public static void Initialize() { PrepareTheBody(); CreateCanvasElement(); WindowRenderSize = new Rectangle(0, 0, HtmlContext.window.innerWidth, HtmlContext.window.innerHeight); _playerImage = new HtmlImageElement(); _playerImage.src = "res/Square.gif"; //HtmlContext.document.body.appendChild(_playerImage); _characterRenderers = new List<CanvasCharacterRenderer>(); Resize(); }
public void drawImageFromRect(HtmlImageElement image, double sx, double sy, double sw) {}
public void drawImage(HtmlImageElement image, double x, double y, double width, double height) {}
public void setDragImage(HtmlImageElement image, int x, int y) {}
/// <summary> /// This is an experimental method, and is likely to be buggy. Please report issues. /// Extends the existing sprite sheet by flipping the original frames either horizontally, vertically, or both, and adding appropriate animation & frame data. /// </summary> /// <param name="spriteSheet">The sprite sheet to use as the source.</param> /// <param name="flipData">A generic object that specifies which frames will be flipped, /// what to name the flipped result, and how to flip the frames (horizontally, vertically, or both). /// Each property name indicates the name of a new sequence to create, /// and should reference an array where the first index is the name of the original sequence to flip, /// the second index indicates whether to flip it horizontally, the third index indicates whether to flip it vertically, /// and the fourth indicates what the "next" value for the resulting frame data should be. /// For example, the following would create a new sequence named "walk_left" consisting of the frames from the original "walk_right" sequence flipped horizontally: {walk_left: ["walk_right", true, false]}</param> public static void flip(HtmlImageElement spriteSheet, object flipData) { }
public void texImage2D(int target, int level, HtmlImageElement image, bool flipY) { }
public void texImage2D(int target, int level, HtmlImageElement image) { }
public void drawImage(HtmlImageElement image, double x, double y, double width, double height) { }
public void drawImage(HtmlImageElement image, float sx, float sy, float sw, float sh, float dx, float dy, float dw, float dh) { }
public void drawImage(HtmlImageElement image, double x, double y) { }
public void drawImage(HtmlImageElement image, float dx, float dy) { }
public void texSubImage2D(int target, int level, int xoffset, int yoffset, HtmlImageElement image, bool flipY, bool asPremultipliedAlpha) { }
public void texSubImage2D(int target, int level, int xoffset, int yoffset, HtmlImageElement image, bool flipY) { }
public void drawImageFromRect(HtmlImageElement image, double sx, double sy, double sw, double sh, double dx, double dy, double dw, double dh, string compositeOperation) {}
public void drawImageFromRect(HtmlImageElement image) { }
public void texSubImage2D(int target, int level, int xoffset, int yoffset, int format, int type, HtmlImageElement image) { }
public void drawImageFromRect(HtmlImageElement image, double sx, double sy, double sw) { }
public void drawImage(HtmlImageElement image, float dx, float dy) {}
public void drawImageFromRect(HtmlImageElement image, double sx, double sy, double sw, double sh, double dx, double dy, double dw, double dh) { }
public void drawImageFromRect(HtmlImageElement image, double sx, double sy, double sw, double sh, double dx, double dy, double dw, double dh, string compositeOperation) { }
/// <summary> /// Returns a single frame of the specified sprite sheet as a new PNG image. /// </summary> /// <param name="spriteSheet">The SpriteSheet instance to extract a frame from.</param> /// <param name="frame">The frame number or animation name to extract. If an animation name is specified, only the first frame of the animation will be extracted.</param> /// <returns>a single frame of the specified sprite sheet as a new PNG image.</returns> public static HtmlImageElement extractFrame(HtmlImageElement spriteSheet, JsNumber frame) { return null; }
public CanvasPattern createPattern(HtmlImageElement image, string repetitionType) { return(default(CanvasPattern)); }
/// <summary> /// Merges the rgb channels of one image with the alpha channel of another. /// This can be used to combine a compressed JPEG image containing color data with a PNG32 monochromatic image containing alpha data. /// With certain types of images (those with detail that lend itself to JPEG compression) this can provide significant file size savings versus a single RGBA PNG32. /// This method is very fast (generally on the order of 1-2 ms to run). /// </summary> /// <param name="rbgImage">The image (or canvas) containing the RGB channels to use.</param> /// <param name="alphaImage">The image (or canvas) containing the alpha channel to use.</param> /// <returns>A canvas with the combined image data. This can be used as a source for Bitmap or SpriteSheet.</returns> public static HtmlCanvasElement mergeAlpha(HtmlImageElement rbgImage, HtmlImageElement alphaImage) { return null; }
public void texImage2D(int target, int level, int internalformat, int format, int type, HtmlImageElement image) {}
public void drawImage(HtmlImageElement image, double x, double y) {}
public void texSubImage2D(int target, int level, int xoffset, int yoffset, int format, int type, HtmlImageElement image) {}
public void drawImageFromRect(HtmlImageElement image) {}
/// <summary> /// Draws a given image onto the Accelerated Canvas App Game Interface. /// </summary> /// <remarks> /// Draws the given image onto the canvas. /// <para>Available Platforms:</para> /// <list type="bullet"> /// <item> /// <description>Apple iOS</description> /// </item> /// <item> /// <description>Google Android</description> /// </item> /// <item> /// <description>Microsoft Windows 8</description> /// </item> /// <item> /// <description>Microsoft Windows Phone 8</description> /// </item> /// <item> /// <description>Html5 natively</description> /// </item> /// <item> /// <description>XDK emulated mode</description> /// </item> /// </list> /// </remarks> /// <example> /// See <see cref="drawImage(HtmlImageElement,double,double,double,double,double,double,double,double)"/> example. /// </example> /// <param name="image">Image to draw</param> /// <param name="dx">The x-coordinate to position the image at on the Accelerated Canvas App Game Interface</param> /// <param name="dy">The y-coordinate to position the image at on the Accelerated Canvas App Game Interface</param> public new void drawImage(HtmlImageElement image, double dx, double dy) { }
public void drawImageFromRect(HtmlImageElement image, double sx, double sy, double sw, double sh, double dx, double dy, double dw, double dh) {}
/// <summary> /// Draws a given image onto the Accelerated Canvas App Game Interface. /// </summary> /// <remarks> /// Draws the given image onto the canvas. /// <para>Available Platforms:</para> /// <list type="bullet"> /// <item> /// <description>Apple iOS</description> /// </item> /// <item> /// <description>Google Android</description> /// </item> /// <item> /// <description>Microsoft Windows 8</description> /// </item> /// <item> /// <description>Microsoft Windows Phone 8</description> /// </item> /// <item> /// <description>Html5 natively</description> /// </item> /// <item> /// <description>XDK emulated mode</description> /// </item> /// </list> /// </remarks> /// <example> /// <code lang="C#"> /// public static void DrawSprite(long positionx, long positiony, string imageUrl, long frame) /// { /// var ctx = AppMobi.canvas.GetContext2d(); /// //draws a particular frame of a 90x100 size sprite /// var imgSprite = new HtmlImageElement(); /// imgSprite.addEventListener("load", delegate(DOMEvent evt) /// { /// if (ctx.existsDrawImageTile) /// { /// ctx.DrawImageTile(imgSprite, positionx, positiony, frame, 100, 90, false, false, 1); /// } /// else /// { /// //in the XDK, there is no drawImageTile command /// var sx = frame * 100; /// ctx.drawImage(imgSprite, sx, 0, 100, 90, 100, 300, 100, 90); /// } /// ctx.Present(); /// }, false); /// imgSprite.src = imageUrl; /// } /// </code> /// </example> /// <param name="image">Image to draw</param> /// <param name="sx">This parameter moves the clipping region on the source image to a certain x-coordinate. This is helpful in the animation of sprites.</param> /// <param name="sy">This parameter moves the clipping region on the source image to a certain y-coordinate. This is helpful in the animation of sprites.</param> /// <param name="sw">This parameter clips the source image to a certain width. This is helpful in the animation of sprites.</param> /// <param name="sh">This parameter clips the source image to a certain height. This is helpful in the animation of sprites.</param> /// <param name="dx">The x-coordinate to position the image at on the Accelerated Canvas App Game Interface</param> /// <param name="dy">The y-coordinate to position the image at on the Accelerated Canvas App Game Interface</param> /// <param name="dw">The width to size the image to on the Accelerated Canvas App Game Interface</param> /// <param name="dh">The height to size the image to on the Accelerated Canvas App Game Interface</param> public new void drawImage(HtmlImageElement image, double sx, double sy, double sw, double sh, double dx, double dy, double dw, double dh) { }
public void texImage2D(int target, int level, int internalformat, int format, int type, HtmlImageElement image) { }
public void DrawImageTile(HtmlImageElement image, double dx, double dy, long t, double dw, double dh, bool flipX, bool flipY, double alpha) { }
public void setDragImage(HtmlImageElement image, int x, int y) { }
/// <summary> /// Begins a pattern fill using the specified image. This ends the current subpath. /// </summary> /// <param name="image">The Image, Canvas, or Video object to use as the pattern.</param> /// <returns>The Graphics instance the method is called on (useful for chaining calls.)</returns> public Graphics beginBitmapFill(HtmlImageElement image) { return null; }
public CanvasPattern createPattern(HtmlImageElement image, string repetition) { return default(CanvasPattern); }
/// <summary> /// Begins a pattern fill using the specified image. This ends the current subpath. /// </summary> /// <param name="image">The Image, Canvas, or Video object to use as the pattern.</param> /// <param name="repetition">Optional. Indicates whether to repeat the image in the fill area. One of "repeat", "repeat-x", "repeat-y", or "no-repeat". Defaults to "repeat".</param> /// <returns>The Graphics instance the method is called on (useful for chaining calls.)</returns> public Graphics beginBitmapStroke(HtmlImageElement image, JsString repetition) { return null; }
public void drawImage(HtmlImageElement image, float sx, float sy, float sw, float sh, float dx, float dy, float dw, float dh) {}
/// <summary> /// Begins a pattern fill using the specified image. This ends the current subpath. /// </summary> /// <param name="image">The Image, Canvas, or Video object to use as the pattern.</param> /// <returns>The Graphics instance the method is called on (useful for chaining calls.)</returns> public Graphics beginBitmapStroke(HtmlImageElement image) { return null; }
/// <summary> /// Bitmap Constructor /// </summary> /// <param name="imageOrUri">The source object or URI to an image to display. /// This can be either an Image, Canvas, or Video object, or a string URI to an image file to load and use. /// If it is a URI, a new Image object will be constructed and assigned to the .image property.</param> public Bitmap(HtmlImageElement imageOrUri) { }