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@@ -12,6 +12,24 @@
<option name="translationDialogLocationY" value="536" />
<option name="translationDialogWidth" value="1253" />
<histories>
<item value="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].)" />
<item value="colors" />
<item value="texture coordinates" />
<item value="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." />
<item value="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." />
<item value="draw vertices" />
<item value="render indices" />
<item value="Polygon" />
<item value="track ball" />
<item value="local focal point" />
<item value="specular" />
<item value="diffuse" />
<item value="ambient" />
<item value="far" />
<item value="near" />
<item value="fov" />
<item value="shading" />
<item value="Defines a [Ray] by an [origin] and a [direction]." />
<item value="The URI path split into its segments. Each of the segments in the list has been decoded. If the path is empty, the empty list will be returned. A leading slash `` does not affect the segments returned. The list is unmodifiable and will throw [UnsupportedError] on any calls that would mutate it." />
<item value="Decodes the percent-encoding in [encodedComponent], converting pluses to spaces. It will create a byte-list of the decoded characters, and then use [encoding] to decode the byte-list to a String. The default encoding is UTF-8." />
<item value="The number of discrete divisions. Typically used with [label] to show the current discrete value. If null, the slider is continuous." />
@@ -44,29 +62,11 @@
<item value="Set the initial position at the position where this gesture recognizer won the arena." />
<item value="{@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}" />
<item value="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]." />
<item value="reduced map ids" />
<item value="初始化" />
<item value="is ultra wide screen" />
<item value="Fuzzy inside, nothing outside. This can make shapes appear to be lit from within." />
<item value="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." />
<item value="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." />
<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="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." />
<item value="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." />
<item value="The unique USB HID usage ID of this physical key on the keyboard. Due to the variations in platform APIs, this may not be the actual HID usage code from the hardware, but a value derived from available information on the platform. See &lt;https:www.usb.orgsitesdefaultfilesdocumentshut1_12v2.pdf&gt; for the HID usage values and their meanings." />
<item value="[FocusTraversalGroup], a widget used to configure the focus traversal policy for a widget subtree." />
<item value="[FocusTraversalPolicy], an object used to determine how to move the focus to other nodes." />
<item value="[FocusManager], a singleton that manages the focus and distributes key events to focused nodes." />
<item value="[FocusScopeNode], which represents a scope node in the focus hierarchy." />
<item value="The [onKey] argument allows specification of a key event handler that is invoked when this node or one of its children has focus. Keys are handed to the primary focused widget first, and then they propagate through the ancestors of that node, stopping if one of them returns [KeyEventResult.handled] from [onKey], indicating that it has handled the event." />
<item value="Like [Focus], [FocusScope] provides an [onFocusChange] as a way to be notified when the focus is given to or removed from this widget." />
<item value="For example a new [FocusScope] is created automatically when a route is pushed, keeping the focus traversal from moving to a control in a previous route. If you just want to group widgets together in a group so that they are traversed in a particular order, but the focus can still leave the group, use a [FocusTraversalGroup]." />
<item value="A [FocusScope] is similar to a [Focus], but also serves as a scope for its descendants, restricting focus traversal to the scoped controls. For example a new [FocusScope] is created automatically when a route is pushed, keeping the focus traversal from moving to a control in a previous route." />
</histories>
<option name="languageScores">
<map>
<entry key="CHINESE" value="506" />
<entry key="ENGLISH" value="507" />
<entry key="CHINESE" value="527" />
<entry key="ENGLISH" value="528" />
<entry key="HAWAIIAN" value="1" />
<entry key="POLISH" value="1" />
<entry key="ROMANIAN" value="1" />