Xamarin.Forms.Core
1.0.0.0
1.1.0.0
1.2.0.0
1.3.0.0
1.4.0.0
1.5.0.0
2.0.0.0
Xamarin.Forms.View
Xamarin.Forms.IElementConfiguration<Xamarin.Forms.OpenGLView>
Xamarin.Forms.IOpenGlViewController
Xamarin.Forms.RenderWith(typeof(Xamarin.Forms.Platform._OpenGLViewRenderer))
A that displays OpenGL content.
s are easiest to program using Shared Projects, in which case the reference to OpenTK is straightforward. The following example shows a simple OpenGL app with a render loop:
{
GL.ClearColor (red, green, blue, 1.0f);
GL.Clear ((ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit));
red += 0.01f;
if (red >= 1.0f)
red -= 1.0f;
green += 0.02f;
if (green >= 1.0f)
green -= 1.0f;
blue += 0.03f;
if (blue >= 1.0f)
blue -= 1.0f;
};
toggle.Toggled += (s, a) => {
view.HasRenderLoop = toggle.IsToggled;
};
button.Clicked += (s, a) => view.Display ();
var stack = new StackLayout {
Padding = new Size (20, 20),
Children = {view, toggle, button}
};
Content = stack;
}
}
}
]]>
Constructor
1.0.0.0
1.1.0.0
1.2.0.0
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2.0.0.0
Creates a new object with default values.
To be added.
Method
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1.5.0.0
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System.Void
Called prior to rendering.
To be added.
Event
2.0.0.0
System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)
System.EventHandler
For internal use by the Xamarin.Forms platform.
To be added.
Property
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1.1.0.0
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1.4.0.0
1.5.0.0
2.0.0.0
System.Boolean
Whether this has a custom rendering loop.
To be added.
To be added.
Field
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1.1.0.0
1.2.0.0
1.3.0.0
1.4.0.0
1.5.0.0
2.0.0.0
Xamarin.Forms.BindableProperty
Identifies the bindable property.
To be added.
Method
2.0.0.0
Xamarin.Forms.IPlatformElementConfiguration<T,Xamarin.Forms.OpenGLView>
Xamarin.Forms.IConfigPlatform
To be added.
Returns the platform-specific instance of this , on which a platform-specific method may be called.
To be added.
To be added.
Property
1.0.0.0
1.1.0.0
1.2.0.0
1.3.0.0
1.4.0.0
1.5.0.0
2.0.0.0
System.Action<Xamarin.Forms.Rectangle>
Overridden to create a custom rendering loop.
To be added.
When overridden, creates a custom renderer:
{
GL.ClearColor (red, green, blue, 1.0f);
GL.Clear ((ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit));
red += 0.01f;
if (red >= 1.0f)
red -= 1.0f;
green += 0.02f;
if (green >= 1.0f)
green -= 1.0f;
blue += 0.03f;
if (blue >= 1.0f)
blue -= 1.0f;
};
]]>