Companion

object Companion

Functions

Link copied to clipboard
fun makeBlend(mode: BlendMode, dst: Shader?, src: Shader?): Shader
Link copied to clipboard
fun makeColor(color: Int): Shader
fun makeColor(color: Color4f, space: ColorSpace?): Shader
Link copied to clipboard
Link copied to clipboard
fun makeFractalNoise(baseFrequencyX: Float, baseFrequencyY: Float, numOctaves: Int, seed: Float, tileSize: ISize = ISize.makeEmpty()): Shader
Link copied to clipboard
fun makeLinearGradient(p0: Point, p1: Point, colors: IntArray): Shader
fun makeLinearGradient(p0: Point, p1: Point, colors: IntArray, positions: FloatArray?): Shader
fun makeLinearGradient(p0: Point, p1: Point, colors: IntArray, positions: FloatArray?, style: GradientStyle): Shader
fun makeLinearGradient(p0: Point, p1: Point, colors: Array<Color4f>, cs: ColorSpace?, positions: FloatArray?, style: GradientStyle): Shader
fun makeLinearGradient(x0: Float, y0: Float, x1: Float, y1: Float, colors: IntArray, positions: FloatArray? = null, style: GradientStyle = GradientStyle.Companion.DEFAULT): Shader
fun makeLinearGradient(x0: Float, y0: Float, x1: Float, y1: Float, colors: Array<Color4f>, cs: ColorSpace?, positions: FloatArray?, style: GradientStyle): Shader
Link copied to clipboard
fun makeRadialGradient(center: Point, r: Float, colors: IntArray): Shader
fun makeRadialGradient(center: Point, r: Float, colors: IntArray, positions: FloatArray?): Shader
fun makeRadialGradient(center: Point, r: Float, colors: IntArray, positions: FloatArray?, style: GradientStyle): Shader
fun makeRadialGradient(x: Float, y: Float, r: Float, colors: IntArray, positions: FloatArray? = null, style: GradientStyle = GradientStyle.Companion.DEFAULT): Shader
fun makeRadialGradient(center: Point, r: Float, colors: Array<Color4f>, cs: ColorSpace?, positions: FloatArray?, style: GradientStyle): Shader
fun makeRadialGradient(x: Float, y: Float, r: Float, colors: Array<Color4f>, cs: ColorSpace?, positions: FloatArray?, style: GradientStyle): Shader
Link copied to clipboard
fun makeSweepGradient(center: Point, colors: IntArray): Shader
fun makeSweepGradient(center: Point, colors: IntArray, positions: FloatArray?): Shader
fun makeSweepGradient(x: Float, y: Float, colors: IntArray, positions: FloatArray?): Shader
fun makeSweepGradient(center: Point, colors: IntArray, positions: FloatArray?, style: GradientStyle): Shader
fun makeSweepGradient(x: Float, y: Float, colors: IntArray, positions: FloatArray?, style: GradientStyle): Shader
fun makeSweepGradient(center: Point, startAngle: Float, endAngle: Float, colors: IntArray, positions: FloatArray?, style: GradientStyle): Shader
fun makeSweepGradient(x: Float, y: Float, startAngle: Float, endAngle: Float, colors: IntArray, positions: FloatArray?, style: GradientStyle): Shader
fun makeSweepGradient(center: Point, startAngle: Float, endAngle: Float, colors: Array<Color4f>, cs: ColorSpace?, positions: FloatArray?, style: GradientStyle): Shader
fun makeSweepGradient(x: Float, y: Float, startAngle: Float, endAngle: Float, colors: Array<Color4f>, cs: ColorSpace?, positions: FloatArray?, style: GradientStyle): Shader
Link copied to clipboard
fun makeTurbulence(baseFrequencyX: Float, baseFrequencyY: Float, numOctaves: Int, seed: Float, tileSize: ISize = ISize.makeEmpty()): Shader
Link copied to clipboard
fun makeTwoPointConicalGradient(p0: Point, r0: Float, p1: Point, r1: Float, colors: IntArray, positions: FloatArray?): Shader
fun makeTwoPointConicalGradient(p0: Point, r0: Float, p1: Point, r1: Float, colors: IntArray, positions: FloatArray?, style: GradientStyle): Shader
fun makeTwoPointConicalGradient(p0: Point, r0: Float, p1: Point, r1: Float, colors: Array<Color4f>, cs: ColorSpace?, positions: FloatArray?, style: GradientStyle): Shader
fun makeTwoPointConicalGradient(x0: Float, y0: Float, r0: Float, x1: Float, y1: Float, r1: Float, colors: IntArray, positions: FloatArray? = null, style: GradientStyle = GradientStyle.Companion.DEFAULT): Shader
fun makeTwoPointConicalGradient(x0: Float, y0: Float, r0: Float, x1: Float, y1: Float, r1: Float, colors: Array<Color4f>, cs: ColorSpace?, positions: FloatArray?, style: GradientStyle): Shader