public Result<bool> |
Invert() |
public Result<bool> |
Multiply(const Matrix& that) |
public Result<bool> |
Multiply(const Matrix& that, MatrixOrder order) |
public inline void* |
NativeMatrix() const |
public float |
OffsetX() const |
public float |
OffsetY() const |
public Result<bool> |
Reset() |
public Result<bool> |
Rotate(float angle) |
public Result<bool> |
Rotate(float angle, MatrixOrder order) |
public Result<bool> |
RotateAt(float angle, const PointF& center) |
public Result<bool> |
RotateAt(float angle, const PointF& center, MatrixOrder order) |
public Result<bool> |
Scale(float scaleX, float scaleY) |
public Result<bool> |
Scale(float scaleX, float scaleY, MatrixOrder order) |
public Result<bool> |
SetElements(float m11, float m12, float m21, float m22, float dx, float dy) |
public Result<bool> |
Shear(float shearX, float shearY) |
public Result<bool> |
Shear(float shearX, float shearY, MatrixOrder order) |
public Result<bool> |
TransformPoints(List<Point>& points) |
public Result<bool> |
TransformPoints(List<PointF>& points) |
public Result<bool> |
Translate(float offsetX, float offsetY) |
public Result<bool> |
Translate(float offsetX, float offsetY, MatrixOrder order) |
public void |
operator=(const Matrix& that) |