<itemvalue="The matrix is in row-major order and the translation column is specified in unnormalized, 0...255, space. For example, the identity matrix is:"/>
<itemvalue="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 |"/>
<itemvalue="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."/>
<itemvalue="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]."/>
<itemvalue="A shader (as used by [Paint.shader]) that tiles an image."/>
<itemvalue="For example, [ShaderMask] can be used to gradually fade out the edge of a child by using a [ui.Gradient.linear] mask."/>
<itemvalue="A widget that applies a mask generated by a [Shader] to its child."/>
<itemvalue="[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."/>
<itemvalue="custom paint"/>
<itemvalue="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."/>
<itemvalue="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."/>
<itemvalue="Raw straight RGBA format. Unencoded bytes, in RGBA row-primary form with straight alpha, 8 bits per channel."/>
<itemvalue="Raw RGBA format. Unencoded bytes, in RGBA row-primary form with premultiplied alpha, 8 bits per channel."/>
<itemvalue="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."/>
<itemvalue="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."/>
<itemvalue="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."/>
<itemvalue="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."/>
<itemvalue="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."/>
<itemvalue="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."/>
<itemvalue="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))."/>
<itemvalue="[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."/>
<itemvalue="The time of the last change to the data or metadata of the file system object. On Windows platforms, this is instead the file creation time."/>
<itemvalue="Called when a pointer enters or exits the ink response area. The value passed to the callback is true if a pointer has entered this part of the material and false if a pointer has exited this part of the material."/>
<itemvalue="The color of the ink response when a pointer is hovering over it. If this property is null then the hover color of the theme, [ThemeData.hoverColor], will be used. See also: [highlightShape], the shape of the focus, hover, and pressed highlights. [highlightColor], the color of the pressed highlight. [focusColor], the color of the focus highlight. [splashColor], the color of the splash. [splashFactory], which defines the appearance of the splash."/>