sk_shader

Types

SkShader = ref object of SkObject[sk_shader_t]
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Procs

proc dispose(s: SkShader) {...}{.raises: [], tags: [].}
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proc newSkLinearGradient(startp, endp: SkPoint; colors: openArray[SkColor];
                        colorPos: openArray[float]; tileMode: SkShaderTileMode): SkShader {...}{.
    raises: [], tags: [].}
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proc newSkLinearGradient(startp, endp: SkPoint; colors: openArray[SkColor];
                        tileMode: SkShaderTileMode): SkShader {...}{.raises: [], tags: [].}
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proc newSkRadialGradient(center: SkPoint; radius: float; colors: openArray[SkColor];
                        colorPos: openArray[float]; tileMode: SkShaderTileMode): SkShader {...}{.
    raises: [], tags: [].}
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proc newSkSweepGradient(center: SkPoint; radius: float; colors: openArray[SkColor];
                       colorPos: openArray[float]; tileMode: SkShaderTileMode;
                       startAngle, endAngle: float): SkShader {...}{.raises: [], tags: [].}
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proc newSkSweepGradient(center: SkPoint; radius: float; colors: openArray[SkColor];
                       tileMode: SkShaderTileMode; startAngle, endAngle: float): SkShader {...}{.
    raises: [], tags: [].}
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proc newSkTwoPointConicalGradient(start: SkPoint; startRadius: float; `end`: SkPoint;
                                 endRadius: float; colors: openArray[SkColor];
                                 colorPos: openArray[float];
                                 tileMode: SkShaderTileMode): SkShader {...}{.
    raises: [], tags: [].}
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proc newSkPerlinNoiseFractal(baseFrequencyX, baseFrequencyY: float; numOctaves: int;
                            seed: float; tileSize: SkPointI): SkShader {...}{.raises: [],
    tags: [].}
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proc newSkPerlinNoiseFractal(baseFrequencyX, baseFrequencyY: float; numOctaves: int;
                            seed: float): SkShader {...}{.raises: [], tags: [].}
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proc newSkPerlinNoiseTurbolence(baseFrequencyX, baseFrequencyY: float;
                               numOctaves: int; seed: float; tileSize: SkPointI): SkShader {...}{.
    raises: [], tags: [].}
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proc newSkPerlinNoiseTurbolence(baseFrequencyX, baseFrequencyY: float;
                               numOctaves: int; seed: float): SkShader {...}{.raises: [],
    tags: [].}
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proc newSkBitmapShader(bitmap: SkBitmap; tmx, tmy: SkShaderTileMode;
                      localMatrix: SkMatrix): SkShader {...}{.raises: [], tags: [].}
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proc compose(a, b: SkShader): SkShader {...}{.raises: [], tags: [].}
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proc compose(a, b: SkShader; mode: SkBlendMode): SkShader {...}{.raises: [], tags: [].}
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