Ryujinx-GtkSharp/doc/en/Pango/EngineShape.xml

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<Type Name="EngineShape" FullName="Pango.EngineShape">
<TypeSignature Language="C#" Value="public sealed struct EngineShape;" Maintainer="auto" />
<AssemblyInfo>
<AssemblyName>pango-sharp</AssemblyName>
<AssemblyPublicKey>
</AssemblyPublicKey>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyCulture>neutral</AssemblyCulture>
<Attributes />
</AssemblyInfo>
<ThreadSafetyStatement>Gtk# is thread aware, but not thread safe; See the <link location="node:gtk-sharp/programming/threads">Gtk# Thread Programming</link> for details.</ThreadSafetyStatement>
<Docs>
<summary> Rendering-system dependent script engines</summary>
<remarks>The <see cref="T:Pango.EngineShape" /> class is implemented by engines that customize the rendering-system dependent part of the Pango pipeline for a particular script or language. A <see cref="T:Pango.EngineShape" /> implementation is then specific to both a particular rendering system or group of rendering systems and to a particular script. For instance, there is one <see cref="T:Pango.EngineShape" /> implementation to handling shaping Arabic for Fontconfig-based backends.</remarks>
</Docs>
<Base>
<BaseTypeName>GLib.Opaque</BaseTypeName>
</Base>
<Interfaces />
<Attributes />
<Members>
<Member MemberName=".ctor">
<MemberSignature Language="C#" Value="public EngineShape (IntPtr raw);" />
<MemberType>Constructor</MemberType>
<ReturnValue />
<Parameters>
<Parameter Name="raw" Type="System.IntPtr" />
</Parameters>
<Docs>
<summary>Internal constructor</summary>
<param name="raw">a <see cref="T:System.IntPtr" /></param>
<returns>a <see cref="T:Pango.EngineShape" /></returns>
<remarks>This is an internal constructor, and should not be used by user code.</remarks>
</Docs>
</Member>
</Members>
</Type>