///|
pub fn Shader::color(color : @skia.Color) -> Shader? {
ignore(color)
None
}
///|
pub fn Shader::linear_gradient(
start : @skia.Point,
end : @skia.Point,
start_color : @skia.Color,
end_color : @skia.Color,
tile_mode? : @skia.TileMode = Clamp,
) -> Shader? {
ignore(start)
ignore(end)
ignore(start_color)
ignore(end_color)
ignore(tile_mode)
None
}
///|
pub fn Shader::radial_gradient(
center : @skia.Point,
radius : Float,
inner_color : @skia.Color,
outer_color : @skia.Color,
tile_mode? : @skia.TileMode = Clamp,
) -> Shader? {
ignore(center)
ignore(radius)
ignore(inner_color)
ignore(outer_color)
ignore(tile_mode)
None
}
///|
pub fn Shader::is_available(self : Shader) -> Bool {
ignore(self)
false
}
///|
pub fn ColorFilter::matrix(values : Array[Float]) -> ColorFilter? {
ignore(values)
None
}
///|
pub fn ColorFilter::saturation(amount : Float) -> ColorFilter? {
ignore(amount)
None
}
///|
pub fn ColorFilter::brightness(amount : Float) -> ColorFilter? {
ignore(amount)
None
}
///|
pub fn ColorFilter::contrast(amount : Float) -> ColorFilter? {
ignore(amount)
None
}
///|
pub fn ColorFilter::is_available(self : ColorFilter) -> Bool {
ignore(self)
false
}
///|
pub fn ImageFilter::blur(sigma_x : Float, sigma_y : Float) -> ImageFilter? {
ignore(sigma_x)
ignore(sigma_y)
None
}
///|
pub fn ImageFilter::is_available(self : ImageFilter) -> Bool {
ignore(self)
false
}
///|
pub fn MaskFilter::blur(sigma : Float) -> MaskFilter? {
ignore(sigma)
None
}
///|
pub fn MaskFilter::is_available(self : MaskFilter) -> Bool {
ignore(self)
false
}