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path: root/docs/Xamarin.Forms.Core/Xamarin.Forms/OpenGLView.xml
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<Type Name="OpenGLView" FullName="Xamarin.Forms.OpenGLView">
  <TypeSignature Language="C#" Value="public sealed class OpenGLView : Xamarin.Forms.View, Xamarin.Forms.IOpenGlViewController" />
  <TypeSignature Language="ILAsm" Value=".class public auto ansi sealed beforefieldinit OpenGLView extends Xamarin.Forms.View implements class Xamarin.Forms.IElementController, class Xamarin.Forms.IOpenGlViewController, class Xamarin.Forms.IViewController, class Xamarin.Forms.IVisualElementController" />
  <AssemblyInfo>
    <AssemblyName>Xamarin.Forms.Core</AssemblyName>
    <AssemblyVersion>1.0.0.0</AssemblyVersion>
    <AssemblyVersion>1.1.0.0</AssemblyVersion>
    <AssemblyVersion>1.2.0.0</AssemblyVersion>
    <AssemblyVersion>1.3.0.0</AssemblyVersion>
    <AssemblyVersion>1.4.0.0</AssemblyVersion>
    <AssemblyVersion>1.5.0.0</AssemblyVersion>
    <AssemblyVersion>2.0.0.0</AssemblyVersion>
  </AssemblyInfo>
  <Base>
    <BaseTypeName>Xamarin.Forms.View</BaseTypeName>
  </Base>
  <Interfaces>
    <Interface>
      <InterfaceName>Xamarin.Forms.IOpenGlViewController</InterfaceName>
    </Interface>
  </Interfaces>
  <Attributes>
    <Attribute>
      <AttributeName>Xamarin.Forms.RenderWith(typeof(Xamarin.Forms.Platform._OpenGLViewRenderer))</AttributeName>
    </Attribute>
  </Attributes>
  <Docs>
    <summary>A <see cref="T:Xamarin.Forms.View" /> that displays OpenGL content.</summary>
    <remarks>
      <para>
        <see cref="T:Xamarin.Forms.OpenGLView" />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:</para>
      <example>
        <code lang="C#"><![CDATA[
using Xamarin.Forms;
using OpenTK.Graphics.ES30;

namespace opengl
{
    public class OpenGLPage : ContentPage
    {
        float red, green, blue;

        public OpenGLPage ()
        {
            Title = "OpenGL";
            var view = new OpenGLView { HasRenderLoop = true };
            var toggle = new Switch { IsToggled = true };
            var button = new Button { Text = "Display" };

            view.HeightRequest = 300;
            view.WidthRequest = 300;

            view.OnDisplay = r => {

                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;
        }
    }
}

          ]]></code>
      </example>
      <para>
        <img href="OpenGL.Example.png" />
      </para>
    </remarks>
  </Docs>
  <Members>
    <Member MemberName=".ctor">
      <MemberSignature Language="C#" Value="public OpenGLView ();" />
      <MemberSignature Language="ILAsm" Value=".method public hidebysig specialname rtspecialname instance void .ctor() cil managed" />
      <MemberType>Constructor</MemberType>
      <AssemblyInfo>
        <AssemblyVersion>1.0.0.0</AssemblyVersion>
        <AssemblyVersion>1.1.0.0</AssemblyVersion>
        <AssemblyVersion>1.2.0.0</AssemblyVersion>
        <AssemblyVersion>1.3.0.0</AssemblyVersion>
        <AssemblyVersion>1.4.0.0</AssemblyVersion>
        <AssemblyVersion>1.5.0.0</AssemblyVersion>
        <AssemblyVersion>2.0.0.0</AssemblyVersion>
      </AssemblyInfo>
      <Parameters />
      <Docs>
        <summary>Creates a new <see cref="T:Xamarin.Forms.OpenGLView" /> object with default values.</summary>
        <remarks>To be added.</remarks>
      </Docs>
    </Member>
    <Member MemberName="Display">
      <MemberSignature Language="C#" Value="public void Display ();" />
      <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void Display() cil managed" />
      <MemberType>Method</MemberType>
      <AssemblyInfo>
        <AssemblyVersion>1.0.0.0</AssemblyVersion>
        <AssemblyVersion>1.1.0.0</AssemblyVersion>
        <AssemblyVersion>1.2.0.0</AssemblyVersion>
        <AssemblyVersion>1.3.0.0</AssemblyVersion>
        <AssemblyVersion>1.4.0.0</AssemblyVersion>
        <AssemblyVersion>1.5.0.0</AssemblyVersion>
        <AssemblyVersion>2.0.0.0</AssemblyVersion>
      </AssemblyInfo>
      <ReturnValue>
        <ReturnType>System.Void</ReturnType>
      </ReturnValue>
      <Parameters />
      <Docs>
        <summary>Called prior to rendering.</summary>
        <remarks>To be added.</remarks>
      </Docs>
    </Member>
    <Member MemberName="HasRenderLoop">
      <MemberSignature Language="C#" Value="public bool HasRenderLoop { get; set; }" />
      <MemberSignature Language="ILAsm" Value=".property instance bool HasRenderLoop" />
      <MemberType>Property</MemberType>
      <AssemblyInfo>
        <AssemblyVersion>1.0.0.0</AssemblyVersion>
        <AssemblyVersion>1.1.0.0</AssemblyVersion>
        <AssemblyVersion>1.2.0.0</AssemblyVersion>
        <AssemblyVersion>1.3.0.0</AssemblyVersion>
        <AssemblyVersion>1.4.0.0</AssemblyVersion>
        <AssemblyVersion>1.5.0.0</AssemblyVersion>
        <AssemblyVersion>2.0.0.0</AssemblyVersion>
      </AssemblyInfo>
      <ReturnValue>
        <ReturnType>System.Boolean</ReturnType>
      </ReturnValue>
      <Docs>
        <summary>Whether this <see cref="T:Xamarin.Forms.OpenGLView" /> has a custom rendering loop.</summary>
        <value>To be added.</value>
        <remarks>To be added.</remarks>
      </Docs>
    </Member>
    <Member MemberName="HasRenderLoopProperty">
      <MemberSignature Language="C#" Value="public static readonly Xamarin.Forms.BindableProperty HasRenderLoopProperty;" />
      <MemberSignature Language="ILAsm" Value=".field public static initonly class Xamarin.Forms.BindableProperty HasRenderLoopProperty" />
      <MemberType>Field</MemberType>
      <AssemblyInfo>
        <AssemblyVersion>1.0.0.0</AssemblyVersion>
        <AssemblyVersion>1.1.0.0</AssemblyVersion>
        <AssemblyVersion>1.2.0.0</AssemblyVersion>
        <AssemblyVersion>1.3.0.0</AssemblyVersion>
        <AssemblyVersion>1.4.0.0</AssemblyVersion>
        <AssemblyVersion>1.5.0.0</AssemblyVersion>
        <AssemblyVersion>2.0.0.0</AssemblyVersion>
      </AssemblyInfo>
      <ReturnValue>
        <ReturnType>Xamarin.Forms.BindableProperty</ReturnType>
      </ReturnValue>
      <Docs>
        <summary>Identifies the <see cref="P:Xamarin.Forms.OpenGLView.HasRenderLoop" /> bindable property.</summary>
        <remarks>To be added.</remarks>
      </Docs>
    </Member>
    <Member MemberName="OnDisplay">
      <MemberSignature Language="C#" Value="public Action&lt;Xamarin.Forms.Rectangle&gt; OnDisplay { get; set; }" />
      <MemberSignature Language="ILAsm" Value=".property instance class System.Action`1&lt;valuetype Xamarin.Forms.Rectangle&gt; OnDisplay" />
      <MemberType>Property</MemberType>
      <AssemblyInfo>
        <AssemblyVersion>1.0.0.0</AssemblyVersion>
        <AssemblyVersion>1.1.0.0</AssemblyVersion>
        <AssemblyVersion>1.2.0.0</AssemblyVersion>
        <AssemblyVersion>1.3.0.0</AssemblyVersion>
        <AssemblyVersion>1.4.0.0</AssemblyVersion>
        <AssemblyVersion>1.5.0.0</AssemblyVersion>
        <AssemblyVersion>2.0.0.0</AssemblyVersion>
      </AssemblyInfo>
      <ReturnValue>
        <ReturnType>System.Action&lt;Xamarin.Forms.Rectangle&gt;</ReturnType>
      </ReturnValue>
      <Docs>
        <summary>Overridden to create a custom rendering loop.</summary>
        <value>To be added.</value>
        <remarks>
          <para>When overridden, creates a custom renderer: </para>
          <example>
            <code lang="C#"><![CDATA[
    var view = new OpenGLView { HasRenderLoop = true };
    view.OnDisplay = r => {

        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;
    };
          ]]></code>
          </example>
        </remarks>
      </Docs>
    </Member>
  </Members>
</Type>