summary>
public Rotation() : this(NDalicPINVOKE.new_Rotation__SWIG_0(), true)
{
}
/// <summary>
- /// Constructor from an axis and angle.
+ /// The constructor from an axis and angle.
/// </summary>
- /// <param name="angle">The angle around the axis</param>
- /// <param name="axis">The vector of the axis</param>
+ /// <param name="angle">The angle around the axis.</param>
+ /// <param name="axis">The vector of the axis.</param>
public Rotation(Radian angle, Vector3 axis) : this(NDalicPINVOKE.new_Rotation__SWIG_1(Radian.getCPtr(angle), Vector3.getCPtr(axis)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// (0.0f,0.0f,0.0f,1.0f)
+ /// (0.0f,0.0f,0.0f,1.0f).
/// </summary>
public static Rotation IDENTITY
{
/// <summary>
/// Helper to check if this is an identity quaternion.
/// </summary>
- /// <returns>True if this is identity quaternion</returns>
+ /// <returns>True if this is identity quaternion.</returns>
public bool IsIdentity()
{
bool ret = NDalicPINVOKE.Rotation_IsIdentity(swigCPtr);
}
/// <summary>
- /// Converts the quaternion to an axis/angle pair.
+ /// Converts the quaternion to an axis or angle pair.
/// </summary>
- /// <param name="axis">the result of axis</param>
- /// <param name="angle">the result of angle Angle in radians</param>
- /// <returns>True if converted correctly</returns>
+ /// <param name="axis">The result of an an axis.</param>
+ /// <param name="angle">The result of angle in radians.</param>
+ /// <returns>True if converted correctly.</returns>
public bool GetAxisAngle(Vector3 axis, Radian angle)
{
bool ret = NDalicPINVOKE.Rotation_GetAxisAngle(swigCPtr, Vector3.getCPtr(axis), Radian.getCPtr(angle));
}
/// <summary>
- /// Returns the length of the rotation
+ /// Returns the length of the rotation.
/// </summary>
- /// <returns>The length of the rotation</returns>
+ /// <returns>The length of the rotation.</returns>
public float Length()
{
float ret = NDalicPINVOKE.Rotation_Length(swigCPtr);
}
/// <summary>
- /// Returns the squared length of the rotation
+ /// Returns the squared length of the rotation.
/// </summary>
- /// <returns>The squared length of the rotation</returns>
+ /// <returns>The squared length of the rotation.</returns>
public float LengthSquared()
{
float ret = NDalicPINVOKE.Rotation_LengthSquared(swigCPtr);
/// <summary>
/// Normalized.
/// </summary>
- /// <returns>A normalized version of this rotation</returns>
+ /// <returns>A normalized version of this rotation.</returns>
public Rotation Normalized()
{
Rotation ret = new Rotation(NDalicPINVOKE.Rotation_Normalized(swigCPtr), true);
}
/// <summary>
- /// Performs the logarithm of a rotation
+ /// Performs the logarithm of a rotation.
/// </summary>
- /// <returns>A rotation representing the logarithm</returns>
+ /// <returns>The rotation representing the logarithm.</returns>
public Rotation Log()
{
Rotation ret = new Rotation(NDalicPINVOKE.Rotation_Log(swigCPtr), true);
}
/// <summary>
- /// Performs an exponent
+ /// Performs an exponent.
/// </summary>
- /// <returns>A rotation representing the exponent</returns>
+ /// <returns>The rotation representing the exponent.</returns>
public Rotation Exp()
{
Rotation ret = new Rotation(NDalicPINVOKE.Rotation_Exp(swigCPtr), true);
/// <summary>
/// Returns the dot product of two rotations.
/// </summary>
- /// <param name="q1">The first rotation</param>
- /// <param name="q2">The second rotation</param>
- /// <returns>The dot product of the two rotations</returns>
+ /// <param name="q1">The first rotation.</param>
+ /// <param name="q2">The second rotation.</param>
+ /// <returns>The dot product of the two rotations.</returns>
public static float Dot(Rotation q1, Rotation q2)
{
float ret = NDalicPINVOKE.Rotation_Dot(Rotation.getCPtr(q1), Rotation.getCPtr(q2));
}
/// <summary>
- /// Linear Interpolation (using a straight line between the two rotations).
+ /// The linear iterpolation (using a straight line between the two rotations).
/// </summary>
- /// <param name="q1">The start rotation</param>
- /// <param name="q2">The end rotation</param>
- /// <param name="t">A progress value between 0 and 1</param>
- /// <returns>The interpolated rotation</returns>
+ /// <param name="q1">The start rotation.</param>
+ /// <param name="q2">The end rotation.</param>
+ /// <param name="t">A progress value between 0 and 1.</param>
+ /// <returns>The interpolated rotation.</returns>
public static Rotation Lerp(Rotation q1, Rotation q2, float t)
{
Rotation ret = new Rotation(NDalicPINVOKE.Rotation_Lerp(Rotation.getCPtr(q1), Rotation.getCPtr(q2), t), true);
}
/// <summary>
- /// Spherical Linear Interpolation (using the shortest arc of a great circle between the two rotations).
+ /// The spherical linear interpolation (using the shortest arc of a great circle between the two rotations).
/// </summary>
- /// <param name="q1">The start rotation</param>
- /// <param name="q2">The end rotation</param>
- /// <param name="progress">A progress value between 0 and 1</param>
- /// <returns>The interpolated rotation</returns>
+ /// <param name="q1">The start rotation.</param>
+ /// <param name="q2">The end rotation.</param>
+ /// <param name="progress">A progress value between 0 and 1.</param>
+ /// <returns>The interpolated rotation.</returns>
public static Rotation Slerp(Rotation q1, Rotation q2, float progress)
{
Rotation ret = new Rotation(NDalicPINVOKE.Rotation_Slerp(Rotation.getCPtr(q1), Rotation.getCPtr(q2), progress), true);
}
/// <summary>
- /// This version of Slerp, used by Squad, does not check for theta > 90.
+ /// This version of slerp, used by squad, does not check for theta > 90.
/// </summary>
- /// <param name="q1">The start rotation</param>
- /// <param name="q2">The end rotation</param>
- /// <param name="t">A progress value between 0 and 1</param>
- /// <returns>The interpolated rotation</returns>
+ /// <param name="q1">The start rotation.</param>
+ /// <param name="q2">The end rotation.</param>
+ /// <param name="t">A progress value between 0 and 1.</param>
+ /// <returns>The interpolated rotation.</returns>
public static Rotation SlerpNoInvert(Rotation q1, Rotation q2, float t)
{
Rotation ret = new Rotation(NDalicPINVOKE.Rotation_SlerpNoInvert(Rotation.getCPtr(q1), Rotation.getCPtr(q2), t), true);
}
/// <summary>
- /// Spherical Cubic Interpolation.
+ /// The spherical cubic interpolation.
/// </summary>
- /// <param name="start">The start rotation</param>
- /// <param name="end">The end rotation</param>
- /// <param name="ctrl1">The control rotation for q1</param>
- /// <param name="ctrl2">The control rotation for q2</param>
- /// <param name="t">A progress value between 0 and 1</param>
- /// <returns>The interpolated rotation</returns>
+ /// <param name="start">The start rotation.</param>
+ /// <param name="end">The end rotation.</param>
+ /// <param name="ctrl1">The control rotation for q1.</param>
+ /// <param name="ctrl2">The control rotation for q2.</param>
+ /// <param name="t">A progress value between 0 and 1.</param>
+ /// <returns>The interpolated rotation.</returns>
public static Rotation Squad(Rotation start, Rotation end, Rotation ctrl1, Rotation ctrl2, float t)
{
Rotation ret = new Rotation(NDalicPINVOKE.Rotation_Squad(Rotation.getCPtr(start), Rotation.getCPtr(end), Rotation.getCPtr(ctrl1), Rotation.getCPtr(ctrl2), t), true);
}
/// <summary>
- /// Returns the shortest angle between two rotations in Radians.
+ /// Returns the shortest angle between two rotations in radians.
/// </summary>
- /// <param name="q1">The first rotation</param>
- /// <param name="q2">The second rotation</param>
- /// <returns>The angle between the two rotation</returns>
+ /// <param name="q1">The first rotation.</param>
+ /// <param name="q2">The second rotation.</param>
+ /// <returns>The angle between the two rotation.</returns>
public static float AngleBetween(Rotation q1, Rotation q2)
{
float ret = NDalicPINVOKE.Rotation_AngleBetween(Rotation.getCPtr(q1), Rotation.getCPtr(q2));
{
/// <summary>
- /// A two dimensional size
+ /// A two-dimensional size.
/// </summary>
public class Size2D : global::System.IDisposable
{
}
/// <summary>
- /// Dispose
+ /// Dispose.
/// </summary>
public void Dispose()
{
}
/// <summary>
- /// Addition operator for A+B
+ /// The addition operator for A+B.
/// </summary>
- /// <param name="arg1">Size, A</param>
- /// <param name="arg2">Size to assign, B</param>
- /// <returns>A Size containing the result of the addition</returns>
+ /// <param name="arg1">Size A.</param>
+ /// <param name="arg2">Size to assign B.</param>
+ /// <returns>A size containing the result of the addition.</returns>
public static Size2D operator +(Size2D arg1, Size2D arg2)
{
return arg1.Add(arg2);
}
/// <summary>
- /// Subtraction operator for A-B
+ /// The subtraction operator for A-B.
/// </summary>
- /// <param name="arg1">Size, A</param>
- /// <param name="arg2">Size to subtract, B</param>
- /// <returns>A Size containing the result of the subtraction</returns>
+ /// <param name="arg1">Size A.</param>
+ /// <param name="arg2">Size to subtract B.</param>
+ /// <returns>A size containing the result of the subtraction.</returns>
public static Size2D operator -(Size2D arg1, Size2D arg2)
{
return arg1.Subtract(arg2);
}
/// <summary>
- /// Unary negation operator.
+ /// The unary negation operator.
/// </summary>
- /// <param name="arg1">Size for unary negation</param>
- /// <returns>A Size containg the negation</returns>
+ /// <param name="arg1">Size for unary negation.</param>
+ /// <returns>A size containing the negation.</returns>
public static Size2D operator -(Size2D arg1)
{
return arg1.Subtract();
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">Size for multiplication</param>
- /// <param name="arg2">The Size to multipl</param>
- /// <returns>A Size containing the result of the multiplication</returns>
+ /// <param name="arg1">Size for multiplication.</param>
+ /// <param name="arg2">Size to multiply.</param>
+ /// <returns>A size containing the result of the multiplication.</returns>
public static Size2D operator *(Size2D arg1, Size2D arg2)
{
return arg1.Multiply(arg2);
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
/// <param name="arg1">Size for multiplication</param>
- /// <param name="arg2">The int value to scale the Size</param>
- /// <returns>A Size containing the result of the scaling</returns>
+ /// <param name="arg2">The integer value to scale the size.</param>
+ /// <returns>A size containing the result of the scaling.</returns>
public static Size2D operator *(Size2D arg1, int arg2)
{
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">Size for division</param>
- /// <param name="arg2">The Size to divide</param>
- /// <returns>A Size containing the result of the division></returns>
+ /// <param name="arg1">Size for division.</param>
+ /// <param name="arg2">Size to divide.</param>
+ /// <returns>A size containing the result of the division.</returns>
public static Size2D operator /(Size2D arg1, Size2D arg2)
{
return arg1.Divide(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">Size for division</param>
- /// <param name="arg2">The int value to scale the Size by</param>
- /// <returns>A Size containing the result of the scaling</returns>
+ /// <param name="arg1">Size for division.</param>
+ /// <param name="arg2">The integer value to scale the size by.</param>
+ /// <returns>A size containing the result of the scaling.</returns>
public static Size2D operator /(Size2D arg1, int arg2)
{
return arg1.Divide(arg2);
}
/// <summary>
- /// Array subscript operator.
+ /// The array subscript operator.
/// </summary>
- /// <param name="index">Subscript index</param>
- /// <returns>The float at the given index</returns>
+ /// <param name="index">The subscript index.</param>
+ /// <returns>The float at the given index.</returns>
public float this[uint index]
{
get
}
/// <summary>
- /// Get Size from pointer.
+ /// Gets the size from the pointer.
/// </summary>
- /// <param name="cPtr">Pointer of the Size</param>
+ /// <param name="cPtr">The pointer of the size.</param>
/// <returns>Size</returns>
internal static Size2D GetSize2DFromPtr(global::System.IntPtr cPtr)
{
}
/// <summary>
- /// Constructor.
+ /// The constructor.
/// </summary>
public Size2D() : this(NDalicPINVOKE.new_Vector2__SWIG_0(), true)
{
}
/// <summary>
- /// Constructor.
+ /// The constructor.
/// </summary>
- /// <param name="x">x (or width) component</param>
- /// <param name="y">y (or height) component</param>
+ /// <param name="x">The x (or width) component.</param>
+ /// <param name="y">The y (or height) component.</param>
public Size2D(int x, int y) : this(NDalicPINVOKE.new_Vector2__SWIG_1((float)x, (float)y), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Check equality.<br>
+ /// Checks equality.<br>
/// Utilizes appropriate machine epsilon values.<br>
/// </summary>
- /// <param name="rhs">The Size to test against</param>
- /// <returns>True if the Sizes are equal</returns>
+ /// <param name="rhs">The size to test against.</param>
+ /// <returns>True if the sizes are equal.</returns>
public bool EqualTo(Size2D rhs)
{
bool ret = NDalicPINVOKE.Vector2_EqualTo(swigCPtr, Size2D.getCPtr(rhs));
}
/// <summary>
- /// Check inequality.<br>
+ /// Checks inequality.<br>
/// Utilizes appropriate machine epsilon values.<br>
/// </summary>
- /// <param name="rhs">The Size to test against</param>
- /// <returns>True if the Sizes are not equal</returns>
+ /// <param name="rhs">The size to test against.</param>
+ /// <returns>True if the sizes are not equal.</returns>
public bool NotEqualTo(Size2D rhs)
{
bool ret = NDalicPINVOKE.Vector2_NotEqualTo(swigCPtr, Size2D.getCPtr(rhs));
}
/// <summary>
- /// Property for width component of Size
+ /// The property for the width component of a size.
/// </summary>
public int Width
{
}
/// <summary>
- /// Property for height component of Size
+ /// The property for the height component of a size.
/// </summary>
public int Height
{
}
/// <summary>
- /// Type cast operator, Size2D to Vector2.
+ /// The type cast operator, Size2D to Vector2.
/// </summary>
- /// <param name="size">Object of Size2D type</param>
+ /// <param name="size">An object of the Size2D type.</param>
public static implicit operator Vector2(Size2D size)
{
return new Vector2((float)size.Width, (float)size.Height);
}
/// <summary>
- /// Type cast operator, Vector2 to Size2D type.
+ /// The type cast operator, Vector2 to Size2D type.
/// </summary>
- /// <param name="vec">Object of Vector2 type</param>
+ /// <param name="vec">An object of the Vector2 type.</param>
public static implicit operator Size2D(Vector2 vec)
{
return new Size2D((int)vec.X, (int)vec.Y);
}
/// <summary>
- /// Type cast operator, Size2D to Uint16Pair.
+ /// The type cast operator, Size2D to Uint16Pair.
/// </summary>
- /// <param name="size2d">Object of Size2D type</param>
+ /// <param name="size2d">An object of the Size2D type.</param>
public static implicit operator Uint16Pair(Size2D size2d)
{
return new Uint16Pair((uint)size2d.Width, (uint)size2d.Height);
}
/// <summary>
- /// Type cast operator, Uint16Pair to Size2D type.
+ /// The type cast operator, Uint16Pair to Size2D type.
/// </summary>
- /// <param name="pair">Object of Vector2 type</param>
+ /// <param name="pair">An object of the Vector2 type.</param>
public static implicit operator Size2D(Uint16Pair pair)
{
return new Size2D((int)pair.GetWidth(), (int)pair.GetWidth());
using Tizen.NUI.BaseComponents;
/// <summary>
- /// StyleManager informs applications of system theme change, and supports application theme change at runtime.<br>
- /// Applies various styles to Controls using the properties system.<br>
+ /// The StyleManager informs applications of the system theme change, and supports application theme change at runtime.<br>
+ /// Applies various styles to controls using the properties system.<br>
/// On theme change, it automatically updates all controls, then raises a event to inform the application.<br>
/// If the application wants to customize the theme, RequestThemeChange needs to be called.<br>
- /// It provides the path to the application resource root folder, from there the filename can an be specified along with any sub folders, e.g Images, Models etc.<br>
+ /// It provides the path to the application resource root folder, from there the filename can be specified along with any subfolders, for example, Images, Models, etc.<br>
/// </summary>
public class StyleManager : BaseHandle
{
}
/// <summary>
- /// Dispose
+ /// Dispose.
/// </summary>
protected override void Dispose(DisposeTypes type)
{
}
/// <summary>
- /// Style changed event arguments
+ /// Style changed event arguments.
/// </summary>
public class StyleChangedEventArgs : EventArgs
{
}
/// <summary>
- /// StyleChange - contains Style change information (default font changed or
+ /// StyleChange - contains the style change information (default font changed or
/// default font size changed or theme has changed).<br>
/// </summary>
public StyleChangeType StyleChange
private StyleChangedCallbackDelegate _styleManagerStyleChangedCallbackDelegate;
/// <summary>
- /// Event for StyleChanged signal which can be used to subscribe/unsubscribe the
+ /// An event for the StyleChanged signal which can be used to subscribe or unsubscribe the
/// event handler provided by the user.<br>
- /// StyleChanged signal is is emitted after the style (e.g. theme/font change) has changed
+ /// The StyleChanged signal is emitted after the style (for example, theme or font change) has changed
/// and the controls have been informed.<br>
/// </summary>
public event EventHandler<StyleChangedEventArgs> StyleChanged
/// <summary>
/// Creates a StyleManager handle.<br>
- /// this can be initialized with StyleManager::Get().<br>
+ /// This can be initialized with StyleManager::Get().<br>
/// </summary>
public StyleManager() : this(NDalicPINVOKE.new_StyleManager(), true)
{
/// <summary>
/// Gets the singleton of StyleManager object.
/// </summary>
- /// <returns>A handle to the StyleManager control</returns>
+ /// <returns>A handle to the StyleManager control.</returns>
public static StyleManager Get()
{
StyleManager ret = new StyleManager(NDalicPINVOKE.StyleManager_Get(), true);
}
/// <summary>
- /// Applies a new theme to the application. <br>
- /// This will be merged on top of the default Toolkit theme.<br>
+ /// Applies a new theme to the application.<br>
+ /// This will be merged on the top of the default Toolkit theme.<br>
/// If the application theme file doesn't style all controls that the
/// application uses, then the default Toolkit theme will be used
/// instead for those controls.<br>
/// </summary>
- /// <param name="themeFile">A relative path is specified for style theme</param>
+ /// <param name="themeFile">A relative path is specified for style theme.</param>
public void ApplyTheme(string themeFile)
{
NDalicPINVOKE.StyleManager_ApplyTheme(swigCPtr, themeFile);
/// <summary>
/// Sets a constant for use when building styles.
/// </summary>
- /// <param name="key">The key of the constant</param>
- /// <param name="value">The value of the constant</param>
+ /// <param name="key">The key of the constant.</param>
+ /// <param name="value">The value of the constant.</param>
public void AddConstant(string key, PropertyValue value)
{
NDalicPINVOKE.StyleManager_SetStyleConstant(swigCPtr, key, PropertyValue.getCPtr(value));
/// <summary>
/// Returns the style constant set for a specific key.
/// </summary>
- /// <param name="key">The key of the constant</param>
- /// <param name="valueOut">The value of the constant if it exists</param>
+ /// <param name="key">The key of the constant.</param>
+ /// <param name="valueOut">The value of the constant if it exists.</param>
/// <returns></returns>
public bool GetConstant(string key, PropertyValue valueOut)
{
/// <summary>
/// Applies the specified style to the control.
/// </summary>
- /// <param name="control">The control to which to apply the style</param>
- /// <param name="jsonFileName">The name of the JSON style file to apply</param>
- /// <param name="styleName">The name of the style within the JSON file to apply</param>
+ /// <param name="control">The control to which to apply the style.</param>
+ /// <param name="jsonFileName">The name of the JSON style file to apply.</param>
+ /// <param name="styleName">The name of the style within the JSON file to apply.</param>
public void ApplyStyle(View control, string jsonFileName, string styleName)
{
NDalicPINVOKE.StyleManager_ApplyStyle(swigCPtr, View.getCPtr(control), jsonFileName, styleName);
using System.Runtime.InteropServices;
/// <summary>
- /// The Text-to-speech (TTS) Player.
+ /// The Text-to-speech (TTS) player.
/// </summary>
public class TTSPlayer : BaseHandle
{
}
/// <summary>
- /// Gets the singleton of the TtsPlayer for the given mode.
+ /// Gets the singleton of the TTS player for the given mode.
/// </summary>
- /// <param name="mode"> The mode of tts-player. </param>
- /// <returns> A handle of the Ttsplayer for the given mode. </returns>
+ /// <param name="mode"> The mode of TTS player.</param>
+ /// <returns> A handle of the TTS player for the given mode.</returns>
public static TTSPlayer Get(TTSMode mode)
{
TTSPlayer ret = new TTSPlayer(NDalicManualPINVOKE.TtsPlayer_Get__SWIG_0((int)mode), true);
}
/// <summary>
- /// Gets the singleton of the TtsPlayer for the default mode..
+ /// Gets the singleton of the TTS player for the default mode.
/// </summary>
- /// <returns> A handle of the Ttsplayer for the default mode. </returns>
+ /// <returns> A handle of the TTS player for the default mode.</returns>
public static TTSPlayer Get()
{
TTSPlayer ret = new TTSPlayer(NDalicManualPINVOKE.TtsPlayer_Get__SWIG_1(), true);
/// <summary>
/// Starts playing the audio data synthesized from the specified text.
/// </summary>
- /// <param name="text"> The text to play. </param>
- /// <remarks>The TtsPlayer needs to be initialized.</remarks>
+ /// <param name="text"> The text to play.</param>
+ /// <remarks>The TTS player needs to be initialized.</remarks>
public void Play(string text)
{
NDalicManualPINVOKE.TtsPlayer_Play(swigCPtr, text);
/// <summary>
/// Stops playing the utterance.
/// </summary>
- /// <remarks>The TtsPlayer needs to be initialized.</remarks>
+ /// <remarks>The TTS player needs to be initialized.</remarks>
public void Stop()
{
NDalicManualPINVOKE.TtsPlayer_Stop(swigCPtr);
/// <summary>
/// Pauses the currently playing utterance.
/// </summary>
- /// <remarks>The TtsPlayer needs to be initialized.</remarks>
+ /// <remarks>The TTS player needs to be initialized.</remarks>
public void Pause()
{
NDalicManualPINVOKE.TtsPlayer_Pause(swigCPtr);
/// <summary>
/// Resumes the previously paused utterance.
/// </summary>
- /// <remarks>The TtsPlayer needs to be initialized.</remarks>
+ /// <remarks>The TTS player needs to be initialized.</remarks>
public void Resume()
{
NDalicManualPINVOKE.TtsPlayer_Resume(swigCPtr);
/// Gets the current state of the player.
/// </summary>
/// <returns> The current TTS state. </returns>
- /// <remarks>The TtsPlayer needs to be initialized.</remarks>
+ /// <remarks>The TTS player needs to be initialized.</remarks>
public TTSState GetState()
{
TTSState ret = (TTSState)NDalicManualPINVOKE.TtsPlayer_GetState(swigCPtr);
Notification,
/// <summary>
/// Screen reader mode. <br>
- /// To help visually impaired users interact with their devices, <br>
+ /// To help visually impaired users interact with their devices,<br>
/// screen reader reads text or graphic elements on the screen using the TTS engine.
/// </summary>
ScreenReader,
/// <summary>
- /// Number of Mode.
+ /// Number of mode.
/// </summary>
ModeNum
}
}
/// <summary>
- /// Dispose
+ /// Dispose.
/// </summary>
protected override void Dispose(DisposeTypes type)
{
/// <summary>
- /// Get TapGesture from the pointer.
+ /// Gets the TapGesture from the pointer.
/// </summary>
- /// <param name="cPtr">The pointer to cast</param>
- /// <returns>TapGesture object</returns>
+ /// <param name="cPtr">The pointer to cast.</param>
+ /// <returns>The TapGesture object.</returns>
internal static TapGesture GetTapGestureFromPtr(global::System.IntPtr cPtr)
{
TapGesture ret = new TapGesture(cPtr, false);
}
/// <summary>
- /// Number of taps property (read-only).
+ /// The number of taps property (read-only).
/// </summary>
public uint NumberOfTaps
{
}
/// <summary>
- /// Number of touches property (read-only).
+ /// The number of touches property (read-only).
/// </summary>
public uint NumberOfTouches
{
}
/// <summary>
- /// Screen point property (read-only).
+ /// The screen point property (read-only).
/// </summary>
public Vector2 ScreenPoint
{
}
/// <summary>
- /// Local point property (read-only).
+ /// The local point property (read-only).
/// </summary>
public Vector2 LocalPoint
{
/// <summary>
/// Mechanism to issue simple periodic or one-shot events.<br>
/// Timer is provided for application developers to be able to issue
- /// simple periodic or one-shot events. Please note that timer
- /// callback functions should return as soon as possible, because they
- /// block the next SignalTick. Please note that timer signals are not
- /// in sync with Dali's render timer.<br>
+ /// simple periodic or one-shot events. Please note that the timer
+ /// callback functions should return as soon as possible because they
+ /// block the next SignalTick. Please note that timer signals are not
+ /// in sync with DALi's render timer.<br>
/// This class is a handle class so it can be stack allocated and used
/// as a member.<br>
/// </summary>
/// <summary>
- /// Event arguments that passed via Tick event.
+ /// Event arguments that passed via the tick event.
/// </summary>
public class TickEventArgs : EventArgs
{
private TickCallbackDelegate _timerTickCallbackDelegate;
/// <summary>
- /// brief Event for Ticked signal which can be used to subscribe/unsubscribe the event handler
- /// (in the type of TickEventHandler-DaliEventHandlerWithReturnType<object,TickEventArgs,bool>).<br>
- /// provided by the user. Ticked signal is emitted after specified time interval.<br>
+ /// @brief Event for the ticked signal, which can be used to subscribe or unsubscribe the event handler
+ /// (in the type of TickEventHandler-DaliEventHandlerWithReturnType<object,TickEventArgs,bool>)<br>
+ /// provided by the user. The ticked signal is emitted after specified time interval.<br>
/// </summary>
public event EventHandlerWithReturnType<object, TickEventArgs, bool> Tick
{
}
/// <summary>
- /// Creates a tick Timer that emits periodic signal.
+ /// Creates a tick timer that emits periodic signal.
/// </summary>
- /// <param name="milliSec">Interval in milliseconds</param>
- /// <returns>A new timer</returns>
+ /// <param name="milliSec">Interval in milliseconds.</param>
+ /// <returns>A new timer.</returns>
public Timer(uint milliSec) : this(NDalicPINVOKE.Timer_New(milliSec), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Starts timer.<br>
- /// In case a Timer is already running, its time is reset and timer is restarted.<br>
+ /// Starts the timer.<br>
+ /// In case a timer is already running, its time is reset and the timer is restarted.<br>
/// </summary>
public void Start()
{
}
/// <summary>
- /// Stops timer.
+ /// Stops the timer.
/// </summary>
public void Stop()
{
/// Sets a new interval on the timer and starts the timer.<br>
/// Cancels the previous timer.<br>
/// </summary>
- /// <param name="milliSec">milliSec Interval in milliseconds</param>
+ /// <param name="milliSec">MilliSec interval in milliseconds.</param>
internal void SetInterval(uint milliSec)
{
NDalicPINVOKE.Timer_SetInterval(swigCPtr, milliSec);
}
/// <summary>
- /// Tells whether timer is running.
+ /// Tells whether the timer is running.
/// </summary>
- /// <returns>Whether Timer is started or not</returns>
+ /// <returns>Whether the timer is started or not.</returns>
public bool IsRunning()
{
bool ret = NDalicPINVOKE.Timer_IsRunning(swigCPtr);
}
/// <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);
using Tizen.NUI.BaseComponents;
/// <summary>
- /// Button is a base class for different kinds of buttons.<br>
+ /// The Button class is a base class for different kinds of buttons.<br>
/// This class provides the disabled property and the clicked signal.<br>
- /// A Clicked event handler is emitted when the button is touched and the touch point doesn't leave the boundary of the button.<br>
+ /// The clicked event handler is emitted when the button is touched, and the touch point doesn't leave the boundary of the button.<br>
/// When the disabled property is set to true, no signal is emitted.<br>
- /// 'Visual' describes not just traditional images like png, bmp but refers to whatever is used to show the button, it could be a color, gradient or some other kind of renderer.<br>
- /// The button's appearance can be modified by setting properties for the various visuals/images.<br>
- /// It is not mandatory to set all visuals. A button could be defined only by setting its background visual or by setting its background and selected visuals.<br>
+ /// The 'Visual' describes not just traditional images like PNG and BMP, but also refers to whatever is used to show the button. It could be a color, gradient, or some other kind of renderer.<br>
+ /// The button's appearance can be modified by setting properties for the various visuals or images.<br>
+ /// It is not mandatory to set all the visuals. A button could be defined only by setting its background visual, or by setting its background and selected visuals.<br>
/// The button visual is shown over the background visual.<br>
- /// When pressed the unselected visuals are replaced by the selected visual.<br>
+ /// When pressed, the unselected visuals are replaced by the selected visuals.<br>
/// The text label is always placed on the top of all images.<br>
- /// When the button is disabled, background, button and selected visuals are replaced by their disabled visuals.<br>
+ /// When the button is disabled, the background button and the selected visuals are replaced by their disabled visuals.<br>
/// </summary>
public class Button : View
{
}
/// <summary>
- /// To make Button instance be disposed.
+ /// To dispose the button instance.
/// </summary>
protected override void Dispose(DisposeTypes type)
{
private ClickedCallbackType _clickedCallback;
/// <summary>
- /// Clicked will be triggered when the button is touched and the touch point doesn't leave the boundary of the button.
+ /// The Clicked event will be triggered when the button is touched and the touch point doesn't leave the boundary of the button.
/// </summary>
public event EventHandlerWithReturnType<object, EventArgs, bool> Clicked
{
private PressedCallbackType _pressedCallback;
/// <summary>
- /// Pressed will be triggered when the button is touched.
+ /// The Pressed event will be triggered when the button is touched.
/// </summary>
public event EventHandlerWithReturnType<object, EventArgs, bool> Pressed
{
private ReleasedCallbackType _releasedCallback;
/// <summary>
- /// Released will be triggered when the button is touched and the touch point leaves the boundary of the button.
+ /// The Released event will be triggered when the button is touched and the touch point leaves the boundary of the button.
/// </summary>
public event EventHandlerWithReturnType<object, EventArgs, bool> Released
{
private StateChangedCallback _stateChangedCallback;
/// <summary>
- /// StateChanged will be triggered when the button's state is changed.
+ /// The StateChanged event will be triggered when the button's state is changed.
/// </summary>
public event EventHandlerWithReturnType<object, EventArgs, bool> StateChanged
{
/// <summary>
- /// Gets/Sets the unselected button foreground/icon visual
+ /// Gets or sets the unselected button foreground or icon visual.
/// </summary>
public Tizen.NUI.PropertyMap UnselectedVisual
{
}
/// <summary>
- /// Gets/Sets the selected button foreground/icon visual
+ /// Gets or sets the selected button foreground or icon visual.
/// </summary>
public Tizen.NUI.PropertyMap SelectedVisual
{
}
/// <summary>
- /// Gets/Sets the disabled selected state foreground/icon button visual
+ /// Gets or sets the disabled selected state foreground or icon button visual.
/// </summary>
public Tizen.NUI.PropertyMap DisabledSelectedVisual
{
}
/// <summary>
- /// Gets/Sets the disabled unselected state foreground/icon visual
+ /// Gets or sets the disabled unselected state foreground or icon visual.
/// </summary>
public Tizen.NUI.PropertyMap DisabledUnselectedVisual
{
}
/// <summary>
- /// Gets/Sets the disabled in the unselected state background, button visual
+ /// Gets or sets the disabled unselected state background button visual.
/// </summary>
public Tizen.NUI.PropertyMap UnselectedBackgroundVisual
{
}
/// <summary>
- /// Gets/Sets the selected background button visual
+ /// Gets or sets the selected background button visual.
/// </summary>
public Tizen.NUI.PropertyMap SelectedBackgroundVisual
{
}
/// <summary>
- /// Gets/Sets the disabled while unselected background button visual
+ /// Gets or sets the disabled while unselected background button visual.
/// </summary>
public Tizen.NUI.PropertyMap DisabledUnselectedBackgroundVisual
{
}
/// <summary>
- /// Gets/Sets the disabled while selected background button visual
+ /// Gets or sets the disabled while selected background button visual.
/// </summary>
public Tizen.NUI.PropertyMap DisabledSelectedBackgroundVisual
{
}
/// <summary>
- /// Gets/Sets the position of the the label in relation to the foreground/icon if both present
+ /// Gets or sets the position of the the label in relation to the foreground or icon, if both present.
/// </summary>
public Align LabelRelativeAlignment
{
}
/// <summary>
- /// Gets/Sets the padding around the text
+ /// Gets or sets the padding around the text.
/// </summary>
public Vector4 LabelPadding
{
}
/// <summary>
- /// Gets/Sets the padding around the foreground visual
+ /// Gets or sets the padding around the foreground visual.
/// </summary>
public Vector4 ForegroundVisualPadding
{
}
/// <summary>
- /// Creates an uninitialized Button.<br>
- /// Only derived versions can be instantiated.<br>
+ /// Creates an uninitialized button.<br>
+ /// Only the derived versions can be instantiated.<br>
/// </summary>
public Button() : this(NDalicPINVOKE.new_Button__SWIG_0(), true)
{
}
/// <summary>
- /// If the autorepeating property is set to true then the togglable property is set to false.
+ /// If the autorepeating property is set to true, then the togglable property is set to false.
/// </summary>
public bool AutoRepeating
{
}
/// <summary>
- /// By default this value is set to 0.15 seconds.
+ /// By default, this value is set to 0.15 seconds.
/// </summary>
public float InitialAutoRepeatingDelay
{
}
/// <summary>
- /// default this value is set to 0.05 seconds.
+ /// By default, this value is set to 0.05 seconds.
/// </summary>
public float NextAutoRepeatingDelay
{
}
/// <summary>
- /// /Gets/Sets the togglable button as either selected or unselected, togglable property must be set to true.
+ /// Gets or sets the togglable button as either selected or unselected, togglable property must be set to true.
/// </summary>
public bool Selected
{
}
/// <summary>
- /// Gets/Sets unselected color.
+ /// Gets or sets the unselected color.
/// </summary>
public Color UnselectedColor
{
}
/// <summary>
- /// Gets/Sets selected color.
+ /// Gets or sets the selected color.
/// </summary>
public Color SelectedColor
{
}
/// <summary>
- /// Gets/Sets label.
+ /// Gets or sets the label.
/// </summary>
public Tizen.NUI.PropertyMap Label
{
}
/// <summary>
- /// Gets/Sets text of label.
+ /// Gets or sets the text of the label.
/// </summary>
public string LabelText
{
}
/// <summary>
- /// Enumeration for describing the position the text label can be in relation to the control(and foreground/icon).
+ /// Enumeration for describing the position, the text label can be, in relation to the control (and foreground/icon).
/// </summary>
public enum Align
{
/// <summary>
- /// At the start of the control before the foreground/icon
+ /// At the start of the control before the foreground or icon.
/// </summary>
Begin,
/// <summary>
- /// At the end of the control after the foreground/icon
+ /// At the end of the control after the foreground or icon.
/// </summary>
End,
/// <summary>
- /// At the top of the control above the foreground/icon
+ /// At the top of the control above the foreground or icon.
/// </summary>
Top,
/// <summary>
- /// At the bottom of the control below the foreground/icon
+ /// At the bottom of the control below the foreground or icon.
/// </summary>
Bottom
}
{
/// <summary>
- /// CheckBoxButton provides a check box button which user can check or uncheck.<br>
- /// By default, a CheckBoxButton emits a Button.Clicked event when the button changes its state to selected or unselected.<br>
+ /// The CheckBoxButton provides a checkbox button which the user can check or uncheck.<br>
+ /// By default, the CheckBoxButton emits a Button.Clicked event when the button changes its state to selected or unselected.<br>
/// The button's appearance could be modified by Button.UnselectedImage, Button.BackgroundImage, Button.SelectedImage, Button.SelectedBackgroundImage, Button.DisabledBackgroundImage, Button.DisabledImage, and Button.DisabledSelectedImage.<br>
- /// When the button is not disabled, if it's not selected it only shows the background image.<br>
+ /// When the button is not disabled, if it's not selected, it only shows the background image.<br>
/// The selected image is shown over the background image when the box is selected (background image is not replaced by \e selected image).<br>
- /// When the button is disabled, background image and selected image are replaced by disabled images.<br>
+ /// When the button is disabled, the background image and the selected image are replaced by disabled images.<br>
/// /// </summary>
public class CheckBoxButton : Button
{
/// <summary>
- /// To make CheckBoxButton instance be disposed.
+ /// To dispose the CheckBoxButton instance.
/// </summary>
protected override void Dispose(DisposeTypes type)
{
}
/// <summary>
- /// Creates an initialized CheckBoxButton
+ /// Creates an initialized CheckBoxButton.
/// </summary>
public CheckBoxButton() : this(NDalicPINVOKE.CheckBoxButton_New(), true)
{
using Tizen.NUI.BaseComponents;
/// <summary>
- /// The Popup widget provides a configurable pop-up dialog with built-in layout of three main fields.
+ /// The Popup widget provides a configurable popup dialog with a built-in layout of three main fields.
/// </summary>
public class Popup : View
{
/// <summary>
- /// Event arguments that passed via OutsideTouchedEvent
+ /// Event arguments that passed via the OutsideTouchedEvent.
/// </summary>
public class TouchedOutsideEventArgs : EventArgs
{
}
/// <summary>
- /// Event arguments that passed via ShowingEventArgs
+ /// Event arguments that passed via the ShowingEventArgs.
/// </summary>
public class ShowingEventArgs : EventArgs
{
}
/// <summary>
- /// Event arguments that passed via ShownEventArgs
+ /// Event arguments that passed via the ShownEventArgs.
/// </summary>
public class ShownEventArgs : EventArgs
{
}
/// <summary>
- /// Event arguments that passed via HidingEventArgs
+ /// Event arguments that passed via the HidingEventArgs.
/// </summary>
public class HidingEventArgs : EventArgs
{
}
/// <summary>
- /// Event arguments that passed via HiddenEventArgs
+ /// Event arguments that passed via the HiddenEventArgs.
/// </summary>
public class HiddenEventArgs : EventArgs
{
private HiddenEventCallbackDelegate _popUpHiddenEventCallbackDelegate;
/// <summary>
- /// Event is sent when user has touched outside of the Dialog.
+ /// An event is sent when the user has touched outside the dialog.
/// </summary>
public event EventHandler<TouchedOutsideEventArgs> TouchedOutside
{
}
/// <summary>
- /// Event is sent when the Popup is starting to be shown.
+ /// An event is sent when the popup starts showing.
/// </summary>
public event EventHandler<ShowingEventArgs> Showing
{
/// <summary>
- /// Event is sent when the Popup has been fully displayed.
+ /// An event is sent when the popup has been fully displayed.
/// </summary>
public event EventHandler<ShownEventArgs> Shown
{
}
/// <summary>
- /// Event is sent when the Popup is starting to be hidden.
+ /// An event is sent when the popup starts to hide.
/// </summary>
public event EventHandler<HidingEventArgs> Hiding
{
}
/// <summary>
- /// Event is sent when the Popup has been completely hidden.
+ /// An event is sent when the popup has been completely hidden.
/// </summary>
public event EventHandler<HiddenEventArgs> Hidden
{
}
/// <summary>
- /// Create the Popup.
+ /// Creates the popup.
/// </summary>
public Popup() : this(NDalicPINVOKE.Popup_New(), true)
{
}
/// <summary>
- /// Sets a title for this Popup.
+ /// Sets the title for this popup.
/// </summary>
- /// <param name="titleView">The actor to set a title</param>
+ /// <param name="titleView">The actor to set the title.</param>
public void SetTitle(View titleView)
{
NDalicPINVOKE.Popup_SetTitle(swigCPtr, View.getCPtr(titleView));
/// <summary>
/// Sets the content actor.
/// </summary>
- /// <param name="content">The actor to use</param>
+ /// <param name="content">The actor to use.</param>
public void SetContent(View content)
{
NDalicPINVOKE.Popup_SetContent(swigCPtr, View.getCPtr(content));
}
/// <summary>
- /// Sets the actor to use for a footer in this Popup.
+ /// Sets the actor to use for the footer in this popup.
/// </summary>
- /// <param name="footer">The footer actor to be added to this Popup</param>
+ /// <param name="footer">The footer actor to be added to this popup.</param>
public void SetFooter(View footer)
{
NDalicPINVOKE.Popup_SetFooter(swigCPtr, View.getCPtr(footer));
}
/// <summary>
- /// Sets the display state of Popup.<br>
+ /// Sets the display state of popup.<br>
/// There are 4 total display states.<br>
/// Only 2 can be set, but all four can be read for better inspection of the current popup state.<br>
/// <br>
- /// The other two states are getable, but not setable and are there for consistency.<br>
+ /// The other two states are getable, but not setable, and are there for consistency.<br>
/// <br>
/// | Value | Setting the state | Getting the state |<br>
/// |----------|--------------------------------|--------------------------------|<br>
/// | SHOWING | | The popup is transitioning in |<br>
/// | HIDING | | The popup is transitioning out |<br>
/// <br>
- /// All 4 state changes cause notifications via 4 respective signals that can be connected to.<br>
+ /// All 4 states changes cause notifications via 4 respective signals that can be connected to.<br>
/// </summary>
- /// <param name="displayState">The desired display state to change to</param>
+ /// <param name="displayState">The desired display state to change to.</param>
public void SetDisplayState(Popup.DisplayStateType displayState)
{
NDalicPINVOKE.Popup_SetDisplayState(swigCPtr, (int)displayState);
}
/// <summary>
- /// The display states of the Popup.
+ /// The display states of the popup.
/// </summary>
public enum DisplayStateType
{
}
/// <summary>
- /// The animation mode within popup.<br>
+ /// The animation modes within the popup.<br>
/// Choose from a predefined mode or "CUSTOM" to use the ANIMATION_IN and ANIMATION_OUT properties.<br>
/// </summary>
public enum AnimationModeType
}
/// <summary>
- /// Types of contextual layout.<br>
- /// The Popup is positioned adjacent to it's parent in the direction specified by this mode.<br>
+ /// The types of the contextual layout.<br>
+ /// The popup is positioned adjacent to it's parent in the direction specified by this mode.<br>
/// NON_CONTEXTUAL disables any contextual positioning.<br>
/// </summary>
public enum ContextualModeType
}
/// <summary>
- /// Popup title.
+ /// The popup title.
/// </summary>
public PropertyMap Title
{
}
}
/// <summary>
- /// Popup content.
+ /// The popup content.
/// </summary>
public PropertyMap Content
{
}
}
/// <summary>
- /// Popup footer.
+ /// The popup footer.
/// </summary>
public PropertyMap Footer
{
}
}
/// <summary>
- /// Popup display state.
+ /// The popup display state.
/// </summary>
public DisplayStateType DisplayState
{
}
}
/// <summary>
- /// Touch transparent.
+ /// The touch transparent.
/// </summary>
public bool TouchTransparent
{
}
}
/// <summary>
- /// Popup tail visibility.
+ /// The popup tail visibility.
/// </summary>
public bool TailVisibility
{
}
}
/// <summary>
- /// Popup tail position.
+ /// The popup tail position.
/// </summary>
public Vector3 TailPosition
{
}
}
/// <summary>
- /// Contextual mode.
+ /// The contextual mode.
/// </summary>
public ContextualModeType ContextualMode
{
}
}
/// <summary>
- /// Animation duration.
+ /// The animation duration.
/// </summary>
public float AnimationDuration
{
}
}
/// <summary>
- /// Animation mode.
+ /// The animation mode.
/// </summary>
public AnimationModeType AnimationMode
{
}
}
/// <summary>
- /// Entry animation.
+ /// The entry animation.
/// </summary>
public PropertyMap EntryAnimation
{
}
}
/// <summary>
- /// Exit animation.
+ /// The exit animation.
/// </summary>
public PropertyMap ExitAnimation
{
}
}
/// <summary>
- /// Auto hide delay.
+ /// The auto hide delay.
/// </summary>
public int AutoHideDelay
{
}
}
/// <summary>
- /// Backing enabled.
+ /// The backing enabled.
/// </summary>
public bool BackingEnabled
{
}
}
/// <summary>
- /// Backing color.
+ /// The backing color.
/// </summary>
public Vector4 BackingColor
{
}
}
/// <summary>
- /// Background image.
+ /// The background image.
/// </summary>
public string PopupBackgroundImage
{
}
}
/// <summary>
- /// Background border.
+ /// The background border.
/// </summary>
public Rectangle PopupBackgroundBorder
{
}
}
/// <summary>
- /// Tail up image.
+ /// The tail up image.
/// </summary>
public string TailUpImage
{
}
}
/// <summary>
- /// Tail down image.
+ /// The tail down image.
/// </summary>
public string TailDownImage
{
}
}
/// <summary>
- /// Tail left image.
+ /// The tail left image.
/// </summary>
public string TailLeftImage
{
}
}
/// <summary>
- /// Tail right image.
+ /// The tail right image.
/// </summary>
public string TailRightImage
{
using Tizen.NUI.BaseComponents;
/// <summary>
- /// ProgressBar is a control to give the user an indication of the progress of an operation.
+ /// The ProgressBar is a control to give the user an indication of the progress of an operation.
/// </summary>
public class ProgressBar : View
{
}
/// <summary>
- /// To make ProgressBar instance be disposed.
+ /// To dispose the ProgressBar instance.
/// </summary>
protected override void Dispose(DisposeTypes type)
{
/// <summary>
- /// Event arguments that passed via ValueChangedEventArgs
+ /// Event arguments that passed via the ValueChangedEventArgs.
/// </summary>
public class ValueChangedEventArgs : EventArgs
{
private ValueChangedCallbackDelegate _progressBarValueChangedCallbackDelegate;
/// <summary>
- /// Event is sent when the ProgressBar value changes.
+ /// The event is sent when the ProgressBar value changes.
/// </summary>
public event EventHandler<ValueChangedEventArgs> ValueChanged
{
}
/// <summary>
- /// The progress value of progress bar, progress runs form 0 to 1.<br>
- /// If Value is set to 0, progress bar will be set to beginning.<br>
- /// If Value is set to 1, progress bar will be set to end.<br>
- /// Any Value outside of the range is ignored.<br>
+ /// The progress value of the progress bar, the progress runs from 0 to 1.<br>
+ /// If the value is set to 0, then the progress bar will be set to beginning.<br>
+ /// If the value is set to 1, then the progress bar will be set to end.<br>
+ /// Any value outside the range is ignored.<br>
/// </summary>
public float ProgressValue
{
}
}
/// <summary>
- /// The secondary progress value of progress bar, secondary progress runs form 0 to 1.<br>
+ /// The secondary progress value of the progress bar, the secondary progress runs from 0 to 1.<br>
/// Optional. If not supplied, the default is 0.<br>
- /// If Value is set to 0, progress bar will be set secondary progress to beginning.<br>
- /// If Value is set to 1, progress bar will be set secondary progress to end.<br>
- /// Any Value outside of the range is ignored.<br>
+ /// If the value is set to 0, then the progress bar will be set secondary progress to beginning.<br>
+ /// If the value is set to 1, then the progress bar will be set secondary progress to end.<br>
+ /// Any value outside of the range is ignored.<br>
/// </summary>
public float SecondaryProgressValue
{
}
}
/// <summary>
- /// Sets the progress-bar as \e indeterminate state.
+ /// Sets the progress bar as \e indeterminate state.
/// </summary>
public bool Indeterminate
{
}
}
/// <summary>
- /// The track Visual value of progress bar, it's a full progress area and it's shown behind PROGRESS_VISUAL.<br>
+ /// The track visual value of progress bar, it's full progress area, and it's shown behind the PROGRESS_VISUAL.<br>
/// Optional. If not supplied, the default track visual will be shown.<br>
/// </summary>
public Tizen.NUI.PropertyMap TrackVisual
}
}
/// <summary>
- /// The progress Visual value of progress bar, size of the progress visual is changed based on PROGRESS_VALUE.<br>
- /// Optional. If not supplied, the default progress visual will be shown.<br>
+ /// The progress visual value of the progress bar, the size of the progress visual is changed based on the PROGRESS_VALUE.<br>
+ /// Optional. If not supplied, then the default progress visual will be shown.<br>
/// </summary>
public Tizen.NUI.PropertyMap ProgressVisual
{
}
}
/// <summary>
- /// The secondary progress visual of progress bar, size of the secondary progress visual is changed based on SECONDARY_PROGRESS_VALUE.<br>
- /// Optional. If not supplied, the secondary progress visual will not be shown.<br>
+ /// The secondary progress visual of the progress bar, the size of the secondary progress visual is changed based on the SECONDARY_PROGRESS_VALUE.<br>
+ /// Optional. If not supplied, then the secondary progress visual will not be shown.<br>
/// </summary>
public Tizen.NUI.PropertyMap SecondaryProgressVisual
{
}
}
/// <summary>
- /// The indeterminate visual of progress bar.<br>
- /// Optional. If not supplied, the default inditerminate visual will be shown.<br>
+ /// The indeterminate visual of the progress bar.<br>
+ /// Optional. If not supplied, then the default indeterminate visual will be shown.<br>
/// </summary>
public Tizen.NUI.PropertyMap IndeterminateVisual
{
}
}
/// <summary>
- /// The transition data for indeterminate visual animation.<br>
- /// Optional. If not supplied, default animation will be played.<br>
+ /// The transition data for the indeterminate visual animation.<br>
+ /// Optional. If not supplied, then the default animation will be played.<br>
/// </summary>
public Tizen.NUI.PropertyArray IndeterminateVisualAnimation
{
}
}
/// <summary>
- /// The Label visual of progress bar.
+ /// The label visual of the progress bar.
/// </summary>
public Tizen.NUI.PropertyMap LabelVisual
{
{
/// <summary>
- /// A PushButton changes its appearance when is pressed and returns to its original when is released.
+ /// The PushButton changes its appearance when it is pressed, and returns to its original when it is released.
/// </summary>
public class PushButton : Button
{
}
/// <summary>
- /// To make PushButton instance be disposed.
+ /// To dispose the PushButton instance.
/// </summary>
protected override void Dispose(DisposeTypes type)
{
public enum IconAlignmentType
{
/// <summary>
- /// Icon located to the left of text.
+ /// The icon located to the left of text.
/// </summary>
Left,
/// <summary>
- /// Icon located to the right of text.
+ /// The icon located to the right of text.
/// </summary>
Right,
/// <summary>
- /// Icon located to the top of text.
+ /// The icon located to the top of text.
/// </summary>
Top,
/// <summary>
- /// Icon located to the bottom of text.
+ /// The icon located to the bottom of text.
/// </summary>
Bottom,
/// <summary>
- /// Icon located to the right of text by default.
+ /// The icon located to the right of text by default.
/// </summary>
Default = Right
}
{
/// <summary>
- /// A RadioButton provides a radio button which two states \e selected or \e unselected.<br>
- /// Radio buttons are designed to select one of many option at the same time.<br>
- /// RadioButton can change its current state using Selected.<br>
+ /// A RadioButton provides a radio button with two states, \e selected or \e unselected.<br>
+ /// Radio buttons are designed to select one of the many options at the same time.<br>
+ /// A RadioButton can change its current state using the selected.<br>
/// <br>
/// RadioButtons can be grouped.<br>
/// Two or more RadioButtons are in one group when they have this same parent.<br>
/// In each groups only one RadioButton can be \e selected at a given time.<br>
- /// So when RadioButton is set to \e selected, other RadioButtons in its group are set to \e unselected.<br>
- /// When \e selected RadioButton is set to \e unselected no other RadioButtons in his group is set to \e selected.<br>
+ /// So when a RadioButton is set to \e selected, other RadioButtons in its group are set to \e unselected.<br>
+ /// When \e selected RadioButton is set to \e unselected, no other RadioButtons in this group are set to \e selected.<br>
/// <br>
- /// A StateChanged Event is emitted when the RadioButton change its state to \e selected or \e unselected.<br>
+ /// The StateChanged event is emitted when the RadioButton change its state to \e selected or \e unselected.<br>
/// </summary>
public class RadioButton : Button
{
}
/// <summary>
- /// To make RadioButton instance be disposed.
+ /// To dispose the RadioButton instance.
/// </summary>
protected override void Dispose(DisposeTypes type)
{
base.Dispose(type);
}
/// <summary>
- /// Creates an uninitialized RadioButton
+ /// Creates an uninitialized RadioButton.
/// </summary>
public RadioButton() : this(NDalicPINVOKE.RadioButton_New__SWIG_0(), true)
{
}
/// <summary>
- /// Creates an uninitialized RadioButton with Label
+ /// Creates an uninitialized RadioButton with the label.
/// </summary>
- /// <param name="label">Label text</param>
+ /// <param name="label">The label text.</param>
public RadioButton(string label) : this(NDalicPINVOKE.RadioButton_New__SWIG_1(label), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
using Tizen.NUI.BaseComponents;
/// <summary>
- /// ScrollBar is a UI component that can be linked to the scrollable objects
+ /// The ScrollBar is a UI component that can be linked to the scrollable objects
/// indicating the current scroll position of the scrollable object.<br>
/// </summary>
public class ScrollBar : View
}
/// <summary>
- /// To make ScrollBar instance be disposed.
+ /// To dispose the ScrollBar instance.
/// </summary>
protected override void Dispose(DisposeTypes type)
{
}
/// <summary>
- /// Event arguments that passed via PanFinished event
+ /// Event arguments that passed via the PanFinished event.
/// </summary>
public class PanFinishedEventArgs : EventArgs
{
}
/// <summary>
- /// Event arguments that passed via ScrollPositionIntervalReached event
+ /// Event arguments that passed via the ScrollPositionIntervalReached event.
/// </summary>
public class ScrollIntervalEventArgs : EventArgs
{
private float _currentScrollPosition;
/// <summary>
- /// current scroll position of the scrollable content
+ /// The current scroll position of the scrollable content.
/// </summary>
public float CurrentScrollPosition
{
private ScrollPositionIntervalReachedEventCallbackDelegate _scrollBarScrollPositionIntervalReachedEventCallbackDelegate;
/// <summary>
- /// Event emitted when panning is finished on the scroll indicator.
+ /// The event emitted when panning is finished on the scroll indicator.
/// </summary>
public event EventHandler<PanFinishedEventArgs> PanFinished
{
/// <summary>
- /// Event emitted when the current scroll position of the scrollable content
+ /// This is the event emitted when the current scroll position of the scrollable content.
/// </summary>
public event EventHandler<ScrollIntervalEventArgs> ScrollInterval
{
}
/// <summary>
- /// Creates an initialized ScrollBar.
+ /// Creates an initialized scrollbar.
/// </summary>
- /// <param name="direction">The direction of scroll bar (either vertically or horizontally)</param>
+ /// <param name="direction">The direction of the scrollbar (either vertically or horizontally).</param>
public ScrollBar(ScrollBar.Direction direction) : this(NDalicPINVOKE.ScrollBar_New__SWIG_0((int)direction), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Creates an uninitialized ScrollBar
+ /// Creates an uninitialized scrollbar.
/// </summary>
public ScrollBar() : this(NDalicPINVOKE.ScrollBar_New__SWIG_1(), true)
{
}
/// <summary>
- /// Direction of scroll bar
+ /// The direction of the scrollbar.
/// </summary>
public enum Direction
{
}
/// <summary>
- /// Indicator height policy.
+ /// The indicator height policy.
/// </summary>
public enum IndicatorHeightPolicyType
{
}
/// <summary>
- /// Direction of scroll bar
+ /// The direction of the scrollbar.
/// </summary>
public Direction ScrollDirection
{
}
/// <summary>
- /// Indicator height policy.
+ /// The indicator height policy.
/// </summary>
public IndicatorHeightPolicyType IndicatorHeightPolicy
{
}
/// <summary>
- /// the fixed height of scroll indicator.
+ /// The fixed height of the scroll indicator.
/// </summary>
public float IndicatorFixedHeight
{
}
/// <summary>
- /// the duration in seconds for the scroll indicator to become fully visible.
+ /// The duration in seconds for the scroll indicator to become fully visible.
/// </summary>
public float IndicatorShowDuration
{
}
/// <summary>
- /// the duration in seconds for the scroll indicator to become fully invisible.
+ /// The duration in seconds for the scroll indicator to become fully invisible.
/// </summary>
public float IndicatorHideDuration
{
}
/// <summary>
- /// the list of values to get notification when the current scroll position of the scrollable object goes above or below any of these values.
+ /// The list of values to get the notification when the current scroll position of the scrollable object goes above or below any of these values.
/// </summary>
public Tizen.NUI.PropertyArray ScrollPositionIntervals
{
}
/// <summary>
- /// The padding at the start of the indicator. For example, the top if scrollDirection is Vertical.
+ /// The padding at the start of the indicator. For example, the top if the scrollDirection is vertical.
/// </summary>
public float IndicatorStartPadding
{
}
/// <summary>
- /// The padding at the end of the indicator. For example, the bottom if scrollDirection is Vertical.
+ /// The padding at the end of the indicator. For example, the bottom if the scrollDirection is vertical.
/// </summary>
public float IndicatorEndPadding
{
}
/**
- * @brief Event arguments that passed via SnapStarted signal
+ * @brief Event arguments that passed via the SnapStarted signal
*
*/
public class SnapStartedEventArgs : EventArgs
private SnapStartedCallbackDelegate _scrollViewSnapStartedCallbackDelegate;
/**
- * @brief Event for SnapStarted signal which can be used to subscribe/unsubscribe the event handler
+ * @brief Event for the SnapStarted signal which can be used to subscribe or unsubscribe the event handler
* (in the type of SnapStartedEventHandler-DaliEventHandler<object,SnapStartedEventArgs>) provided by the user.
- * SnapStarted signal is emitted hen the ScrollView has started to snap or flick (it tells the target
+ * The SnapStarted signal is emitted when the ScrollView has started to snap or flick (it tells the target
* position, scale, rotation for the snap or flick).
*
*/
using Tizen.NUI.BaseComponents;
/// <summary>
- /// Slider is a control to enable sliding an indicator between two values.
+ /// The slider is a control to enable sliding an indicator between two values.
/// </summary>
public class Slider : View
{
}
/// <summary>
- /// Dispose
+ /// Dispose.
/// </summary>
protected override void Dispose(DisposeTypes type)
{
}
/// <summary>
- /// Value changed event arguments.
+ /// The ValueChanged event arguments.
/// </summary>
public class ValueChangedEventArgs : EventArgs
{
private float _slideValue;
/// <summary>
- /// Slider.
+ /// The slider.
/// </summary>
public Slider Slider
{
}
/// <summary>
- /// Slider value.
+ /// The slider value.
/// </summary>
public float SlideValue
{
}
/// <summary>
- /// Sliding finished event arguments.
+ /// The SlidingFinished event arguments.
/// </summary>
public class SlidingFinishedEventArgs : EventArgs
{
private float _slideValue;
/// <summary>
- /// Slider.
+ /// The slider.
/// </summary>
public Slider Slider
{
}
/// <summary>
- /// Slider value.
+ /// The slider value.
/// </summary>
public float SlideValue
{
}
/// <summary>
- /// Mark reached event arguments.
+ /// The MarkReached event arguments.
/// </summary>
public class MarkReachedEventArgs : EventArgs
{
private int _slideValue;
/// <summary>
- /// Slider.
+ /// The slider.
/// </summary>
public Slider Slider
{
}
/// <summary>
- /// Slider value.
+ /// The slider value.
/// </summary>
public int SlideValue
{
private MarkReachedCallbackDelegate _sliderMarkReachedCallbackDelegate;
/// <summary>
- /// Event emitted when the slider value changes.
+ /// An event emitted when the slider value changes.
/// </summary>
public event EventHandlerWithReturnType<object, ValueChangedEventArgs, bool> ValueChanged
{
}
/// <summary>
- /// Event emitted when the sliding is finished.
+ /// An event emitted when the sliding is finished.
/// </summary>
public event EventHandlerWithReturnType<object, SlidingFinishedEventArgs, bool> SlidingFinished
{
}
/// <summary>
- /// Event emitted when the slider handle reaches a mark.
+ /// An event emitted when the slider handle reaches a mark.
/// </summary>
public event EventHandlerWithReturnType<object, MarkReachedEventArgs, bool> MarkReached
{
}
/// <summary>
- /// Get Slider from the pointer.
+ /// Gets the slider from the pointer.
/// </summary>
- /// <param name="cPtr">The pointer of Slider</param>
- /// <returns>Object of Slider type</returns>
+ /// <param name="cPtr">The pointer of the slider.</param>
+ /// <returns>The object of the slider type.</returns>
internal static Slider GetSliderFromPtr(global::System.IntPtr cPtr)
{
Slider ret = new Slider(cPtr, false);
}
/// <summary>
- /// Creates the Slider control.
+ /// Creates the slider control.
/// </summary>
public Slider() : this(NDalicPINVOKE.Slider_New(), true)
{
}
/// <summary>
- /// Downcasts an Object handle to Slider.<br>
- /// If handle points to a Slider, the downcast produces valid handle.<br>
- /// If not, the returned handle is left uninitialized.<br>
+ /// Downcasts an object handle to the slider.<br>
+ /// If the handle points to a slider, then the downcast produces a valid handle.<br>
+ /// If not, then the returned handle is left uninitialized.<br>
/// </summary>
- /// <param name="handle">Handle to an object</param>
- /// <returns>Handle to a Slider or an uninitialized handle</returns>
+ /// <param name="handle">The handle to an object.</param>
+ /// <returns>The handle to a slider or an uninitialized handle.</returns>
public new static Slider DownCast(BaseHandle handle)
{
Slider ret = Registry.GetManagedBaseHandleFromNativePtr(handle) as Slider;
}
/// <summary>
- /// Lower bound property
+ /// The lower bound property.
/// </summary>
public float LowerBound
{
}
/// <summary>
- /// Upper bound property
+ /// The upper bound property.
/// </summary>
public float UpperBound
{
}
/// <summary>
- /// Value property
+ /// The value property.
/// </summary>
public float Value
{
}
/// <summary>
- /// Track visual property
+ /// The track visual property.
/// </summary>
public PropertyMap TrackVisual
{
}
/// <summary>
- /// Handle visual property
+ /// The handle visual property.
/// </summary>
public PropertyMap HandleVisual
{
}
/// <summary>
- /// Progress visual property
+ /// The progress visual property.
/// </summary>
public PropertyMap ProgressVisual
{
}
/// <summary>
- /// Popup visual property
+ /// The popup visual property.
/// </summary>
public PropertyMap PopupVisual
{
}
/// <summary>
- /// Popup arrow visual property
+ /// The popup arrow visual property.
/// </summary>
public PropertyMap PopupArrowVisual
{
}
/// <summary>
- /// Disable color property
+ /// The disable color property.
/// </summary>
public Vector4 DisabledColor
{
}
/// <summary>
- /// Value presicion property
+ /// The value precision property.
/// </summary>
public int ValuePrecision
{
}
/// <summary>
- /// Show popup property
+ /// The show popup property.
/// </summary>
public bool ShowPopup
{
}
/// <summary>
- /// Show value property
+ /// The show value property.
/// </summary>
public bool ShowValue
{
}
/// <summary>
- /// Marks property
+ /// The marks property.
/// </summary>
public Tizen.NUI.PropertyArray Marks
{
}
/// <summary>
- /// Snap to marks property
+ /// The snap to marks property.
/// </summary>
public bool SnapToMarks
{
}
/// <summary>
- /// Mark tolerance property
+ /// The mark tolerance property.
/// </summary>
public float MarkTolerance
{
{
/// <summary>
- /// A two dimensional vector.
+ /// A two-dimensional vector.
/// </summary>
public class Vector2 : global::System.IDisposable
{
}
/// <summary>
- /// Addition operator.
+ /// The addition operator.
/// </summary>
- /// <param name="arg1">First value</param>
- /// <param name="arg2">Second value</param>
- /// <returns>A vector containing the result of the addition</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The second value.</param>
+ /// <returns>The vector containing the result of the addition.</returns>
public static Vector2 operator +(Vector2 arg1, Vector2 arg2)
{
return arg1.Add(arg2);
}
/// <summary>
- /// Subtraction operator.
+ /// The subtraction operator.
/// </summary>
- /// <param name="arg1">First value</param>
- /// <param name="arg2">Second value</param>
- /// <returns>A vector containing the result of the subtraction</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The second value.</param>
+ /// <returns>The vector containing the result of the subtraction.</returns>
public static Vector2 operator -(Vector2 arg1, Vector2 arg2)
{
return arg1.Subtract(arg2);
}
/// <summary>
- /// Unary negation operator.
+ /// The unary negation operator.
/// </summary>
- /// <param name="arg1">Target Value</param>
- /// <returns>A vector containg the negation</returns>
+ /// <param name="arg1">The target value.</param>
+ /// <returns>The vector containing the negation.</returns>
public static Vector2 operator -(Vector2 arg1)
{
return arg1.Subtract();
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">First Value</param>
- /// <param name="arg2">Second Value</param>
- /// <returns>A vector containing the result of the multiplication</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The second value.</param>
+ /// <returns>The vector containing the result of the multiplication.</returns>
public static Vector2 operator *(Vector2 arg1, Vector2 arg2)
{
return arg1.Multiply(arg2);
}
/// <summary>
- /// Multiplication operator.
+ /// Th multiplication operator.
/// </summary>
- /// <param name="arg1">First Value</param>
- /// <param name="arg2">The float value to scale the vector</param>
- /// <returns>A vector containing the result of the scaling</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The float value to scale the vector.</param>
+ /// <returns>The vector containing the result of the scaling.</returns>
public static Vector2 operator *(Vector2 arg1, float arg2)
{
return arg1.Multiply(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">First Value</param>
- /// <param name="arg2">Second Value</param>
- /// <returns>A vector containing the result of the division</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The second value.</param>
+ /// <returns>The vector containing the result of the division.</returns>
public static Vector2 operator /(Vector2 arg1, Vector2 arg2)
{
return arg1.Divide(arg2);
}
/// <summary>
- /// Division operator.
+ /// Th division operator.
/// </summary>
- /// <param name="arg1">First Value</param>
- /// <param name="arg2">The float value to scale the vector by</param>
- /// <returns>A vector containing the result of the scaling</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The float value to scale the vector by.</param>
+ /// <returns>The vector containing the result of the scaling.</returns>
public static Vector2 operator /(Vector2 arg1, float arg2)
{
return arg1.Divide(arg2);
}
/// <summary>
- /// Array subscript operator overload.
+ /// The array subscript operator overload.
/// </summary>
- /// <param name="index">Subscript index</param>
- /// <returns>The float at the given index</returns>
+ /// <param name="index">The subscript index.</param>
+ /// <returns>The float at the given index.</returns>
public float this[uint index]
{
get
}
/// <summary>
- /// Default constructor, initializes the vector to 0.
+ /// The default constructor initializes the vector to 0.
/// </summary>
public Vector2() : this(NDalicPINVOKE.new_Vector2__SWIG_0(), true)
{
}
/// <summary>
- /// Constructor.
+ /// The constructor.
/// </summary>
- /// <param name="x">x or width component</param>
- /// <param name="y">y or height component</param>
+ /// <param name="x">The x or width component.</param>
+ /// <param name="y">The y or height component.</param>
public Vector2(float x, float y) : this(NDalicPINVOKE.new_Vector2__SWIG_1(x, y), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Conversion constructor from an array of two floats.
+ /// The conversion constructor from an array of two floats.
/// </summary>
- /// <param name="array">Array of xy</param>
+ /// <param name="array">The array of xy.</param>
public Vector2(float[] array) : this(NDalicPINVOKE.new_Vector2__SWIG_2(array), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Constructor.
+ /// The constructor.
/// </summary>
- /// <param name="vec3">Vector3 to create this vector from</param>
+ /// <param name="vec3">Vector3 to create this vector from.</param>
public Vector2(Vector3 vec3) : this(NDalicPINVOKE.new_Vector2__SWIG_3(Vector3.getCPtr(vec3)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Constructor.
+ /// The constructor.
/// </summary>
- /// <param name="vec4">Vector4 to create this vector from</param>
+ /// <param name="vec4">Vector4 to create this vector from.</param>
public Vector2(Vector4 vec4) : this(NDalicPINVOKE.new_Vector2__SWIG_4(Vector4.getCPtr(vec4)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// (1.0f,1.0f)
+ /// (1.0f,1.0f).
/// </summary>
public static Vector2 One
{
}
/// <summary>
- /// Vector representing the X axis
+ /// The vector representing the x-axis.
/// </summary>
public static Vector2 XAxis
{
}
/// <summary>
- /// Vector representing the Y axis
+ /// The vector representing the y-axis.
/// </summary>
public static Vector2 YAxis
{
}
/// <summary>
- /// Vector representing the negative X axis
+ /// The vector representing the negative x-axis.
/// </summary>
public static Vector2 NegativeXAxis
{
}
/// <summary>
- /// Vector representing the negative Y axis
+ /// The vector representing the negative y-axis.
/// </summary>
public static Vector2 NegativeYAxis
{
}
/// <summary>
- /// (0.0f, 0.0f)
+ /// (0.0f, 0.0f).
/// </summary>
public static Vector2 Zero
{
/// <summary>
/// Returns the length of the vector.
/// </summary>
- /// <returns>The length of the vector</returns>
+ /// <returns>The length of the vector.</returns>
public float Length()
{
float ret = NDalicPINVOKE.Vector2_Length(swigCPtr);
}
/// <summary>
- /// Sets the vector to be unit length, whilst maintaining its direction.
+ /// Sets the vector to be the unit length, whilst maintaining its direction.
/// </summary>
public void Normalize()
{
/// <summary>
/// Clamps the vector between minimum and maximum vectors.
/// </summary>
- /// <param name="min">The minimum vector</param>
- /// <param name="max">The maximum vector</param>
+ /// <param name="min">The minimum vector.</param>
+ /// <param name="max">The maximum vector.</param>
public void Clamp(Vector2 min, Vector2 max)
{
NDalicPINVOKE.Vector2_Clamp(swigCPtr, Vector2.getCPtr(min), Vector2.getCPtr(max));
}
/// <summary>
- /// x component
+ /// The x component.
/// </summary>
public float X
{
}
/// <summary>
- /// width
+ /// The width.
/// </summary>
public float Width
{
}
/// <summary>
- /// y component
+ /// The y component.
/// </summary>
public float Y
{
}
/// <summary>
- /// height
+ /// The height.
/// </summary>
public float Height
{
{
/// <summary>
- /// A three dimensional vector.
+ /// A three-dimensional vector.
/// </summary>
public class Vector3 : global::System.IDisposable
{
}
/// <summary>
- /// Addition operator.
+ /// The addition operator.
/// </summary>
- /// <param name="arg1">First Value</param>
- /// <param name="arg2">Second Value</param>
- /// <returns>A vector containing the result of the addition</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The second value.</param>
+ /// <returns>The vector containing the result of the addition.</returns>
public static Vector3 operator +(Vector3 arg1, Vector3 arg2)
{
return arg1.Add(arg2);
}
/// <summary>
- /// Subtraction operator.
+ /// The subtraction operator.
/// </summary>
- /// <param name="arg1">First Value</param>
- /// <param name="arg2">Second Value</param>
- /// <returns>A vector containing the result of the subtraction</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The second value.</param>
+ /// <returns>The vector containing the result of the subtraction.</returns>
public static Vector3 operator -(Vector3 arg1, Vector3 arg2)
{
return arg1.Subtract(arg2);
}
/// <summary>
- /// Unary negation operator.
+ /// The unary negation operator.
/// </summary>
- /// <param name="arg1">Target Value</param>
- /// <returns>A vector containg the negation</returns>
+ /// <param name="arg1">The target value.</param>
+ /// <returns>The vector containg the negation.</returns>
public static Vector3 operator -(Vector3 arg1)
{
return arg1.Subtract();
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">First Value</param>
- /// <param name="arg2">Second Value</param>
- /// <returns>A vector containing the result of the multiplication</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The second value.</param>
+ /// <returns>The vector containing the result of the multiplication.</returns>
public static Vector3 operator *(Vector3 arg1, Vector3 arg2)
{
return arg1.Multiply(arg2);
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">First Value</param>
- /// <param name="arg2">The float value to scale the vector</param>
- /// <returns>A vector containing the result of the scaling</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The float value to scale the vector.</param>
+ /// <returns>The vector containing the result of the scaling.</returns>
public static Vector3 operator *(Vector3 arg1, float arg2)
{
return arg1.Multiply(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">First Value</param>
- /// <param name="arg2">Second Value</param>
- /// <returns>A vector containing the result of the division</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The second value.</param>
+ /// <returns>The vector containing the result of the division.</returns>
public static Vector3 operator /(Vector3 arg1, Vector3 arg2)
{
return arg1.Divide(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">First Value</param>
- /// <param name="arg2">The float value to scale the vector by</param>
- /// <returns>A vector containing the result of the scaling</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The float value to scale the vector by.</param>
+ /// <returns>The vector containing the result of the scaling.</returns>
public static Vector3 operator /(Vector3 arg1, float arg2)
{
return arg1.Divide(arg2);
}
/// <summary>
- /// Array subscript operator overload.
+ /// An array subscript operator overload.
/// </summary>
- /// <param name="index">Subscript index</param>
- /// <returns>The float at the given index</returns>
+ /// <param name="index">The subscript index.</param>
+ /// <returns>The float at the given index.</returns>
public float this[uint index]
{
get
}
/// <summary>
- /// Constructor.
+ /// The constructor.
/// </summary>
public Vector3() : this(NDalicPINVOKE.new_Vector3__SWIG_0(), true)
{
}
/// <summary>
- /// Default constructor, initializes the vector to 0.
+ /// The default constructor initializes the vector to 0.
/// </summary>
- /// <param name="x">x (or width) component</param>
- /// <param name="y">y (or height) component</param>
- /// <param name="z">z (or depth) component</param>
+ /// <param name="x">The x (or width) component.</param>
+ /// <param name="y">The y (or height) component.</param>
+ /// <param name="z">The z (or depth) component.</param>
public Vector3(float x, float y, float z) : this(NDalicPINVOKE.new_Vector3__SWIG_1(x, y, z), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
/// <summary>
/// Conversion constructor from an array of three floats.
/// </summary>
- /// <param name="array">Array of xyz</param>
+ /// <param name="array">An array of xyz.</param>
public Vector3(float[] array) : this(NDalicPINVOKE.new_Vector3__SWIG_2(array), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Constructor.
+ /// The constructor.
/// </summary>
- /// <param name="vec2">Vector2 to create this vector from</param>
+ /// <param name="vec2">Vector2 to create this vector from.</param>
public Vector3(Vector2 vec2) : this(NDalicPINVOKE.new_Vector3__SWIG_3(Vector2.getCPtr(vec2)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Constructor
+ /// The constructor.
/// </summary>
- /// <param name="vec4">Vector4 to create this vector from</param>
+ /// <param name="vec4">Vector4 to create this vector from.</param>
public Vector3(Vector4 vec4) : this(NDalicPINVOKE.new_Vector3__SWIG_4(Vector4.getCPtr(vec4)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// (1.0f,1.0f,1.0f)
+ /// (1.0f,1.0f,1.0f).
/// </summary>
public static Vector3 One
{
}
/// <summary>
- /// Vector representing the X axis
+ /// The vector representing the x-axis.
/// </summary>
public static Vector3 XAxis
{
}
/// <summary>
- /// Vector representing the Y axis
+ /// The vector representing the y-axis.
/// </summary>
public static Vector3 YAxis
{
}
/// <summary>
- /// Vector representing the Z axis
+ /// The vector representing the z-axis.
/// </summary>
public static Vector3 ZAxis
{
}
/// <summary>
- /// Vector representing the negative X axis
+ /// The vector representing the negative x-axis.
/// </summary>
public static Vector3 NegativeXAxis
{
}
/// <summary>
- /// Vector representing the negative Y axis
+ /// Th vector representing the negative y-axis.
/// </summary>
public static Vector3 NegativeYAxis
{
}
/// <summary>
- /// Vector representing the negative Z axis
+ /// The vector representing the negative z-axis.
/// </summary>
public static Vector3 NegativeZAxis
{
}
/// <summary>
- /// (0.0f, 0.0f, 0.0f)
+ /// (0.0f, 0.0f, 0.0f).
/// </summary>
public static Vector3 Zero
{
/// <summary>
/// Returns the length of the vector.
/// </summary>
- /// <returns>The length of the vector</returns>
+ /// <returns>The length of the vector.</returns>
public float Length()
{
float ret = NDalicPINVOKE.Vector3_Length(swigCPtr);
/// This is more efficient than Length() for threshold
/// testing as it avoids the use of a square root.<br>
/// </summary>
- /// <returns>The length of the vector squared</returns>
+ /// <returns>The length of the vector squared.</returns>
public float LengthSquared()
{
float ret = NDalicPINVOKE.Vector3_LengthSquared(swigCPtr);
/// <summary>
/// Clamps the vector between minimum and maximum vectors.
/// </summary>
- /// <param name="min">The minimum vector</param>
- /// <param name="max">The maximum vector</param>
+ /// <param name="min">The minimum vector.</param>
+ /// <param name="max">The maximum vector.</param>
public void Clamp(Vector3 min, Vector3 max)
{
NDalicPINVOKE.Vector3_Clamp(swigCPtr, Vector3.getCPtr(min), Vector3.getCPtr(max));
}
/// <summary>
- /// Returns the x & y components (or width & height, or r & g) as a Vector2.
+ /// Returns the x and y components (or width and height, or r and g) as a Vector2.
/// </summary>
- /// <returns>The partial vector contents as Vector2 (x,y)</returns>
+ /// <returns>The partial vector contents as Vector2 (x,y).</returns>
public Vector2 GetVectorXY()
{
Vector2 ret = new Vector2(NDalicPINVOKE.Vector3_GetVectorXY__SWIG_0(swigCPtr), false);
}
/// <summary>
- /// Returns the y & z components (or height & depth, or g & b) as a Vector2.
+ /// Returns the y and z components (or height and depth, or g and b) as a Vector2.
/// </summary>
- /// <returns>The partial vector contents as Vector2 (y,z)</returns>
+ /// <returns>The partial vector contents as Vector2 (y,z).</returns>
public Vector2 GetVectorYZ()
{
Vector2 ret = new Vector2(NDalicPINVOKE.Vector3_GetVectorYZ__SWIG_0(swigCPtr), false);
}
/// <summary>
- /// x component
+ /// The x component.
/// </summary>
public float X
{
}
/// <summary>
- /// width component
+ /// The width component.
/// </summary>
public float Width
{
}
/// <summary>
- /// red component
+ /// The red component.
/// </summary>
public float R
{
}
/// <summary>
- /// y component
+ /// The y component.
/// </summary>
public float Y
{
}
/// <summary>
- /// height component
+ /// The height component.
/// </summary>
public float Height
{
}
/// <summary>
- /// green component
+ /// The green component.
/// </summary>
public float G
{
}
/// <summary>
- /// z component
+ /// The z component.
/// </summary>
public float Z
{
}
/// <summary>
- /// depth component
+ /// The depth component.
/// </summary>
public float Depth
{
}
/// <summary>
- /// blue component
+ /// The blue component.
/// </summary>
public float B
{
{
/// <summary>
- /// A four dimensional vector.
+ /// A four-dimensional vector.
/// </summary>
public class Vector4 : global::System.IDisposable
{
}
/// <summary>
- /// Addition operator.
+ /// The addition operator.
/// </summary>
- /// <param name="arg1">First value</param>
- /// <param name="arg2">Second value</param>
- /// <returns>A vector containing the result of the addition</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The second value.</param>
+ /// <returns>The vector containing the result of the addition.</returns>
public static Vector4 operator +(Vector4 arg1, Vector4 arg2)
{
return arg1.Add(arg2);
}
/// <summary>
- /// Subtraction operator.
+ /// The subtraction operator.
/// </summary>
- /// <param name="arg1">First value</param>
- /// <param name="arg2">Second value</param>
- /// <returns>A vector containing the result of the subtraction</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The second value.</param>
+ /// <returns>The vector containing the result of the subtraction.</returns>
public static Vector4 operator -(Vector4 arg1, Vector4 arg2)
{
return arg1.Subtract(arg2);
}
/// <summary>
- /// Unary negation operator.
+ /// The unary negation operator.
/// </summary>
- /// <param name="arg1">Target Value</param>
- /// <returns>A vector containg the negation</returns>
+ /// <param name="arg1">The target value.</param>
+ /// <returns>The vector containing the negation.</returns>
public static Vector4 operator -(Vector4 arg1)
{
return arg1.Subtract();
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">First Value</param>
- /// <param name="arg2">Second Value</param>
- /// <returns>A vector containing the result of the multiplication</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The second value.</param>
+ /// <returns>The vector containing the result of the multiplication.</returns>
public static Vector4 operator *(Vector4 arg1, Vector4 arg2)
{
return arg1.Multiply(arg2);
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">First Value</param>
- /// <param name="arg2">The float value to scale the vector</param>
- /// <returns>A vector containing the result of the scaling</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The float value to scale the vector.</param>
+ /// <returns>The vector containing the result of scaling.</returns>
public static Vector4 operator *(Vector4 arg1, float arg2)
{
return arg1.Multiply(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">First Value</param>
- /// <param name="arg2">Second Value</param>
- /// <returns>A vector containing the result of the division</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The second value.</param>
+ /// <returns>The vector containing the result of the division.</returns>
public static Vector4 operator /(Vector4 arg1, Vector4 arg2)
{
return arg1.Divide(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">First Value</param>
- /// <param name="arg2">The float value to scale the vector by</param>
- /// <returns>A vector containing the result of the scaling</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The float value to scale the vector by.</param>
+ /// <returns>The vector containing the result of scaling.</returns>
public static Vector4 operator /(Vector4 arg1, float arg2)
{
return arg1.Divide(arg2);
}
/// <summary>
- /// Array subscript operator overload.
+ /// The array subscript operator overload.
/// </summary>
- /// <param name="index">Subscript index</param>
- /// <returns>The float at the given index</returns>
+ /// <param name="index">The subscript index.</param>
+ /// <returns>The float at the given index.</returns>
public float this[uint index]
{
get
}
/// <summary>
- /// Default constructor, initializes the vector to 0.
+ /// The default constructor initializes the vector to 0.
/// </summary>
public Vector4() : this(NDalicPINVOKE.new_Vector4__SWIG_0(), true)
{
}
/// <summary>
- /// Conversion constructor from four floats.
+ /// The conversion constructor from four floats.
/// </summary>
- /// <param name="x">x (or r/s) component</param>
- /// <param name="y">y (or g/t) component</param>
- /// <param name="z">z (or b/p) component</param>
- /// <param name="w">w (or a/q) component</param>
+ /// <param name="x">The x (or r/s) component.</param>
+ /// <param name="y">The y (or g/t) component.</param>
+ /// <param name="z">The z (or b/p) component.</param>
+ /// <param name="w">The w (or a/q) component.</param>
public Vector4(float x, float y, float z, float w) : this(NDalicPINVOKE.new_Vector4__SWIG_1(x, y, z, w), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Conversion constructor from an array of four floats.
+ /// The conversion constructor from an array of four floats.
/// </summary>
- /// <param name="array">array Array of either xyzw/rgba/stpq</param>
+ /// <param name="array">The array of either xyzw/rgba/stpq.</param>
public Vector4(float[] array) : this(NDalicPINVOKE.new_Vector4__SWIG_2(array), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Conversion constructor from Vector2.
+ /// The conversion constructor from Vector2.
/// </summary>
- /// <param name="vec2">Vector2 to copy from, z and w are initialized to 0</param>
+ /// <param name="vec2">Vector2 to copy from, z and w are initialized to 0.</param>
public Vector4(Vector2 vec2) : this(NDalicPINVOKE.new_Vector4__SWIG_3(Vector2.getCPtr(vec2)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Conversion constructor from Vector3.
+ /// The conversion constructor from Vector3.
/// </summary>
- /// <param name="vec3">Vector3 to copy from, w is initialized to 0</param>
+ /// <param name="vec3">Vector3 to copy from, w is initialized to 0.</param>
public Vector4(Vector3 vec3) : this(NDalicPINVOKE.new_Vector4__SWIG_4(Vector3.getCPtr(vec3)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// (1.0f,1.0f,1.0f,1.0f)
+ /// (1.0f,1.0f,1.0f,1.0f).
/// </summary>
public static Vector4 One
{
}
/// <summary>
- /// (1.0f,0.0f,0.0f,0.0f)
+ /// (1.0f,0.0f,0.0f,0.0f).
/// </summary>
public static Vector4 XAxis
{
}
/// <summary>
- /// (0.0f,1.0f,0.0f,0.0f)
+ /// (0.0f,1.0f,0.0f,0.0f).
/// </summary>
public static Vector4 YAxis
{
}
/// <summary>
- /// (0.0f,0.0f,1.0f,0.0f)
+ /// (0.0f,0.0f,1.0f,0.0f).
/// </summary>
public static Vector4 ZAxis
{
}
/// <summary>
- /// (0.0f, 0.0f, 0.0f, 0.0f)
+ /// (0.0f, 0.0f, 0.0f, 0.0f).
/// </summary>
public static Vector4 Zero
{
/// <summary>
/// Returns the length of the vector.
/// </summary>
- /// <returns>The length</returns>
+ /// <returns>The length.</returns>
public float Length()
{
float ret = NDalicPINVOKE.Vector4_Length(swigCPtr);
/// This is faster than using Length() when performing
/// threshold checks as it avoids use of the square root.<br>
/// </summary>
- /// <returns>The length of the vector squared</returns>
+ /// <returns>The length of the vector squared.</returns>
public float LengthSquared()
{
float ret = NDalicPINVOKE.Vector4_LengthSquared(swigCPtr);
/// <summary>
/// Clamps the vector between minimum and maximum vectors.
/// </summary>
- /// <param name="min">The minimum vector</param>
- /// <param name="max">The maximum vector</param>
+ /// <param name="min">The minimum vector.</param>
+ /// <param name="max">The maximum vector.</param>
public void Clamp(Vector4 min, Vector4 max)
{
NDalicPINVOKE.Vector4_Clamp(swigCPtr, Vector4.getCPtr(min), Vector4.getCPtr(max));
}
/// <summary>
- /// x component
+ /// The x component.
/// </summary>
public float X
{
}
/// <summary>
- /// red component
+ /// The red component.
/// </summary>
public float R
{
}
/// <summary>
- /// s component
+ /// The s component.
/// </summary>
public float S
{
}
/// <summary>
- /// y component
+ /// The y component.
/// </summary>
public float Y
{
}
/// <summary>
- /// green component
+ /// The green component.
/// </summary>
public float G
{
}
/// <summary>
- /// t component
+ /// The t component.
/// </summary>
public float T
{
}
/// <summary>
- /// z component
+ /// The z component.
/// </summary>
public float Z
{
}
/// <summary>
- /// blue component
+ /// The blue component.
/// </summary>
public float B
{
}
/// <summary>
- /// p component
+ /// The p component.
/// </summary>
public float P
{
}
/// <summary>
- /// w component
+ /// The w component.
/// </summary>
public float W
{
}
/// <summary>
- /// alpha component
+ /// The alpha component.
/// </summary>
public float A
{
}
/// <summary>
- /// q component
+ /// The q component.
/// </summary>
public float Q
{
/// <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
{
/// <summary>
- /// VisualFactory is a singleton object that provides and shares visuals between views
+ /// The VisualFactory is a singleton object that provides and shares visuals between views.
/// </summary>
public class VisualFactory : BaseHandle
{
/// <summary>
- /// Request the visual
+ /// Request the visual.
/// </summary>
/// <param name="propertyMap">The map contains the properties required by the visual. The content of the map determines the type of visual that will be returned.</param>
- /// <returns>The handle to the created visual</returns>
+ /// <returns>The handle to the created visual.</returns>
public VisualBase CreateVisual(PropertyMap propertyMap)
{
VisualBase ret = new VisualBase(NDalicPINVOKE.VisualFactory_CreateVisual__SWIG_0(swigCPtr, PropertyMap.getCPtr(propertyMap)), true);
private static readonly VisualFactory instance = VisualFactory.Get();
/// <summary>
- /// retrieve VisualFactory singleton.
+ /// Retrieves the VisualFactory singleton.
/// </summary>
public static VisualFactory Instance
{
using Tizen.NUI.BaseComponents;
/// <summary>
- /// A class encapsulating the transform map of visual.
+ /// A class encapsulating the transform map of the visual.
/// </summary>
public class VisualMap
{
}
/// <summary>
- /// Get or set size of the visual.<br>
+ /// Gets or sets the size of the visual.<br>
/// It can be either relative (percentage of the parent)
/// or absolute (in world units).<br>
/// Optional.
}
/// <summary>
- /// Get or set offset of the visual.<br>
+ /// Gets or sets the offset of the visual.<br>
/// It can be either relative (percentage of the parent)
/// or absolute (in world units).<br>
/// Optional.
}
/// <summary>
- /// Get or set relative size of the visual<br>
+ /// Gets or sets the relative size of the visual<br>
/// (percentage [0.0f to 1.0f] of the control).<br>
/// Optional.
/// </summary>
}
/// <summary>
- /// Get or set relative offset of the visual<br>
+ /// Gets or sets the relative offset of the visual<br>
/// (percentage [0.0f to 1.0f] of the control).<br>
/// Optional.
/// </summary>
}
/// <summary>
- /// Get or set whether the x and y offset values are relative<br>
+ /// Gets or sets whether the x and y offset values are relative<br>
/// (percentage [0.0f to 1.0f] of the control) or absolute (in world units).<br>
- /// Be default, both the x and the y offset is relative.<br>
+ /// By default, both the x and the y offset are relative.<br>
/// Optional.
/// </summary>
public VisualTransformPolicyType PositionPolicy
}
/// <summary>
- /// Get or set whether the x offset values are relative<br>
+ /// Gets or sets whether the x offset values are relative<br>
/// (percentage [0.0f to 1.0f] of the control) or absolute (in world units).<br>
- /// Be default, the x offset is relative.<br>
+ /// By default, the x offset is relative.<br>
/// Optional.
/// </summary>
public VisualTransformPolicyType PositionPolicyX
}
/// <summary>
- /// Get or set whether the y offset values are relative<br>
+ /// Gets or sets whether the y offset values are relative<br>
/// (percentage [0.0f to 1.0f] of the control) or absolute (in world units).<br>
- /// Be default, the y offset is relative.<br>
+ /// By default, the y offset is relative.<br>
/// Optional.
/// </summary>
public VisualTransformPolicyType PositionPolicyY
}
/// <summary>
- /// Get or set whether the width or height size values are relative<br>
+ /// Gets or sets whether the size values of the width or the height are relative<br>
/// (percentage [0.0f to 1.0f] of the control) or absolute (in world units).<br>
- /// Be default, both the width and the height offset is relative to the control's size.<br>
+ /// By default, offsets of both the width and the height are relative to the control's size.<br>
/// Optional.
/// </summary>
public VisualTransformPolicyType SizePolicy
}
/// <summary>
- /// Get or set whether the width size values are relative<br>
+ /// Gets or sets whether size values of the width are relative.<br>
/// (percentage [0.0f to 1.0f] of the control) or absolute (in world units).<br>
- /// Be default, the width value is relative to the control's width.<br>
+ /// By default, the value of the width is relative to the control's width.<br>
/// Optional.
/// </summary>
public VisualTransformPolicyType SizePolicyWidth
}
/// <summary>
- /// Get or set whether the height size values are relative<br>
+ /// Gets or sets whether size values of the height are relative<br>
/// (percentage [0.0f to 1.0f] of the control) or absolute (in world units).<br>
- /// Be default, both the height value is relative to the control's height.<br>
+ /// By default, the height value is relative to the control's height.<br>
/// Optional.
/// </summary>
public VisualTransformPolicyType SizePolicyHeight
}
/// <summary>
- /// Get or set the origin of the visual within its control area.<br>
- /// By default, the origin is Center.<br>
+ /// Gets or sets the origin of the visual within its control area.<br>
+ /// By default, the origin is center.<br>
/// Optional.
/// </summary>
public Visual.AlignType Origin
}
/// <summary>
- /// Get or set the anchor-point of the visual.<br>
- /// By default, the anchor point is Center.<br>
+ /// Gets or sets the anchor point of the visual.<br>
+ /// By default, the anchor point is center.<br>
/// Optional.
/// </summary>
public Visual.AlignType AnchorPoint
}
/// <summary>
- /// Get or set the depth index of the visual.<br>
+ /// Gets or sets the depth index of the visual.<br>
/// By default, the depth index is 0.<br>
/// Optional.
/// </summary>
}
/// <summary>
- /// Get the transform map used by the visual.
+ /// Gets the transform map used by the visual.
/// </summary>
public PropertyMap OutputTransformMap
{
}
/// <summary>
- /// Get the property map to create the visual.
+ /// Gets the property map to create the visual.
/// </summary>
public PropertyMap OutputVisualMap
{
}
/// <summary>
- /// Enables/disables premultiplied alpha. <br>
- /// The premultiplied alpha is false by default unless this behaviour is modified by the derived Visual type.
+ /// Enables or disables the premultiplied alpha. <br>
+ /// The premultiplied alpha is false by default unless this behavior is modified by the derived visual type.
/// </summary>
public bool PremultipliedAlpha
{
}
/// <summary>
- /// Opacity is the alpha component of the mixColor, above.
+ /// Opacity is the alpha component of the mix color discussed above.
/// </summary>
public float Opacity
{
}
/// <summary>
- /// A class encapsulating the property map of a image visual.
+ /// A class encapsulating the property map of the image visual.
/// </summary>
public class ImageVisual : VisualMap
{
private bool? _cropToMask = null;
/// <summary>
- /// Get or set the URL of the image.<br>
+ /// Gets or sets the URL of the image.<br>
/// Mandatory.
/// </summary>
/// <summary>
- /// Get or set the URL of the alpha mask.<br>
+ /// Gets or sets the URL of the alpha mask.<br>
/// Optional.
/// </summary>
public string AlphaMaskURL
}
/// <summary>
- /// Get or set fitting options, used when resizing images to fit desired dimensions.<br>
- /// If not supplied, default is FittingModeType.ShrinkToFit.<br>
- /// For Normal Quad images only.<br>
+ /// Gets or sets fitting options used when resizing images to fit the desired dimensions.<br>
+ /// If not supplied, the default is FittingModeType.ShrinkToFit.<br>
+ /// For normal quad images only.<br>
/// Optional.
/// </summary>
public FittingModeType FittingMode
}
/// <summary>
- /// Get or set filtering options, used when resizing images to sample original pixels.<br>
- /// If not supplied, default is SamplingModeType.Box.<br>
- /// For Normal Quad images only.<br>
+ /// Gets or sets filtering options used when resizing images to the sample original pixels.<br>
+ /// If not supplied, the default is SamplingModeType.Box.<br>
+ /// For normal quad images only.<br>
/// Optional.
/// </summary>
public SamplingModeType SamplingMode
}
/// <summary>
- /// Get or set the desired image width.<br>
+ /// Gets or sets the desired image width.<br>
/// If not specified, the actual image width is used.<br>
- /// For Normal Quad images only.<br>
+ /// For normal quad images only.<br>
/// Optional.
/// </summary>
public int DesiredWidth
}
/// <summary>
- /// Get or set the desired image height.<br>
+ /// Gets or sets the desired image height.<br>
/// If not specified, the actual image height is used.<br>
- /// For Normal Quad images only.<br>
+ /// For normal quad images only.<br>
/// Optional.
/// </summary>
public int DesiredHeight
}
/// <summary>
- /// Get or set whether to load the image synchronously.<br>
- /// If not specified, the default is false, i.e. the image is loaded asynchronously.<br>
- /// For Normal Quad images only.<br>
+ /// Gets or sets whether to load the image synchronously.<br>
+ /// If not specified, the default is false, i.e., the image is loaded asynchronously.<br>
+ /// For normal quad images only.<br>
/// Optional.
/// </summary>
public bool SynchronousLoading
}
/// <summary>
- /// Get or set whether to draws the borders only(If true).<br>
+ /// Gets or sets whether to draw the borders only (If true).<br>
/// If not specified, the default is false.<br>
- /// For N-Patch images only.<br>
+ /// For n-patch images only.<br>
/// Optional.
/// </summary>
public bool BorderOnly
}
/// <summary>
- /// Get or set the image area to be displayed.<br>
+ /// Gets or sets the image area to be displayed.<br>
/// It is a rectangular area.<br>
- /// The first two elements indicate the top-left position of the area, and the last two elements are the area width and height respectively.<br>
- /// If not specified, the default value is Vector4(0.0, 0.0, 1.0, 1.0), i.e. the entire area of the image.<br>
- /// For For Normal QUAD image only.<br>
+ /// The first two elements indicate the top-left position of the area, and the last two elements are the areas of the width and the height respectively.<br>
+ /// If not specified, the default value is Vector4 (0.0, 0.0, 1.0, 1.0), i.e., the entire area of the image.<br>
+ /// For normal quad images only.<br>
/// Optional.
/// </summary>
public Vector4 PixelArea
}
/// <summary>
- /// Get or set the wrap mode for u coordinate.<br>
+ /// Gets or sets the wrap mode for the u coordinate.<br>
/// It decides how the texture should be sampled when the u coordinate exceeds the range of 0.0 to 1.0.<br>
/// If not specified, the default is WrapModeType.Default(CLAMP).<br>
- /// For Normal QUAD image only.<br>
+ /// For normal quad images only.<br>
/// Optional.
/// </summary>
public WrapModeType WrapModeU
}
/// <summary>
- /// Get or set the wrap mode for v coordinate.<br>
+ /// Gets or sets the wrap mode for the v coordinate.<br>
/// It decides how the texture should be sampled when the v coordinate exceeds the range of 0.0 to 1.0.<br>
- /// The first two elements indicate the top-left position of the area, and the last two elements are the area width and height respectively.<br>
+ /// The first two elements indicate the top-left position of the area, and the last two elements are the areas of the width and the height respectively.<br>
/// If not specified, the default is WrapModeType.Default(CLAMP).<br>
- /// For Normal QUAD image only.
+ /// For normal quad images only.
/// Optional.
/// </summary>
public WrapModeType WrapModeV
}
/// <summary>
- /// A class encapsulating the property map of a text visual.
+ /// A class encapsulating the property map of the text visual.
/// </summary>
public class TextVisual : VisualMap
{
private bool? _enableMarkup = null;
/// <summary>
- /// Get or set the text to display in UTF-8 format.<br>
+ /// Gets or sets the text to display in the UTF-8 format.<br>
/// Mandatory.
/// </summary>
public string Text
}
/// <summary>
- /// Get or set the requested font family to use.<br>
+ /// Gets or sets the requested font family to use.<br>
/// Optional.
/// </summary>
public string FontFamily
}
/// <summary>
- /// Get or set the requested font style to use.<br>
+ /// Gets or sets the requested font style to use.<br>
/// Optional.
/// </summary>
public PropertyMap FontStyle
}
/// <summary>
- /// Get or set the size of font in points.<br>
+ /// Gets or sets the size of font in points.<br>
/// Mandatory.
/// </summary>
public float PointSize
}
/// <summary>
- /// Get or set the single-line or multi-line layout option.<br>
+ /// Gets or sets the single-line or multi-line layout option.<br>
/// If not specified, the default is false.<br>
/// Optional.
/// </summary>
}
/// <summary>
- /// Get or set the line horizontal alignment.<br>
- /// If not specified, the default is Begin.<br>
+ /// Gets or sets the line horizontal alignment.<br>
+ /// If not specified, the default is begin.<br>
/// Optional.
/// </summary>
public HorizontalAlignment HorizontalAlignment
}
/// <summary>
- /// Get or set the line vertical alignment.<br>
- /// If not specified, the default is Top.<br>
+ /// Gets or sets the line vertical alignment.<br>
+ /// If not specified, the default is top.<br>
/// Optional.
/// </summary>
public VerticalAlignment VerticalAlignment
}
/// <summary>
- /// Get or set the color of the text.<br>
+ /// Gets or sets the color of the text.<br>
/// Optional.
/// </summary>
public Color TextColor
}
/// <summary>
- /// Get or set whether the mark-up processing is enabled.<br>
+ /// Gets or sets whether the mark-up processing is enabled.<br>
/// Optional.
/// </summary>
public bool EnableMarkup
}
/// <summary>
- /// A class encapsulating the property map of a border visual.
+ /// A class encapsulating the property map of the border visual.
/// </summary>
public class BorderVisual : VisualMap
{
private bool? _antiAliasing = null;
/// <summary>
- /// Get or set the color of the border.<br>
+ /// Gets or sets the color of the border.<br>
/// Mandatory.
/// </summary>
public Color Color
}
/// <summary>
- /// Get or set the width of the border (in pixels).<br>
+ /// Gets or sets the width of the border (in pixels).<br>
/// Mandatory.
/// </summary>
public float BorderSize
}
/// <summary>
- /// Get or set whether anti-aliasing of the border is required.<br>
- /// If not supplied, default is false.<br>
+ /// Gets or sets whether the anti-aliasing of the border is required.<br>
+ /// If not supplied, the default is false.<br>
/// Optional.
/// </summary>
public bool AntiAliasing
}
/// <summary>
- /// A class encapsulating the property map of a color visual.
+ /// A class encapsulating the property map of the color visual.
/// </summary>
public class ColorVisual : VisualMap
{
private Color _mixColorForColorVisual = null;
/// <summary>
- /// Get or set the solid color required.<br>
+ /// Gets or sets the solid color required.<br>
/// Mandatory.
/// </summary>
public Color Color
}
/// <summary>
- /// A class encapsulating the property map of a gradient visual.
+ /// A class encapsulating the property map of the gradient visual.
/// </summary>
public class GradientVisual : VisualMap
{
private GradientVisualSpreadMethodType? _spreadMethod = null;
/// <summary>
- /// Get or set the start position of a linear gradient.<br>
- /// Mandatory for Linear.<br>
+ /// Gets or sets the start position of a linear gradient.<br>
+ /// Mandatory for linear.<br>
/// </summary>
public Vector2 StartPosition
{
}
/// <summary>
- /// Get or set the end position of a linear gradient.<br>
- /// Mandatory for Linear.<br>
+ /// Gets or sets the end position of a linear gradient.<br>
+ /// Mandatory for linear.<br>
/// </summary>
public Vector2 EndPosition
{
}
/// <summary>
- /// Get or set the center point of a radial gradient.<br>
- /// Mandatory for Radial.<br>
+ /// Gets or sets the center point of a radial gradient.<br>
+ /// Mandatory for radial.<br>
/// </summary>
public Vector2 Center
{
}
/// <summary>
- /// Get or set the size of the radius of a radial gradient.<br>
- /// Mandatory for Radial.<br>
+ /// Gets or sets the size of the radius of a radial gradient.<br>
+ /// Mandatory for radial.<br>
/// </summary>
public float Radius
{
}
/// <summary>
- /// Get or set all the stop offsets.<br>
+ /// Gets or sets all the stop offsets.<br>
/// A PropertyArray of float.<br>
- /// If not supplied, default is 0.0f and 1.0f.<br>
+ /// If not supplied, the default is 0.0f and 1.0f.<br>
/// Optional.
/// </summary>
public PropertyArray StopOffset
}
/// <summary>
- /// Get or set the color at the stop offsets.<br>
- /// A PropertyArray of Color.<br>
- /// At least 2 values required to show a gradient.<br>
+ /// Gets or sets the color at the stop offsets.<br>
+ /// A PropertyArray of color.<br>
+ /// At least 2 values are required to show a gradient.<br>
/// Mandatory.
/// </summary>
public PropertyArray StopColor
}
/// <summary>
- /// Get or set defines the coordinate system for certain attributes of the points in a gradient.<br>
- /// If not supplied, default is GradientVisualUnitsType.ObjectBoundingBox.<br>
+ /// Gets or sets descriptions of the coordinate system for certain attributes of the points in a gradient.<br>
+ /// If not supplied, the default is GradientVisualUnitsType.ObjectBoundingBox.<br>
/// Optional.
/// </summary>
public GradientVisualUnitsType Units
}
/// <summary>
- /// Get or set indicates what happens if the gradient starts or ends inside the bounds of the target rectangle.<br>
- /// If not supplied, default is GradientVisualSpreadMethodType.Pad.<br>
+ /// Gets or sets indications of what happens if the gradient starts or ends inside the bounds of the target rectangle.<br>
+ /// If not supplied, the default is GradientVisualSpreadMethodType.Pad.<br>
/// Optional.
/// </summary>
public GradientVisualSpreadMethodType SpreadMethod
}
/// <summary>
- /// A class encapsulating the property map of a mesh visual.
+ /// A class encapsulating the property map of the mesh visual.
/// </summary>
public class MeshVisual : VisualMap
{
private Vector3 _lightPosition = null;
/// <summary>
- /// Get or set the location of the ".obj" file.<br>
+ /// Gets or sets the location of the ".obj" file.<br>
/// Mandatory.
/// </summary>
public string ObjectURL
}
/// <summary>
- /// Get or set the location of the ".mtl" file.<br>
+ /// Gets or sets the location of the ".mtl" file.<br>
/// If not specified, then a textureless object is assumed.<br>
/// Optional.
/// </summary>
}
/// <summary>
- /// Get or set path to the directory the textures (including gloss and normal) are stored in.<br>
+ /// Gets or sets the path to the directory the textures (including gloss and normal) are stored in.<br>
/// Mandatory if using material.<br>
/// </summary>
public string TexturesPath
}
/// <summary>
- /// Get or set the type of shading mode that the mesh will use.<br>
+ /// Gets or sets the type of shading mode that the mesh will use.<br>
/// If anything the specified shading mode requires is missing, a simpler mode that can be handled with what has been supplied will be used instead.<br>
/// If not specified, it will use the best it can support (will try MeshVisualShadingModeValue.TexturedWithDetailedSpecularLighting first).<br>
/// Optional.
}
/// <summary>
- /// Get or set whether to use mipmaps for textures or not.<br>
+ /// Gets or sets whether to use mipmaps for textures or not.<br>
/// If not specified, the default is true.<br>
/// Optional.
/// </summary>
}
/// <summary>
- /// Get or set whether to average normals at each point to smooth textures or not.<br>
+ /// Gets or sets whether to average normals at each point to smooth textures or not.<br>
/// If not specified, the default is true.<br>
/// Optional.
/// </summary>
}
/// <summary>
- /// Get or set the position, in stage space, of the point light that applies lighting to the model.<br>
- /// This is based off the stage's dimensions, so using the width and height of the stage halved will correspond to the center,
- /// and using all zeroes will place the light at the top left corner.<br>
+ /// Gets or sets the position, in the stage space, of the point light that applies lighting to the model.<br>
+ /// This is based off the stage's dimensions, so using the width and the height of the stage halved will correspond to the center,
+ /// and using all zeroes will place the light at the top-left corner.<br>
/// If not specified, the default is an offset outwards from the center of the screen.<br>
/// Optional.
/// </summary>
}
/// <summary>
- /// A class encapsulating the property map of a primetive visual.
+ /// A class encapsulating the property map of the primetive visual.
/// </summary>
public class PrimitiveVisual : VisualMap
{
private Vector3 _lightPosition = null;
/// <summary>
- /// Get or set the specific shape to render.<br>
+ /// Gets or sets the specific shape to render.<br>
/// If not specified, the default is PrimitiveVisualShapeType.Sphere.<br>
/// Optional.
/// </summary>
}
/// <summary>
- /// Get or set the color of the shape.<br>
- /// If not specified, the default is Color(0.5, 0.5, 0.5, 1.0).<br>
- /// Applies to ALL shapes.<br>
+ /// Gets or sets the color of the shape.<br>
+ /// If not specified, the default is Color (0.5, 0.5, 0.5, 1.0).<br>
+ /// Applies to all shapes.<br>
/// Optional.
/// </summary>
public Color MixColor
}
/// <summary>
- /// Get or set the number of slices as you go around the shape.<br>
+ /// Gets or sets the number of slices as you go around the shape.<br>
/// For spheres and conical frustrums, this determines how many divisions there are as you go around the object.<br>
/// If not specified, the default is 128.<br>
/// The range is from 1 to 255.<br>
}
/// <summary>
- /// Get or set the number of stacks as you go down the shape.<br>
+ /// Gets or sets the number of stacks as you go down the shape.<br>
/// For spheres, 'stacks' determines how many layers there are as you go down the object.<br>
/// If not specified, the default is 128.<br>
/// The range is from 1 to 255.<br>
}
/// <summary>
- /// Get or set the scale of the radius of the top circle of a conical frustrum.<br>
+ /// Gets or sets the scale of the radius of the top circle of a conical frustrum.<br>
/// If not specified, the default is 1.0f.<br>
/// Applies to: - PrimitiveVisualShapeType.ConicalFrustrum<br>
/// Only values greater than or equal to 0.0f are accepted.<br>
}
/// <summary>
- /// Get or set the scale of the radius of the bottom circle of a conical frustrum.<br>
+ /// Gets or sets the scale of the radius of the bottom circle of a conical frustrum.<br>
/// If not specified, the default is 1.5f.<br>
/// Applies to: - PrimitiveVisualShapeType.ConicalFrustrum<br>
/// - PrimitiveVisualShapeType.Cone<br>
}
/// <summary>
- /// Get or set the scale of the height of a conic.<br>
+ /// Gets or sets the scale of the height of a conic.<br>
/// If not specified, the default is 3.0f.<br>
/// Applies to:<br>
/// - PrimitiveVisualShapeType.ConicalFrustrum<br>
}
/// <summary>
- /// Get or set the scale of the radius of a cylinder.<br>
+ /// Gets or sets the scale of the radius of a cylinder.<br>
/// If not specified, the default is 1.0f.<br>
/// Applies to:<br>
/// - PrimitiveVisualShapeType.Cylinder<br>
}
/// <summary>
- /// Get or set the dimensions of a cuboid. Scales in the same fashion as a 9-patch image.<br>
+ /// Gets or sets the dimensions of a cuboid. Scales in the same fashion as a 9-patch image.<br>
/// If not specified, the default is Vector3.One.<br>
/// Applies to:<br>
/// - PrimitiveVisualShapeType.Cube<br>
/// - PrimitiveVisualShapeType.Octahedron<br>
/// - PrimitiveVisualShapeType.BevelledCube<br>
- /// Each vector3 parameter should be greater than or equal to 0.0f.<br>
+ /// Each Vector3 parameter should be greater than or equal to 0.0f.<br>
/// Optional.
/// </summary>
public Vector3 ScaleDimensions
}
/// <summary>
- /// Get or set determines how bevelled the cuboid should be, based off the smallest dimension.<br>
+ /// Gets or sets determines how bevelled the cuboid should be, based off the smallest dimension.<br>
/// Bevel percentage ranges from 0.0 to 1.0. It affects the ratio of the outer face widths to the width of the overall cube.<br>
/// If not specified, the default is 0.0f (no bevel).<br>
/// Applies to:<br>
}
/// <summary>
- /// Get or set defines how smooth the bevelled edges should be.<br>
+ /// Gets or sets descriptions of how smooth the bevelled edges should be.<br>
/// If not specified, the default is 0.0f (sharp edges).<br>
/// Applies to:<br>
/// - PrimitiveVisualShapeType.BevelledCube<br>
}
/// <summary>
- /// Get or set the position, in stage space, of the point light that applies lighting to the model.<br>
- /// This is based off the stage's dimensions, so using the width and height of the stage halved will correspond to the center,
- /// and using all zeroes will place the light at the top left corner.<br>
+ /// Gets or sets the position, in the stage space, of the point light that applies lighting to the model.<br>
+ /// This is based off the stage's dimensions, so using the width and the height of the stage halved will correspond to the center,
+ /// and using all zeroes will place the light at the top-left corner.<br>
/// If not specified, the default is an offset outwards from the center of the screen.<br>
- /// Applies to ALL shapes.<br>
+ /// Applies to all shapes.<br>
/// Optional.
/// </summary>
public Vector3 LightPosition
}
/// <summary>
- /// A class encapsulating the property map of a n-patch image visual.
+ /// A class encapsulating the property map of the n-patch image visual.
/// </summary>
public class NPatchVisual : VisualMap
{
private Rectangle _border = null;
/// <summary>
- /// Get or set the URL of the image.<br>
+ /// Gets or sets the URL of the image.<br>
/// Mandatory.
/// </summary>
public string URL
}
/// <summary>
- /// Get or set whether to draws the borders only(If true).<br>
+ /// Gets or sets whether to draw the borders only (If true).<br>
/// If not specified, the default is false.<br>
- /// For N-Patch images only.<br>
+ /// For n-patch images only.<br>
/// Optional.
/// </summary>
public bool BorderOnly
}
/// <summary>
- /// The border of the image in the order: left, right, bottom, top.<br>
- /// For N-Patch images only.<br>
+ /// The border of the image is in the order: left, right, bottom, top.<br>
+ /// For n-patch images only.<br>
/// Optional.
/// </summary>
public Rectangle Border
}
/// <summary>
- /// A class encapsulating the property map of a SVG visual.
+ /// A class encapsulating the property map of the SVG visual.
/// </summary>
public class SVGVisual : VisualMap
{
}
/// <summary>
- /// A class encapsulating the property map of a Animated Image(AGIF) visual.
+ /// A class encapsulating the property map of the animated image (AGIF) visual.
/// </summary>
public class AnimatedImageVisual : VisualMap
{
/// <summary>
/// The wheel event structure is used to store a wheel rolling, it facilitates processing of the wheel rolling and passing to other libraries like Toolkit.<br>
- /// There is a key modifier which relates to keys like alt, shift and control functions are supplied to check if they have been pressed when the wheel is being rolled.<br>
+ /// There is a key modifier which relates to keys like Alt, Shift, and Ctrl functions are supplied to check if they have been pressed when the wheel is being rolled.<br>
/// We support a mouse device and there may be another custom device that support the wheel event. The device type is specified as \e type.<br>
/// The mouse wheel event can be sent to the specific actor but the custom wheel event will be sent to the window.<br>
/// </summary>
}
/// <summary>
- /// The type of the wheel event
+ /// The type of the wheel event.
/// </summary>
public Wheel.WheelType Type
{
}
/// <summary>
- /// he direction of wheel rolling (0 = default vertical wheel, 1 = horizontal wheel)
+ /// The direction of wheel rolling (0 = default vertical wheel, 1 = horizontal wheel).
/// </summary>
public int Direction
{
}
/// <summary>
- /// Modifier keys pressed during the event (such as shift, alt and control)
+ /// Modifier keys pressed during the event (such as Shift, Alt, and Ctrl).
/// </summary>
public uint Modifiers
{
}
/// <summary>
- /// The co-ordinates of the cursor relative to the top-left of the screen
+ /// The coordinates of the cursor relative to the top-left of the screen.
/// </summary>
public Vector2 Point
{
}
/// <summary>
- /// The offset of rolling (positive value means roll down or clockwise, and negative value means roll up or counter-clockwise)
+ /// The offset of rolling (positive value means roll down or clockwise, and negative value means roll up or counter-clockwise).
/// </summary>
public int Z
{
}
/// <summary>
- /// The time the wheel is being rolled
+ /// The time the wheel is being rolled.
/// </summary>
public uint TimeStamp
{
}
/// <summary>
- /// Default constructor.
+ /// The default constructor.
/// </summary>
public Wheel() : this(NDalicPINVOKE.new_Wheel__SWIG_0(), true)
{
}
/// <summary>
- /// Constructor.
+ /// The constructor.
/// </summary>
- /// <param name="type">The type of the wheel event</param>
- /// <param name="direction">The direction of wheel rolling (0 = default vertical wheel, 1 = horizontal wheel)</param>
- /// <param name="modifiers">Modifier keys pressed during the event (such as shift, alt and control)</param>
- /// <param name="point">The co-ordinates of the cursor relative to the top-left of the screen</param>
- /// <param name="z">The offset of rolling (positive value means roll down or clockwise, and negative value means roll up or counter-clockwise)</param>
- /// <param name="timeStamp">The time the wheel is being rolled</param>
+ /// <param name="type">The type of the wheel event.</param>
+ /// <param name="direction">The direction of wheel rolling (0 = default vertical wheel, 1 = horizontal wheel).</param>
+ /// <param name="modifiers">Modifier keys pressed during the event (such as Shift, Alt, and Ctrl).</param>
+ /// <param name="point">The coordinates of the cursor relative to the top-left of the screen.</param>
+ /// <param name="z">The offset of rolling (positive value means roll down or clockwise, and negative value means roll up or counter-clockwise).</param>
+ /// <param name="timeStamp">The time the wheel is being rolled.</param>
public Wheel(Wheel.WheelType type, int direction, uint modifiers, Vector2 point, int z, uint timeStamp) : this(NDalicPINVOKE.new_Wheel__SWIG_1((int)type, direction, modifiers, Vector2.getCPtr(point), z, timeStamp), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Checks to see if Shift key modifier has been supplied.
+ /// Checks to see if the Shift key modifier has been supplied.
/// </summary>
- /// <returns>True if shift modifier</returns>
+ /// <returns>True if Shift modifier.</returns>
public bool IsShiftModifier()
{
bool ret = NDalicPINVOKE.Wheel_IsShiftModifier(swigCPtr);
/// <summary>
/// Checks to see if Ctrl (control) key modifier has been supplied.
/// </summary>
- /// <returns>True if ctrl modifier</returns>
+ /// <returns>True if Ctrl modifier.</returns>
public bool IsCtrlModifier()
{
bool ret = NDalicPINVOKE.Wheel_IsCtrlModifier(swigCPtr);
/// <summary>
/// Checks to see if Alt key modifier has been supplied.
/// </summary>
- /// <returns>True if alt modifier</returns>
+ /// <returns>True if Alt modifier.</returns>
public bool IsAltModifier()
{
bool ret = NDalicPINVOKE.Wheel_IsAltModifier(swigCPtr);
}
/// <summary>
- /// The type of the wheel event
+ /// The type of the wheel event.
/// </summary>
public enum WheelType
{
using Tizen.NUI.BaseComponents;
/// <summary>
- /// WidgetView is a class for displaying the widget image and controlling the widget.<br>
- /// Input events that WidgetView gets are delivered to the widget.
+ /// The WidgetView is a class for displaying the widget image and controlling the widget.<br>
+ /// Input events that the WidgetView gets are delivered to the widget.
/// </summary>
public class WidgetView : View
{
}
/// <summary>
- /// To make Button instance be disposed.
+ /// To make the Button instance be disposed.
/// </summary>
protected override void Dispose(DisposeTypes type)
{
}
/// <summary>
- /// Create a new WidgetView.
+ /// Creates a new WidgetView.
/// </summary>
public WidgetView(string widgetId, string contentInfo, int width, int height, float updatePeriod) : this(NDalicManualPINVOKE.WidgetView_New(widgetId, contentInfo, width, height, updatePeriod), true)
{
}
/// <summary>
- /// Event arguments of widget view.
+ /// Event arguments of the widget view.
/// </summary>
public class WidgetViewEventArgs : EventArgs
{
private WidgetAddedEventCallbackType _widgetAddedEventCallback;
/// <summary>
- /// Event for ResourceReady signal which can be used to subscribe/unsubscribe the event handler.<br>
+ /// An event for the ResourceReady signal which can be used to subscribe or unsubscribe the event handler.<br>
/// This signal is emitted after all resources required by a control are loaded and ready.<br>
- /// Most resources are only loaded when the control is placed on stage.<br>
+ /// Most resources are only loaded when the control is placed on the stage.<br>
/// </summary>
public event EventHandler<WidgetViewEventArgs> WidgetAdded
{
private WidgetDeletedEventCallbackType _widgetDeletedEventCallback;
/// <summary>
- /// Event for ResourceReady signal which can be used to subscribe/unsubscribe the event handler.<br>
+ /// An event for the ResourceReady signal which can be used to subscribe or unsubscribe the event handler.<br>
/// This signal is emitted after all resources required by a control are loaded and ready.<br>
- /// Most resources are only loaded when the control is placed on stage.<br>
+ /// Most resources are only loaded when the control is placed on the stage.<br>
/// </summary>
public event EventHandler<WidgetViewEventArgs> WidgetDeleted
{
private WidgetCreationAbortedEventCallbackType _widgetCreationAbortedEventCallback;
/// <summary>
- /// Event for ResourceReady signal which can be used to subscribe/unsubscribe the event handler.<br>
+ /// An event for the ResourceReady signal which can be used to subscribe or unsubscribe the event handler.<br>
/// This signal is emitted after all resources required by a control are loaded and ready.<br>
- /// Most resources are only loaded when the control is placed on stage.<br>
+ /// Most resources are only loaded when the control is placed on the stage.<br>
/// </summary>
public event EventHandler<WidgetViewEventArgs> WidgetCreationAborted
{
private WidgetContentUpdatedEventCallbackType _widgetContentUpdatedEventCallback;
/// <summary>
- /// Event for ResourceReady signal which can be used to subscribe/unsubscribe the event handler.<br>
+ /// An event for the ResourceReady signal which can be used to subscribe or unsubscribe the event handler.<br>
/// This signal is emitted after all resources required by a control are loaded and ready.<br>
- /// Most resources are only loaded when the control is placed on stage.<br>
+ /// Most resources are only loaded when the control is placed on the stage.<br>
/// </summary>
public event EventHandler<WidgetViewEventArgs> WidgetContentUpdated
{
private WidgetUpdatePeriodChangedEventCallbackType _widgetUpdatePeriodChangedEventCallback;
/// <summary>
- /// Event for ResourceReady signal which can be used to subscribe/unsubscribe the event handler.<br>
+ /// An event for the ResourceReady signal which can be used to subscribe or unsubscribe the event handler.<br>
/// This signal is emitted after all resources required by a control are loaded and ready.<br>
- /// Most resources are only loaded when the control is placed on stage.<br>
+ /// Most resources are only loaded when the control is placed on the stage.<br>
/// </summary>
public event EventHandler<WidgetViewEventArgs> WidgetUpdatePeriodChanged
{
private WidgetFaultedEventCallbackType _widgetFaultedEventCallback;
/// <summary>
- /// Event for ResourceReady signal which can be used to subscribe/unsubscribe the event handler.<br>
+ /// An event for the ResourceReady signal which can be used to subscribe or unsubscribe the event handler.<br>
/// This signal is emitted after all resources required by a control are loaded and ready.<br>
- /// Most resources are only loaded when the control is placed on stage.<br>
+ /// Most resources are only loaded when the control is placed on the stage.<br>
/// </summary>
public event EventHandler<WidgetViewEventArgs> WidgetFaulted
{
/// <summary>
/// Pauses a given widget.
/// </summary>
- /// <returns>true on success, false otherwise.</returns>
+ /// <returns>True on success, false otherwise.</returns>
public bool PauseWidget()
{
bool ret = NDalicManualPINVOKE.WidgetView_PauseWidget(swigCPtr);
}
/// <summary>
- /// Resume a given widget.
+ /// Resumes a given widget.
/// </summary>
- /// <returns>true on success, false otherwise.</returns>
+ /// <returns>True on success, false otherwise.</returns>
public bool ResumeWidget()
{
bool ret = NDalicManualPINVOKE.WidgetView_ResumeWidget(swigCPtr);
}
/// <summary>
- /// Cancels touch event procedure.
+ /// Cancels the touch event procedure.
/// If you call this function after feed the touch down event, the widget will get ON_HOLD events.
/// If a widget gets ON_HOLD event, it will not do anything even if you feed touch up event.
/// </summary>
- /// <returns>true on success, false otherwise.</returns>
+ /// <returns>True on success, false otherwise.</returns>
public bool CancelTouchEvent()
{
bool ret = NDalicManualPINVOKE.WidgetView_CancelTouchEvent(swigCPtr);
}
/// <summary>
- /// Activate a widget in faulted state.
- /// A widget in faulted state MUST be activated before adding the widget.
+ /// Activates a widget in the faulted state.
+ /// A widget in faulted state must be activated before adding the widget.
/// </summary>
public void ActivateFaultedWidget()
{
}
/// <summary>
- /// Gets the id of widget.
+ /// Gets the ID of the widget.
/// </summary>
public string WidgetID
{
}
/// <summary>
- /// Gets the id of instance.
+ /// Gets the ID of the instance.
/// </summary>
public string InstanceID
{
}
/// <summary>
- /// Gets/sets the preview.
+ /// Gets or sets the preview.
/// </summary>
public bool Preview
{
}
/// <summary>
- /// Gets/sets the loading text.
+ /// Gets or sets the loading text.
/// </summary>
public bool LoadingText
{
}
/// <summary>
- /// Gets/sets whether the widget state is faulted or not.
+ /// Gets or sets whether the widget state is faulted or not.
/// </summary>
public bool WidgetStateFaulted
{
}
/// <summary>
- /// Gets/sets whether the widget is permanent delete or not.
+ /// Gets or sets whether the widget is to delete permanently or not.
/// </summary>
public bool PermanentDelete
{
/// <summary>
/// Creates a new widget view object.
/// </summary>
- /// <param name="widgetId">The widget id.</param>
+ /// <param name="widgetId">The widget ID.</param>
/// <param name="contentInfo">Contents that will be given to the widget instance.</param>
/// <param name="width">The widget width.</param>
/// <param name="height">The widget height.</param>
/// <summary>
/// The window class is used internally for drawing.<br>
- /// A Window has an orientation and indicator properties.<br>
+ /// The window has an orientation and indicator properties.<br>
/// </summary>
public class Window : BaseHandle
{
}
/// <summary>
- /// To make Window instance be disposed.
+ /// To make the window instance be disposed.
/// </summary>
protected override void Dispose(DisposeTypes type)
{
}
/// <summary>
- /// Sets whether window accepts focus or not.
+ /// Sets whether the window accepts a focus or not.
/// </summary>
- /// <param name="accept">If focus is accepted or not. Default is true.</param>
+ /// <param name="accept">If a focus is accepted or not. The default is true.</param>
public void SetAcceptFocus(bool accept)
{
NDalicPINVOKE.SetAcceptFocus(swigCPtr, accept);
}
/// <summary>
- /// Returns whether window accepts focus or not.
+ /// Returns whether the window accepts a focus or not.
/// </summary>
- /// <returns>True if the window accept focus, false otherwise</returns>
+ /// <returns>True if the window accepts a focus, false otherwise.</returns>
public bool IsFocusAcceptable()
{
return NDalicPINVOKE.IsFocusAcceptable(swigCPtr);
/// <summary>
/// Retrieves whether the window is visible or not.
/// </summary>
- /// <returns>true, if the windoe is visible</returns>
+ /// <returns>True if the window is visible.</returns>
public bool IsVisible()
{
bool temp = NDalicPINVOKE.IsVisible(swigCPtr);
}
/// <summary>
- /// Gets/Sets a window type.
+ /// Gets or sets a window type.
/// </summary>
public WindowType Type
{
}
/// <summary>
- /// Gets a screen mode of the window.
+ /// Gets the screen mode of the window.
/// </summary>
/// <returns>The screen mode.</returns>
public ScreenMode GetScreenMode() {
}
/// <summary>
- /// Gets preffered brightness of the window.
+ /// Gets the preferred brightness of the window.
/// </summary>
- /// <returns>The preffered brightness.</returns>
+ /// <returns>The preferred brightness.</returns>
public int GetBrightness() {
int ret = NDalicPINVOKE.GetBrightness(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Sets the window name and class string.
+ /// Sets the window name and the class string.
/// </summary>
- /// <param name="name">The name of the window</param>
- /// <param name="klass">The class of the window</param>
+ /// <param name="name">The name of the window.</param>
+ /// <param name="klass">The class of the window.</param>
public void SetClass(string name, string klass)
{
NDalicPINVOKE.Window_SetClass(swigCPtr, name, klass);
}
/// <summary>
- /// Raises window to the top of Window stack.
+ /// Raises the window to the top of the window stack.
/// </summary>
public void Raise()
{
}
/// <summary>
- /// Lowers window to the bottom of Window stack.
+ /// Lowers the window to the bottom of the window stack.
/// </summary>
public void Lower()
{
}
/// <summary>
- /// Activates window to the top of Window stack even it is iconified.
+ /// Activates the window to the top of the window stack even it is iconified.
/// </summary>
public void Activate()
{
}
/// <summary>
- /// Get default ( root ) layer.
+ /// Gets the default ( root ) layer.
/// </summary>
- /// <returns>The root layer</returns>
+ /// <returns>The root layer.</returns>
public Layer GetDefaultLayer()
{
return this.GetRootLayer();
/// <summary>
/// Keep rendering for at least the given amount of time.
/// </summary>
- /// <param name="durationSeconds">Time to keep rendering, 0 means render at least one more frame</param>
+ /// <param name="durationSeconds">Time to keep rendering, 0 means render at least one more frame.</param>
public void KeepRendering(float durationSeconds)
{
NDalicPINVOKE.Stage_KeepRendering(stageCPtr, durationSeconds);
private static readonly Window instance = Application.Instance.GetWindow();
/// <summary>
- /// Stage instance property (read-only).<br>
- /// Gets the current Window.<br>
+ /// The stage instance property (read-only).<br>
+ /// Gets the current window.<br>
/// </summary>
public static Window Instance
{
}
/// <summary>
- /// Grabs the key specified by a key for a window only when a window is the topmost window. <br>
+ /// Grabs the key specified by a key for a window only when a window is the topmost window.<br>
/// This function can be used for following example scenarios: <br>
- /// - Mobile - Using volume up/down as zoom up/down in camera apps. <br>
+ /// - Mobile - Using volume up or down as zoom up or down in camera apps.<br>
/// </summary>
- /// <param name="DaliKey">The key code to grab</param>
- /// <returns>true if the grab succeeds</returns>
+ /// <param name="DaliKey">The key code to grab.</param>
+ /// <returns>True if the grab succeeds.</returns>
public bool GrabKeyTopmost(int DaliKey)
{
bool ret = NDalicManualPINVOKE.GrabKeyTopmost(HandleRef.ToIntPtr(this.swigCPtr), DaliKey);
}
/// <summary>
- /// Ungrabs the key specified by a key for a window. <br>
+ /// Ungrabs the key specified by a key for the window.<br>
/// Note: If this function is called between key down and up events of a grabbed key, an application doesn't receive the key up event.<br>
/// </summary>
- /// <param name="DaliKey">The key code to ungrab</param>
- /// <returns>true if the ungrab succeeds</returns>
+ /// <param name="DaliKey">The key code to ungrab.</param>
+ /// <returns>True if the ungrab succeeds.</returns>
public bool UngrabKeyTopmost(int DaliKey)
{
bool ret = NDalicManualPINVOKE.UngrabKeyTopmost(HandleRef.ToIntPtr(this.swigCPtr), DaliKey);
/// Grabs the key specified by a key for a window in a GrabMode. <br>
/// Details: This function can be used for following example scenarios: <br>
/// - TV - A user might want to change the volume or channel of the background TV contents while focusing on the foregrund app. <br>
- /// - Mobile - When a user presses Home key, the homescreen appears regardless of current foreground app. <br>
- /// - Mobile - Using volume up/down as zoom up/down in camera apps. <br>
+ /// - Mobile - When a user presses the Home key, the homescreen appears regardless of the current foreground app. <br>
+ /// - Mobile - Using the volume up or down as zoom up or down in camera apps. <br>
/// </summary>
- /// <param name="DaliKey">The key code to grab</param>
- /// <param name="GrabMode">The grab mode for the key</param>
- /// <returns>true if the grab succeeds</returns>
+ /// <param name="DaliKey">The key code to grab.</param>
+ /// <param name="GrabMode">The grab mode for the key.</param>
+ /// <returns>True if the grab succeeds.</returns>
public bool GrabKey(int DaliKey, KeyGrabMode GrabMode)
{
bool ret = NDalicManualPINVOKE.GrabKey(HandleRef.ToIntPtr(this.swigCPtr), DaliKey, (int)GrabMode);
}
/// <summary>
- /// Ungrabs the key specified by a key for a window. <br>
+ /// Ungrabs the key specified by a key for a window.<br>
/// Note: If this function is called between key down and up events of a grabbed key, an application doesn't receive the key up event. <br>
/// </summary>
- /// <param name="DaliKey">The key code to ungrab</param>
- /// <returns>true if the ungrab succeeds</returns>
+ /// <param name="DaliKey">The key code to ungrab.</param>
+ /// <returns>True if the ungrab succeeds.</returns>
public bool UngrabKey(int DaliKey)
{
bool ret = NDalicManualPINVOKE.UngrabKey(HandleRef.ToIntPtr(this.swigCPtr), DaliKey);
}
/// <summary>
- /// Enumeration for key grab mode for platform-level APIs.
+ /// Enumeration for the key grab mode for platform-level APIs.
/// </summary>
public enum KeyGrabMode
{
/// <summary>
- /// Grab a key only when on the top of the grabbing-window stack mode.
+ /// Grabs a key only when on the top of the grabbing-window stack mode.
/// </summary>
Topmost = 0,
/// <summary>
- /// Grab a key together with the other client window(s) mode.
+ /// Grabs a key together with the other client window(s) mode.
/// </summary>
Shared,
/// <summary>
- /// Grab a key exclusively regardless of the grabbing-window's position on the window stack with the possibility of overriding the grab by the other client window mode.
+ /// Grabs a key exclusively regardless of the grabbing-window's position on the window stack with the possibility of overriding the grab by the other client window mode.
/// </summary>
OverrideExclusive,
/// <summary>
- /// Grab a key exclusively regardless of the grabbing-window's position on the window stack mode.
+ /// Grabs a key exclusively regardless of the grabbing-window's position on the window stack mode.
/// </summary>
Exclusive
};
}
/// <summary>
- /// Touch event argument.
+ /// The touch event argument.
/// </summary>
public class TouchEventArgs : EventArgs
{
private EventCallbackDelegateType1 _stageTouchCallbackDelegate;
/// <summary>
- /// This is emitted when the screen is touched and when the touch ends.<br>
+ /// This event is emitted when the screen is touched and when the touch ends.<br>
/// If there are multiple touch points, then this will be emitted when the first touch occurs and
/// then when the last finger is lifted.<br>
/// An interrupted event will also be emitted (if it occurs).<br>
private EventCallbackDelegateType1 _stageWheelCallbackDelegate;
/// <summary>
- /// Event emitted when wheel event is received.
+ /// This event is emitted when the wheel event is received.
/// </summary>
public event EventHandler<WheelEventArgs> WheelEvent
{
private Key _key;
/// <summary>
- /// Key
+ /// Key.
/// </summary>
public Key Key
{
private EventCallbackDelegateType1 _stageKeyCallbackDelegate;
/// <summary>
- /// Event emitted when key event is received.
+ /// This event is emitted when the key event is received.
/// </summary>
public event EventHandler<KeyEventArgs> KeyEvent
{
}
/// <summary>
- /// Window size property (read-only).
+ /// The window size property (read-only).
/// </summary>
public Size2D Size
{
}
/// <summary>
- /// Background color property.
+ /// The background color property.
/// </summary>
public Color BackgroundColor
{
}
/// <summary>
- /// Dpi property (read-only).<br>
+ /// The DPI property (read-only).<br>
/// Retrieves the DPI of the display device to which the Window is connected.<br>
/// </summary>
public Vector2 Dpi
}
/// <summary>
- /// Layer count property (read-only).<br>
+ /// The layer count property (read-only).<br>
/// Queries the number of on-Window layers.<br>
/// </summary>
public uint LayerCount
/// <summary>
- /// Add layer to the Stage.
+ /// Adds a layer to the stage.
/// </summary>
- /// <param name="layer">Layer to add</param>
+ /// <param name="layer">Layer to add.</param>
public void AddLayer(Layer layer)
{
NDalicPINVOKE.Stage_Add(stageCPtr, Layer.getCPtr(layer));
}
/// <summary>
- /// Remove layer from the Stage.
+ /// Removes a layer from the stage.
/// </summary>
- /// <param name="layer">Layer to remove</param>
+ /// <param name="layer">Layer to remove.</param>
public void RemoveLayer(Layer layer)
{
NDalicPINVOKE.Stage_Remove(stageCPtr, Layer.getCPtr(layer));
}
/// <summary>
- /// Gets/Sets a size of the window.
+ /// Gets or sets a size of the window.
/// </summary>
public Size2D WindowSize
{
}
/// <summary>
- /// Gets/Sets a position of the window.
+ /// Gets or sets a position of the window.
/// </summary>
public Position2D WindowPosition
{