mirror of
https://github.com/Ryujinx/GtkSharp.git
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cc1f6e10f2
(includes Gnome.Print) svn path=/trunk/gtk-sharp/; revision=18154
186 lines
7.1 KiB
XML
186 lines
7.1 KiB
XML
<Type Name="VisualType" FullName="Gdk.VisualType">
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<TypeSignature Language="C#" Maintainer="miguel" Value="public enum VisualType;" />
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<AssemblyInfo>
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<AssemblyName>gdk-sharp</AssemblyName>
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<AssemblyVersion>0.0.0.0</AssemblyVersion>
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<Attributes />
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</AssemblyInfo>
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<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>
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<Docs>
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<summary>Describe the how pixel values are converted into RGB values for display.</summary>
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<remarks>
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<para>
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Visuals are a very important concept that is often
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overlooked. Roughly, a visual defines the memory
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representation that a piece of hardware uses to store the
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contents of an image. X supports different kinds of visuals to
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suit the different kinds of hardware out there.
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</para>
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<para>
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Some of this information comes from Federico Mena's excellent
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"X Concepts" document from http://www.nuclecu.unam.mx/~federico/docs/x-concepts.
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</para>
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</remarks>
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</Docs>
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<Base>
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<BaseTypeName>System.Enum</BaseTypeName>
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</Base>
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<Interfaces>
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<Interface>
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<InterfaceName>System.IComparable</InterfaceName>
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</Interface>
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<Interface>
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<InterfaceName>System.IConvertible</InterfaceName>
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</Interface>
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<Interface>
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<InterfaceName>System.IFormattable</InterfaceName>
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</Interface>
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</Interfaces>
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<Attributes />
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<Members>
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<Member MemberName="StaticGray">
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<MemberSignature Language="C#" Value="StaticGray" />
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<MemberType>Field</MemberType>
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<ReturnValue>
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<ReturnType>Gdk.VisualType</ReturnType>
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</ReturnValue>
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<Parameters />
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<Docs>
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<summary>Static gray visuals are those in which you cannot change the gray intensities of the hardware.</summary>
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<remarks>
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Plain monochrome (B/W) displays or fixed 4-gray displays may
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be of the static gray kind. Grayscale visuals are those in
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which you can change the gray intensities used by the
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hardware. Exotic 12-bit grayscale displays (as used for
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medical visualization) that let you change the gray
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intensities may be of the grayscale type.
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</remarks>
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</Docs>
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</Member>
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<Member MemberName="Grayscale">
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<MemberSignature Language="C#" Value="Grayscale" />
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<MemberType>Field</MemberType>
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<ReturnValue>
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<ReturnType>Gdk.VisualType</ReturnType>
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</ReturnValue>
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<Parameters />
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<Docs>
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<summary>Grayscale visuals are used for displays that use a single channel of color information.</summary>
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<remarks>
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Black and white or grayscale monitors (including amber and
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green monitors) may use this type of visual. These visuals
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can be either static gray or grayscale.
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</remarks>
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</Docs>
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</Member>
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<Member MemberName="StaticColor">
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<MemberSignature Language="C#" Value="StaticColor" />
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<MemberType>Field</MemberType>
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<ReturnValue>
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<ReturnType>Gdk.VisualType</ReturnType>
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</ReturnValue>
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<Parameters />
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<Docs>
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<summary>An indexed color visual, where colors can not be changed.</summary>
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<remarks>
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Static color visuals are those in which you cannot change
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the actual colors that the indexes correspond to (a static
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palette). Remember the old CGA cards with four fixed colors
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in graphics mode? These could be considered of the static
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color type.
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</remarks>
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</Docs>
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</Member>
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<Member MemberName="PseudoColor">
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<MemberSignature Language="C#" Value="PseudoColor" />
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<MemberType>Field</MemberType>
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<ReturnValue>
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<ReturnType>Gdk.VisualType</ReturnType>
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</ReturnValue>
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<Parameters />
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<Docs>
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<summary>An indexed color visual, where colors can change.</summary>
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<remarks>
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Pseudo color visuals are those in which you can change the
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actual colors that the indexes correspond to. Each index
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maps to an RGB triplet that defines the color that will be
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displayed on the screen. You can change these RGB triplets
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for each index. Pseudo color visuals are very common in
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graphics cards. Graphics cards with 256 colors that you can
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change, for example, VGA cards, are of the pseudo color
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type.
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</remarks>
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</Docs>
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</Member>
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<Member MemberName="TrueColor">
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<MemberSignature Language="C#" Value="TrueColor" />
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<MemberType>Field</MemberType>
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<ReturnValue>
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<ReturnType>Gdk.VisualType</ReturnType>
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</ReturnValue>
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<Parameters />
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<Docs>
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<summary>True color visuals use the exact RGB values you specified
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for a pixel</summary>
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<remarks>
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<para>
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TrueColor visuals store explicit RGB values for every
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pixel, instead of storing a single value like indexed
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visuals.
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</para>
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<para>
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TrueColor visuals map the RGB into the screens RGB values
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without any changes. There is no transformation applied to
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it.
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</para>
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</remarks>
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</Docs>
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</Member>
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<Member MemberName="DirectColor">
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<MemberSignature Language="C#" Value="DirectColor" />
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<MemberType>Field</MemberType>
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<ReturnValue>
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<ReturnType>Gdk.VisualType</ReturnType>
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</ReturnValue>
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<Parameters />
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<Docs>
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<summary>DirectColor visuals use RGB encoding, with a
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correction palette.</summary>
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<remarks>
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<para>
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TrueColor visuals store explicit RGB values for every
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pixel, instead of storing a single value like indexed
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visuals.
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</para>
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<para>
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The values in a direct color visual go through an
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indirection step before being sent to the display. Each of
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the R/G/B values you specify is an index in separate
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tables, and those tables contain a translated value. So an
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RGB triplet gets translated into an R'G'B' triplet,
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i.e. the three tables together define an f(r, g, b) ->
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(r', g', b') function. For most purposes, your tables will
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be filled by the identity function and you will get
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linearly increasing intensity values for each of the RGB
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channels. Things can become quite interesting, however,
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when you modify the tables to have a nonlinear mapping. If
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you fill them using an exponential function, you can do
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color correction on hardware
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</para>
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</remarks>
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</Docs>
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</Member>
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<Member MemberName="value__">
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<MemberSignature Language="C#" Value="value__" />
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<MemberType>Field</MemberType>
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<ReturnValue>
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<ReturnType>System.Int32</ReturnType>
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</ReturnValue>
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<Parameters />
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<Docs>
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<summary>To be added</summary>
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<remarks>To be added</remarks>
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</Docs>
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</Member>
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</Members>
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</Type> |