<itemvalue="The `colors` parameter, if specified, provides the color for each point in `positions`. Each color is represented as ARGB with 8 bit color channels (like [Color.value]'s internal representation), and the list, if specified, must therefore be half the length of `positions`. Each triangle is painted as a gradient that blends between the three colors at the three points of that triangle. (These colors are then blended with the [Paint] specified in the call to [Canvas.drawVertices].)"/>
<itemvalue="colors"/>
<itemvalue="texture coordinates"/>
<itemvalue="A set of vertex data used by [Canvas.drawVertices]. Vertex data consists of a series of points in the canvas coordinate space. Based on the [VertexMode], these points are interpreted either as independent triangles ([VertexMode.triangles]), as a sliding window of points forming a chain of triangles each sharing one side with the next ([VertexMode.triangleStrip]), or as a fan of triangles with a single shared point ([VertexMode.triangleFan]). Each point can be associated with a color. Each triangle is painted as a gradient that blends between the three colors at the three points of that triangle. If no colors are specified, transparent black is assumed for all the points. These colors are then blended with the [Paint] specified in the call to [Canvas.drawVertices]. This paint is either a solid color ([Paint.color]), or a bitmap, specified using a shader ([Paint.shader]), typically either a gradient ([Gradient]) or image ([ImageFilter]). The bitmap uses the same coordinate space as the canvas (in the case of an [ImageFilter], this is notably different than the coordinate space of the source image; the source image is tiled according to the filter's configuration, and the image that is sampled when painting the triangles is the infinite one after all the repeating is applied.) Each point in the [Vertices] is associated with a specific point on this image. Each triangle is painted by sampling points from this image by interpolating between the three points of the image corresponding to the three points of the triangle. The [Vertices.new] constructor configures all this using lists of [Offset] and [Color] objects. The [Vertices.raw] constructor instead uses [Float32List], [Int32List], and [Uint16List] objects, which more closely corresponds to the data format used internally and therefore reduces some of the conversion overhead. The raw constructor is useful if the data is coming from another source (e.g. a file) and can therefore be parsed directly into the underlying representation."/>
<itemvalue="Draws a set of [Vertices] onto the canvas as one or more triangles. The [Paint.color] property specifies the default color to use for the triangles. The [Paint.shader] property, if set, overrides the color entirely, replacing it with the colors from the specified [ImageShader], [Gradient], or other shader. The `blendMode` parameter is used to control how the colors in the `vertices` are combined with the colors in the `paint`. If there are no colors specified in `vertices` then the `blendMode` has no effect. If there are colors in the `vertices`, then the color taken from the [Paint.shader] or [Paint.color] in the `paint` is blended with the colors specified in the `vertices` using the `blendMode` parameter. For the purposes of this blending, the colors from the `paint` parameter are considered the source, and the colors from the `vertices` are considered the destination. [BlendMode.dst] ignores the `paint` and uses only the colors of the `vertices`; [BlendMode.src] ignores the colors of the `vertices` and uses only the colors in the `paint`. All parameters must not be null. See also: [Vertices.new], which creates a set of vertices to draw on the canvas. [Vertices.raw], which creates the vertices using typed data lists rather than unencoded lists. [paint], Image shaders can be used to draw images on a triangular mesh."/>
<itemvalue="draw vertices"/>
<itemvalue="render indices"/>
<itemvalue="Polygon"/>
<itemvalue="track ball"/>
<itemvalue="local focal point"/>
<itemvalue="specular"/>
<itemvalue="diffuse"/>
@ -53,20 +62,11 @@
<itemvalue="Set the initial position at the position where this gesture recognizer won the arena."/>
<itemvalue="{@template flutter.widgets.list_view.prototypeItem} If non-null, forces the children to have the same extent as the given widget in the scroll direction. Specifying an [prototypeItem] is more efficient than letting the children determine their own extent because the scrolling machinery can make use of the foreknowledge of the children's extent to save work, for example when the scroll position changes drastically. See also: [SliverPrototypeExtentList], the sliver used internally when this property is provided. It constrains its box children to have the same extent as a prototype item along the main axis. The [itemExtent] property, which allows forcing the children's extent to a given value. The [itemExtentBuilder] property, which allows forcing the children's extent to be the value returned by the callback. {@endtemplate}"/>
<itemvalue="A material expansion panel. It has a header and a body and can be either expanded or collapsed. The body of the panel is only visible when it is expanded. {@youtube 560 315 https:www.youtube.comwatch?v=2aJZzRMziJc} Expansion panels are only intended to be used as children for [ExpansionPanelList]."/>
<itemvalue="reduced map ids"/>
<itemvalue="初始化"/>
<itemvalue="is ultra wide screen"/>
<itemvalue="Fuzzy inside, nothing outside. This can make shapes appear to be lit from within."/>
<itemvalue="Solid inside, fuzzy outside. This corresponds to drawing the shape, and additionally drawing the blur. This can make objects appear brighter, maybe even as if they were fluorescent."/>
<itemvalue="These mirror DlBlurStyle and must be kept in sync. Fuzzy inside and outside. This is useful for painting shadows that are offset from the shape that ostensibly is casting the shadow."/>
<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="A mask filter (for example, a blur) to apply to a shape after it has been drawn but before it has been composited into the image. See [MaskFilter] for details."/>
<itemvalue="A description of the style to use when drawing on a [Canvas]. Most APIs on [Canvas] take a [Paint] object to describe the style to use for that operation."/>