gtkmm 4.19.0
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Classes | |
class | Gsk::Corner_Wrapper |
Wrapper for enum Corner. More... |
Typedefs | |
using | Gsk::Corner = Corner_Wrapper::Corner |
Corner enumerators are scoped by the wrapper class and can be implicitly converted to int. |
using Gsk::Corner = Corner_Wrapper::Corner |
Corner enumerators are scoped by the wrapper class and can be implicitly converted to int.
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The blend modes available for render nodes.
The implementation of each blend mode is deferred to the rendering pipeline.
See https://www.w3.org/TR/compositing-1/#blending for more information on blending and blend modes.
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The categories of matrices relevant for GSK and GTK.
Note that any category includes matrices of all later categories. So if you want to for example check if a matrix is a 2D matrix, category >= GSK_TRANSFORM_CATEGORY_2D is the way to do this.
Also keep in mind that rounding errors may cause matrices to not conform to their categories. Otherwise, matrix operations done via multiplication will not worsen categories. So for the matrix multiplication C = A * B, category(C) = MIN (category(A), category(B)).
Enumerator | |
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UNKNOWN | The category of the matrix has not been determined. |
ANY | Analyzing the matrix concluded that it does not fit in any other category. |
CAT_3D | The matrix is a 3D matrix. This means that the w column (the last column) has the values (0, 0, 0, 1). |
CAT_2D | The matrix is a 2D matrix. This is equivalent to graphene_matrix_is_2d() returning true. In particular, this means that Cairo can deal with the matrix. |
CAT_2D_AFFINE | The matrix is a combination of 2D scale and 2D translation operations. In particular, this means that any rectangle can be transformed exactly using this matrix. |
CAT_2D_TRANSLATE | The matrix is a 2D translation. |
IDENTITY | The matrix is the identity matrix. |
The corner indices used by Gsk::RoundedRect.
Enumerator | |
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TOP_LEFT | The top left corner. |
TOP_RIGHT | The top right corner. |
BOTTOM_RIGHT | The bottom right corner. |
BOTTOM_LEFT | The bottom left corner. |
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Specifies how paths are filled.
Whether or not a point is included in the fill is determined by taking a ray from that point to infinity and looking at intersections with the path. The ray can be in any direction, as long as it doesn't pass through the end point of a segment or have a tricky intersection such as intersecting tangent to the path.
(Note that filling is not actually implemented in this way. This is just a description of the rule that is applied.)
New entries may be added in future versions.
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The mask modes available for mask nodes.
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The filters used when scaling texture data.
The actual implementation of each filter is deferred to the rendering pipeline.