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Miguel de Icaza 2017-01-31 11:55:37 -05:00
Родитель fc0cd37d59
Коммит 0a77ae0eb9
3 изменённых файлов: 7 добавлений и 3 удалений

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</Attributes>
<Docs>
<summary>
<para />
<para></para>
</summary>
<remarks>
<para></para>

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<param name="ctable">The color table to use, if installing <see cref="F:SkiaSharp.SKColorType.Index8" /> pixels.</param>
<param name="releaseProc">The delegate to invoke when the pixels are no longer referenced.</param>
<param name="context">The user data to use when invoking the delegate.</param>
<summary>Installs the specified pixels into the bitmap.</summary>
<summary>Installs the specified pixels into the bitmap, with an option to release the pixel buffer upon completion.</summary>
<returns>Returns true on success, or false on failure. If there was an error, the bitmap will be set to empty.</returns>
<remarks>
<para></para>

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<Namespace Name="SkiaSharp">
<Docs>
<summary>SkiaSharp is a 2D graphics API powered by the Skia library.</summary>
<remarks>For information on getting started with the SkiaSharp library, please visit the Xamarin documentation website.</remarks>
<remarks>
<para>The SkiaSharp provides a compelte set of APIs to render 2D images.   Usually you start by creating a surface with <see cref="T:SkiaSharp.SKSurface" />, obtain an <see cref="T:SkiaSharp.SKCanvas" /> from it, and issue drawing commands there.  You can then access the underlying bitmap, or get it encoded as an image.</para>
<para />
<para />
</remarks>
</Docs>
</Namespace>