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<application>
<component name="Translation.Cache">
<option name="lastTrimTime" value="1759040695474" />
</component>
<component name="Translation.OpenAISettings">
<option name="OPEN_AI">
<open-ai>
<option name="API_PATH" value="/api/paas/v4/chat/completions" />
<option name="CUSTOM_MODEL" value="glm-4-flash" />
<option name="ENDPOINT" value="https://open.bigmodel.cn" />
<option name="USE_CUSTOM_MODEL" value="true" />
</open-ai>
</option>
</component>
<component name="Translation.Settings">
<option name="primaryLanguage" value="CHINESE_SIMPLIFIED" />
<option name="translator" value="OPEN_AI" />
</component>
<component name="Translation.States">
<option name="translationDialogHeight" value="260" />
<option name="translationDialogLocationX" value="3173" />
<option name="translationDialogLocationY" value="643" />
<histories>
<item value="场景" />
<item value="AMSTD control joy widget" />
<item value="The flutter tool converts all asset keys with spaces into URI encoded paths (replacing ' ' with '%20', for example). We perform the same encoding here so that users can load assets with the same key they have written in the pubspec." />
<item value="Creates a fragment program from the asset with key [assetKey]. The asset must be a file produced as the output of the `impellerc` compiler. The constructed object should then be reused via the [fragmentShader] method to create [Shader] objects that can be used by [Paint.shader]." />
<item value="Sets the float uniform at [index] to [value]. All uniforms defined in a fragment shader that are not samplers must be set through this method. This includes floats and vec2, vec3, and vec4. The correct index for each uniform is determined by the order of the uniforms as defined in the fragment program, ignoring any samplers. For data types that are composed of multiple floats such as a vec4, more than one call to [setFloat] is required." />
<item value="A greyscale color filter (values based on the [Filter Effects Spec](https:www.w3.orgTRfilter-effects-1grayscaleEquivalent)): ```dart const ColorFilter greyscale = ColorFilter.matrix(&lt;double&gt;[ 0.2126, 0.7152, 0.0722, 0, 0, 0.2126, 0.7152, 0.0722, 0, 0, 0.2126, 0.7152, 0.0722, 0, 0, 0, 0, 0, 1, 0, ]);" />
<item value="const ColorFilter greyscale = ColorFilter.matrix(&lt;double&gt;[ 0.2126, 0.7152, 0.0722, 0, 0, 0.2126, 0.7152, 0.0722, 0, 0, 0.2126, 0.7152, 0.0722, 0, 0, 0, 0, 0, 1, 0, ]);" />
<item value="A sepia-toned color matrix (values based on the [Filter Effects Spec](https:www.w3.orgTRfilter-effects-1sepiaEquivalent)): ```dart const ColorFilter sepia = ColorFilter.matrix(&lt;double&gt;[ 0.393, 0.769, 0.189, 0, 0, 0.349, 0.686, 0.168, 0, 0, 0.272, 0.534, 0.131, 0, 0, 0, 0, 0, 1, 0, ]); ```" />
<item value="An inversion color matrix: ```dart const ColorFilter invert = ColorFilter.matrix(&lt;double&gt;[ -1, 0, 0, 0, 255, 0, -1, 0, 0, 255, 0, 0, -1, 0, 255, 0, 0, 0, 1, 0, ]);" />
<item value="The matrix is in row-major order and the translation column is specified in unnormalized, 0...255, space. For example, the identity matrix is:" />
<item value="Every pixel's color value, represented as an `[R, G, B, A]`, is matrix multiplied to create a new color: | R' | | a00 a01 a02 a03 a04 | | R | | G' | | a10 a11 a12 a13 a14 | | G | | B' | = | a20 a21 a22 a23 a24 | | B | | A' | | a30 a31 a32 a33 a34 | | A | | 1 | | 0 0 0 0 1 | | 1 |" />
<item value="Construct a color filter from a 4x5 row-major matrix. The matrix is interpreted as a 5x5 matrix, where the fifth row is the identity configuration." />
<item value="A [Shader] generated from a [FragmentProgram]. Instances of this class can be obtained from the [FragmentProgram.fragmentShader] method. The float uniforms list is initialized to the size expected by the shader and is zero-filled. Uniforms of float type can then be set by calling [setFloat]. Sampler uniforms are set by calling [setImageSampler]. A [FragmentShader] can be re-used, and this is an efficient way to avoid allocating and re-initializing the uniform buffer and samplers. However, if two [FragmentShader] objects with different float uniforms or samplers are required to exist simultaneously, they must be obtained from two different calls to [FragmentProgram.fragmentShader]." />
<item value="A shader (as used by [Paint.shader]) that tiles an image." />
<item value="For example, [ShaderMask] can be used to gradually fade out the edge of a child by using a [ui.Gradient.linear] mask." />
<item value="A widget that applies a mask generated by a [Shader] to its child." />
<item value="[Opacity], which can apply a uniform alpha effect to its child. [CustomPaint], which lets you draw directly on the canvas. [DecoratedBox], for another approach at decorating child widgets. [BackdropFilter], which applies an image filter to the background." />
<item value="custom paint" />
<item value="A filter operation to apply to a raster image. See also: [BackdropFilter], a widget that applies [ImageFilter] to its rendering. [ImageFiltered], a widget that applies [ImageFilter] to its children. [SceneBuilder.pushBackdropFilter], which is the low-level API for using this class as a backdrop filter. [SceneBuilder.pushImageFilter], which is the low-level API for using this class as a child layer filter." />
<item value="A description of a color filter to apply when drawing a shape or compositing a layer with a particular [Paint]. A color filter is a function that takes two colors, and outputs one color. When applied during compositing, it is independently applied to each pixel of the layer being drawn before the entire layer is merged with the destination. Instances of this class are used with [Paint.colorFilter] on [Paint] objects." />
<item value="immutable" />
<item value="Raw straight RGBA format. Unencoded bytes, in RGBA row-primary form with straight alpha, 8 bits per channel." />
<item value="Raw RGBA format. Unencoded bytes, in RGBA row-primary form with premultiplied alpha, 8 bits per channel." />
<item value="PNG format. A loss-less compression format for images. This format is well suited for images with hard edges, such as screenshots or sprites, and images with text. Transparency is supported. The PNG format supports images up to 2,147,483,647 pixels in either dimension, though in practice available memory provides a more immediate limitation on maximum image size." />
<item value="migration" />
<item value="Calculate offset of the stick based on the stick drag start position and the current stick position." />
<item value="Resets the [elapsed] count to zero. This method does not stop or start the [Stopwatch]." />
<item value="超过任务数量上限" />
<item value="setting exercise widget" />
<item value="is interaction task" />
<item value="Registers this plugin as the default instance of VideoPlayerPlatform. Then your [VideoPlayer] will support all platforms. If registerWith is not called, the previous(usually official) implementation will be used when available." />
<item value="The [Duration] that should be used to offset the current [position] to get the correct [Caption]." />
<item value="Defaults to Duration.zero." />
<item value="truncate" />
<item value="Creates an image from a list of bytes. This function attempts to interpret the given bytes an image. If successful, the returned [Future] resolves to the decoded image. Otherwise, the [Future] resolves to null. If the image is animated, this returns the first frame. Consider [instantiateImageCodec] if support for animated images is necessary. This function differs from [decodeImageFromList] in that it defers to [PaintingBinding.instantiateImageCodecWithSize], and therefore can be mocked in tests." />
<item value="Draws the subset of the given image described by the `src` argument into the canvas in the axis-aligned rectangle given by the `dst` argument. This might sample from outside the `src` rect by up to half the width of an applied filter. Multiple calls to this method with different arguments (from the same image) can be batched into a single call to [drawAtlas] to improve performance." />
<item value="A mask filter to apply to shapes as they are painted. A mask filter is a function that takes a bitmap of color pixels, and returns another bitmap of color pixels. Instances of this class are used with [Paint.maskFilter] on [Paint] objects." />
<item value="The shader to use when stroking or filling a shape. When this is null, the [color] is used instead. See also: [Gradient], a shader that paints a color gradient. [ImageShader], a shader that tiles an [Image]. [colorFilter], which overrides [shader]. [color], which is used if [shader] and [colorFilter] are null." />
<item value="synthesize" />
<item value="When this is null, the [color] is used instead." />
<item value="The shader to use when stroking or filling a shape." />
<item value="compose" />
<item value="matrix" />
<item value="erode" />
<item value="dilate" />
<item value="blur" />
<item value="A filter operation to apply to a raster image." />
<item value="Creates a color filter that applies the inverse of the sRGB gamma curve to the RGB channels." />
<item value="Construct a color filter that applies the sRGB gamma curve to the RGB channels." />
<item value="Composes the `inner` filter with `outer`, to combine their effects. Creates a single [ImageFilter] that when applied, has the same effect as subsequently applying `inner` and `outer`, i.e., result = outer(inner(source))." />
</histories>
<option name="languageScores">
<map>
<entry key="CHINESE_SIMPLIFIED" value="60" />
<entry key="ENGLISH" value="60" />
</map>
</option>
</component>
</application>