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GLSurfaceView.xml
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GLSurfaceView.xml
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<Type Name="GLSurfaceView" FullName="Android.Opengl.GLSurfaceView">
<TypeSignature Language="C#" Value="public class GLSurfaceView : Android.Views.SurfaceView, Android.Views.ISurfaceHolderCallback2, IDisposable, Java.Interop.IJavaPeerable" />
<TypeSignature Language="ILAsm" Value=".class public auto ansi beforefieldinit GLSurfaceView extends Android.Views.SurfaceView implements class Android.Runtime.IJavaObject, class Android.Views.ISurfaceHolderCallback, class Android.Views.ISurfaceHolderCallback2, class Java.Interop.IJavaPeerable, class System.IDisposable" />
<TypeSignature Language="DocId" Value="T:Android.Opengl.GLSurfaceView" />
<TypeSignature Language="F#" Value="type GLSurfaceView = class
 inherit SurfaceView
 interface ISurfaceHolderCallback
 interface IJavaObject
 interface IDisposable
 interface IJavaPeerable
 interface ISurfaceHolderCallback2" />
<AssemblyInfo>
<AssemblyName>Mono.Android</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Base>
<BaseTypeName>Android.Views.SurfaceView</BaseTypeName>
</Base>
<Interfaces>
<Interface>
<InterfaceName>Android.Runtime.IJavaObject</InterfaceName>
</Interface>
<Interface>
<InterfaceName>Android.Views.ISurfaceHolderCallback</InterfaceName>
</Interface>
<Interface>
<InterfaceName>Android.Views.ISurfaceHolderCallback2</InterfaceName>
</Interface>
<Interface>
<InterfaceName>Java.Interop.IJavaPeerable</InterfaceName>
</Interface>
<Interface>
<InterfaceName>System.IDisposable</InterfaceName>
</Interface>
</Interfaces>
<Attributes>
<Attribute>
<AttributeName Language="C#">[Android.Runtime.Register("android/opengl/GLSurfaceView", DoNotGenerateAcw=true)]</AttributeName>
<AttributeName Language="F#">[<Android.Runtime.Register("android/opengl/GLSurfaceView", DoNotGenerateAcw=true)>]</AttributeName>
</Attribute>
</Attributes>
<Docs since="3">
<summary>An implementation of SurfaceView that uses the dedicated surface for
displaying OpenGL rendering.</summary>
<remarks>
<para>An implementation of SurfaceView that uses the dedicated surface for
displaying OpenGL rendering.</para>
<para>A GLSurfaceView provides the following features:</para>
<para><ul>
<li>Manages a surface, which is a special piece of memory that can be
composited into the Android view system.
<li>Manages an EGL display, which enables OpenGL to render into a surface.
<li>Accepts a user-provided Renderer object that does the actual rendering.
<li>Renders on a dedicated thread to decouple rendering performance from the
UI thread.
<li>Supports both on-demand and continuous rendering.
<li>Optionally wraps, traces, and/or error-checks the renderer's OpenGL calls.
</ul>
<div class="special reference">
<h3>Developer Guides</h3></para>
<para>For more information about how to use OpenGL, read the
<see href="https://developer.android.com/guide/topics/graphics/opengl.html">OpenGL</see> developer guide.</para>
<para></div>
<h3>Using GLSurfaceView</h3></para>
<para>Typically you use GLSurfaceView by subclassing it and overriding one or more of the
View system input event methods. If your application does not need to override event
methods then GLSurfaceView can be used as-is. For the most part
GLSurfaceView behavior is customized by calling "set" methods rather than by subclassing.
For example, unlike a regular View, drawing is delegated to a separate Renderer object which
is registered with the GLSurfaceView
using the <c>#setRenderer(Renderer)</c> call.</para>
<para><h3>Initializing GLSurfaceView</h3>
All you have to do to initialize a GLSurfaceView is call <c>#setRenderer(Renderer)</c>.
However, if desired, you can modify the default behavior of GLSurfaceView by calling one or
more of these methods before calling setRenderer:
<ul>
<li><c>#setDebugFlags(int)</c><li><c>#setEGLConfigChooser(boolean)</c><li><c>#setEGLConfigChooser(EGLConfigChooser)</c><li><c>#setEGLConfigChooser(int, int, int, int, int, int)</c><li><c>#setGLWrapper(GLWrapper)</c></ul></para>
<para><h4>Specifying the android.view.Surface</h4>
By default GLSurfaceView will create a PixelFormat.RGB_888 format surface. If a translucent
surface is required, call getHolder().setFormat(PixelFormat.TRANSLUCENT).
The exact format of a TRANSLUCENT surface is device dependent, but it will be
a 32-bit-per-pixel surface with 8 bits per component.</para>
<para><h4>Choosing an EGL Configuration</h4>
A given Android device may support multiple EGLConfig rendering configurations.
The available configurations may differ in how many channels of data are present, as
well as how many bits are allocated to each channel. Therefore, the first thing
GLSurfaceView has to do when starting to render is choose what EGLConfig to use.</para>
<para>By default GLSurfaceView chooses a EGLConfig that has an RGB_888 pixel format,
with at least a 16-bit depth buffer and no stencil.</para>
<para>If you would prefer a different EGLConfig
you can override the default behavior by calling one of the
setEGLConfigChooser methods.</para>
<para><h4>Debug Behavior</h4>
You can optionally modify the behavior of GLSurfaceView by calling
one or more of the debugging methods <c>#setDebugFlags(int)</c>,
and <c>#setGLWrapper</c>. These methods may be called before and/or after setRenderer, but
typically they are called before setRenderer so that they take effect immediately.</para>
<para><h4>Setting a Renderer</h4>
Finally, you must call <c>#setRenderer</c> to register a <c>Renderer</c>.
The renderer is
responsible for doing the actual OpenGL rendering.</para>
<para><h3>Rendering Mode</h3>
Once the renderer is set, you can control whether the renderer draws
continuously or on-demand by calling
<c>#setRenderMode</c>. The default is continuous rendering.</para>
<para><h3>Activity Life-cycle</h3>
A GLSurfaceView must be notified when to pause and resume rendering. GLSurfaceView clients
are required to call <c>#onPause()</c> when the activity stops and
<c>#onResume()</c> when the activity starts. These calls allow GLSurfaceView to
pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate
the OpenGL display.</para>
<para><h3>Handling events</h3></para>
<para>To handle an event you will typically subclass GLSurfaceView and override the
appropriate method, just as you would with any other View. However, when handling
the event, you may need to communicate with the Renderer object
that's running in the rendering thread. You can do this using any
standard Java cross-thread communication mechanism. In addition,
one relatively easy way to communicate with your renderer is
to call
<c>#queueEvent(Runnable)</c>. For example:</para>
<code lang="text/java">class MyGLSurfaceView extends GLSurfaceView {
private MyRenderer mMyRenderer;
public void start() {
mMyRenderer = ...;
setRenderer(mMyRenderer);
}
public boolean onKeyDown(int keyCode, KeyEvent event) {
if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
queueEvent(new Runnable() {
// This method will be called on the rendering
// thread:
public void run() {
mMyRenderer.handleDpadCenter();
}});
return true;
}
return super.onKeyDown(keyCode, event);
}
}
</code>
<para>
<format type="text/html">
<a href="https://developer.android.com/reference/android/opengl/GLSurfaceView" title="Reference documentation">Java documentation for <code>android.opengl.GLSurfaceView</code>.</a>
</format>
</para>
<para>
Portions of this page are modifications based on work created and shared by the
<format type="text/html"><a href="https://developers.google.com/terms/site-policies" title="Android Open Source Project">Android Open Source Project</a></format>
and used according to terms described in the
<format type="text/html"><a href="https://creativecommons.org/licenses/by/2.5/" title="Creative Commons 2.5 Attribution License">Creative Commons 2.5 Attribution License.</a></format></para>
</remarks>
<since version="Added in API level 3" />
</Docs>
<Members>
<Member MemberName=".ctor">
<MemberSignature Language="C#" Value="public GLSurfaceView (Android.Content.Context? context);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig specialname rtspecialname instance void .ctor(class Android.Content.Context context) cil managed" />
<MemberSignature Language="DocId" Value="M:Android.Opengl.GLSurfaceView.#ctor(Android.Content.Context)" />
<MemberSignature Language="F#" Value="new Android.Opengl.GLSurfaceView : Android.Content.Context -> Android.Opengl.GLSurfaceView" Usage="new Android.Opengl.GLSurfaceView context" />
<MemberType>Constructor</MemberType>
<AssemblyInfo>
<AssemblyName>Mono.Android</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName Language="C#">[Android.Runtime.Register(".ctor", "(Landroid/content/Context;)V", "")]</AttributeName>
<AttributeName Language="F#">[<Android.Runtime.Register(".ctor", "(Landroid/content/Context;)V", "")>]</AttributeName>
</Attribute>
</Attributes>
<Parameters>
<Parameter Name="context" Type="Android.Content.Context" />
</Parameters>
<Docs>
<param name="context">To be added.</param>
<summary>Standard View constructor.</summary>
<remarks>
<para>Standard View constructor. In order to render something, you
must call <c>#setRenderer</c> to register a renderer.</para>
<para>
<format type="text/html">
<a href="https://developer.android.com/reference/android/opengl/GLSurfaceView#GLSurfaceView(android.content.Context)" title="Reference documentation">Java documentation for <code>android.opengl.GLSurfaceView.GLSurfaceView(android.content.Context)</code>.</a>
</format>
</para>
<para>
Portions of this page are modifications based on work created and shared by the
<format type="text/html"><a href="https://developers.google.com/terms/site-policies" title="Android Open Source Project">Android Open Source Project</a></format>
and used according to terms described in the
<format type="text/html"><a href="https://creativecommons.org/licenses/by/2.5/" title="Creative Commons 2.5 Attribution License">Creative Commons 2.5 Attribution License.</a></format></para>
</remarks>
<since version="Added in API level 3" />
</Docs>
</Member>
<Member MemberName=".ctor">
<MemberSignature Language="C#" Value="public GLSurfaceView (Android.Content.Context? context, Android.Util.IAttributeSet? attrs);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig specialname rtspecialname instance void .ctor(class Android.Content.Context context, class Android.Util.IAttributeSet attrs) cil managed" />
<MemberSignature Language="DocId" Value="M:Android.Opengl.GLSurfaceView.#ctor(Android.Content.Context,Android.Util.IAttributeSet)" />
<MemberSignature Language="F#" Value="new Android.Opengl.GLSurfaceView : Android.Content.Context * Android.Util.IAttributeSet -> Android.Opengl.GLSurfaceView" Usage="new Android.Opengl.GLSurfaceView (context, attrs)" />
<MemberType>Constructor</MemberType>
<AssemblyInfo>
<AssemblyName>Mono.Android</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName Language="C#">[Android.Runtime.Register(".ctor", "(Landroid/content/Context;Landroid/util/AttributeSet;)V", "")]</AttributeName>
<AttributeName Language="F#">[<Android.Runtime.Register(".ctor", "(Landroid/content/Context;Landroid/util/AttributeSet;)V", "")>]</AttributeName>
</Attribute>
</Attributes>
<Parameters>
<Parameter Name="context" Type="Android.Content.Context" />
<Parameter Name="attrs" Type="Android.Util.IAttributeSet" />
</Parameters>
<Docs>
<param name="context">To be added.</param>
<param name="attrs">To be added.</param>
<summary>Standard View constructor.</summary>
<remarks>
<para>Standard View constructor. In order to render something, you
must call <c>#setRenderer</c> to register a renderer.</para>
<para>
<format type="text/html">
<a href="https://developer.android.com/reference/android/opengl/GLSurfaceView#GLSurfaceView(android.content.Context,%20android.util.AttributeSet)" title="Reference documentation">Java documentation for <code>android.opengl.GLSurfaceView.GLSurfaceView(android.content.Context, android.util.AttributeSet)</code>.</a>
</format>
</para>
<para>
Portions of this page are modifications based on work created and shared by the
<format type="text/html"><a href="https://developers.google.com/terms/site-policies" title="Android Open Source Project">Android Open Source Project</a></format>
and used according to terms described in the
<format type="text/html"><a href="https://creativecommons.org/licenses/by/2.5/" title="Creative Commons 2.5 Attribution License">Creative Commons 2.5 Attribution License.</a></format></para>
</remarks>
<since version="Added in API level 3" />
</Docs>
</Member>
<Member MemberName=".ctor">
<MemberSignature Language="C#" Value="protected GLSurfaceView (IntPtr javaReference, Android.Runtime.JniHandleOwnership transfer);" />
<MemberSignature Language="ILAsm" Value=".method familyhidebysig specialname rtspecialname instance void .ctor(native int javaReference, valuetype Android.Runtime.JniHandleOwnership transfer) cil managed" />
<MemberSignature Language="DocId" Value="M:Android.Opengl.GLSurfaceView.#ctor(System.IntPtr,Android.Runtime.JniHandleOwnership)" />
<MemberSignature Language="F#" Value="new Android.Opengl.GLSurfaceView : nativeint * Android.Runtime.JniHandleOwnership -> Android.Opengl.GLSurfaceView" Usage="new Android.Opengl.GLSurfaceView (javaReference, transfer)" />
<MemberType>Constructor</MemberType>
<AssemblyInfo>
<AssemblyName>Mono.Android</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Parameters>
<Parameter Name="javaReference" Type="System.IntPtr" />
<Parameter Name="transfer" Type="Android.Runtime.JniHandleOwnership" />
</Parameters>
<Docs>
<param name="javaReference">A <see cref="T:System.IntPtr" />containing a Java Native Interface (JNI) object reference.</param>
<param name="transfer">A <see cref="T:Android.Runtime.JniHandleOwnership" />indicating how to handle <paramref name="javaReference" /></param>
<summary>A constructor used when creating managed representations of JNI objects; called by the runtime.</summary>
<remarks>
<para>Portions of this page are modifications based on work created and shared by the <format type="text/html"><a href="https://developers.google.com/terms/site-policies" title="Android Open Source Project">Android Open Source Project</a></format> and used according to terms described in the <format type="text/html"><a href="https://creativecommons.org/licenses/by/2.5/" title="Creative Commons 2.5 Attribution License">Creative Commons 2.5 Attribution License.</a></format></para>
</remarks>
</Docs>
</Member>
<Member MemberName="DebugCheckGlError">
<MemberSignature Language="C#" Value="public const Android.Opengl.DebugFlags DebugCheckGlError = 1;" />
<MemberSignature Language="ILAsm" Value=".field public static literal valuetype Android.Opengl.DebugFlags DebugCheckGlError = (1)" />
<MemberSignature Language="DocId" Value="F:Android.Opengl.GLSurfaceView.DebugCheckGlError" />
<MemberSignature Language="F#" Value="val mutable DebugCheckGlError : Android.Opengl.DebugFlags" Usage="Android.Opengl.GLSurfaceView.DebugCheckGlError" />
<MemberType>Field</MemberType>
<Implements>
<InterfaceMember>F:Android.Views.ISurfaceHolderCallback2._members</InterfaceMember>
<InterfaceMember>F:Android.Views.ISurfaceHolderCallback2.cb_surfaceRedrawNeededAsync_Landroid_view_SurfaceHolder_Ljava_lang_Runnable_</InterfaceMember>
</Implements>
<AssemblyInfo>
<AssemblyName>Mono.Android</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName Language="C#">[Android.Runtime.Register("DEBUG_CHECK_GL_ERROR")]</AttributeName>
<AttributeName Language="F#">[<Android.Runtime.Register("DEBUG_CHECK_GL_ERROR")>]</AttributeName>
</Attribute>
<Attribute>
<AttributeName Language="C#">[System.Obsolete("This constant will be removed in the future version. Use Android.Opengl.DebugFlags enum directly instead of this field.", true)]</AttributeName>
<AttributeName Language="F#">[<System.Obsolete("This constant will be removed in the future version. Use Android.Opengl.DebugFlags enum directly instead of this field.", true)>]</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>Android.Opengl.DebugFlags</ReturnType>
</ReturnValue>
<MemberValue>1</MemberValue>
<Docs>
<summary>Check glError() after every GL call and throw an exception if glError indicates
that an error has occurred.</summary>
<remarks>
<para>Check glError() after every GL call and throw an exception if glError indicates
that an error has occurred. This can be used to help track down which OpenGL ES call
is causing an error.</para>
<para>
<format type="text/html">
<a href="https://developer.android.com/reference/android/opengl/GLSurfaceView#DEBUG_CHECK_GL_ERROR" title="Reference documentation">Java documentation for <code>android.opengl.GLSurfaceView.DEBUG_CHECK_GL_ERROR</code>.</a>
</format>
</para>
<para>
Portions of this page are modifications based on work created and shared by the
<format type="text/html"><a href="https://developers.google.com/terms/site-policies" title="Android Open Source Project">Android Open Source Project</a></format>
and used according to terms described in the
<format type="text/html"><a href="https://creativecommons.org/licenses/by/2.5/" title="Creative Commons 2.5 Attribution License">Creative Commons 2.5 Attribution License.</a></format></para>
</remarks>
<since version="Added in API level 3" />
<altmember cref="P:Android.Opengl.GLSurfaceView.DebugFlags" />
</Docs>
</Member>
<Member MemberName="DebugFlags">
<MemberSignature Language="C#" Value="public virtual Android.Opengl.DebugFlags DebugFlags { get; set; }" />
<MemberSignature Language="ILAsm" Value=".property instance valuetype Android.Opengl.DebugFlags DebugFlags" />
<MemberSignature Language="DocId" Value="P:Android.Opengl.GLSurfaceView.DebugFlags" />
<MemberSignature Language="F#" Value="member this.DebugFlags : Android.Opengl.DebugFlags with get, set" Usage="Android.Opengl.GLSurfaceView.DebugFlags" />
<MemberType>Property</MemberType>
<AssemblyInfo>
<AssemblyName>Mono.Android</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName Language="C#">[get: Android.Runtime.Register("getDebugFlags", "()I", "GetGetDebugFlagsHandler")]</AttributeName>
<AttributeName Language="F#">[<get: Android.Runtime.Register("getDebugFlags", "()I", "GetGetDebugFlagsHandler")>]</AttributeName>
</Attribute>
<Attribute>
<AttributeName Language="C#">[set: Android.Runtime.Register("setDebugFlags", "(I)V", "GetSetDebugFlags_IHandler")]</AttributeName>
<AttributeName Language="F#">[<set: Android.Runtime.Register("setDebugFlags", "(I)V", "GetSetDebugFlags_IHandler")>]</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>Android.Opengl.DebugFlags</ReturnType>
</ReturnValue>
<Docs>
<param name="debugFlags">the new debug flags</param>
<summary>Get the current value of the debug flags. -or- Set the debug flags to a new value.</summary>
<value>the current value of the debug flags.</value>
<remarks>
<para>Property getter documentation:</para>
<para>Get the current value of the debug flags.</para>
<para>
<format type="text/html">
<a href="https://developer.android.com/reference/android/opengl/GLSurfaceView#getDebugFlags()" title="Reference documentation">Java documentation for <code>android.opengl.GLSurfaceView.getDebugFlags()</code>.</a>
</format>
</para>
<para>Property setter documentation:</para>
<para>Set the debug flags to a new value. The value is
constructed by OR-together zero or more
of the DEBUG_CHECK_* constants. The debug flags take effect
whenever a surface is created. The default value is zero.</para>
<para>
<format type="text/html">
<a href="https://developer.android.com/reference/android/opengl/GLSurfaceView#setDebugFlags(int)" title="Reference documentation">Java documentation for <code>android.opengl.GLSurfaceView.setDebugFlags(int)</code>.</a>
</format>
</para>
<para>
Portions of this page are modifications based on work created and shared by the
<format type="text/html"><a href="https://developers.google.com/terms/site-policies" title="Android Open Source Project">Android Open Source Project</a></format>
and used according to terms described in the
<format type="text/html"><a href="https://creativecommons.org/licenses/by/2.5/" title="Creative Commons 2.5 Attribution License">Creative Commons 2.5 Attribution License.</a></format></para>
</remarks>
<since version="Added in API level 3" />
<altmember cref="F:Android.Opengl.GLSurfaceView.DebugCheckGlError" />
<altmember cref="F:Android.Opengl.GLSurfaceView.DebugLogGlCalls" />
</Docs>
</Member>
<Member MemberName="DebugLogGlCalls">
<MemberSignature Language="C#" Value="public const Android.Opengl.DebugFlags DebugLogGlCalls = 2;" />
<MemberSignature Language="ILAsm" Value=".field public static literal valuetype Android.Opengl.DebugFlags DebugLogGlCalls = (2)" />
<MemberSignature Language="DocId" Value="F:Android.Opengl.GLSurfaceView.DebugLogGlCalls" />
<MemberSignature Language="F#" Value="val mutable DebugLogGlCalls : Android.Opengl.DebugFlags" Usage="Android.Opengl.GLSurfaceView.DebugLogGlCalls" />
<MemberType>Field</MemberType>
<Implements>
<InterfaceMember>F:Android.Views.ISurfaceHolderCallback2._members</InterfaceMember>
<InterfaceMember>F:Android.Views.ISurfaceHolderCallback2.cb_surfaceRedrawNeededAsync_Landroid_view_SurfaceHolder_Ljava_lang_Runnable_</InterfaceMember>
</Implements>
<AssemblyInfo>
<AssemblyName>Mono.Android</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName Language="C#">[Android.Runtime.Register("DEBUG_LOG_GL_CALLS")]</AttributeName>
<AttributeName Language="F#">[<Android.Runtime.Register("DEBUG_LOG_GL_CALLS")>]</AttributeName>
</Attribute>
<Attribute>
<AttributeName Language="C#">[System.Obsolete("This constant will be removed in the future version. Use Android.Opengl.DebugFlags enum directly instead of this field.", true)]</AttributeName>
<AttributeName Language="F#">[<System.Obsolete("This constant will be removed in the future version. Use Android.Opengl.DebugFlags enum directly instead of this field.", true)>]</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>Android.Opengl.DebugFlags</ReturnType>
</ReturnValue>
<MemberValue>2</MemberValue>
<Docs>
<summary>Log GL calls to the system log at "verbose" level with tag "GLSurfaceView".</summary>
<remarks>
<para>Log GL calls to the system log at "verbose" level with tag "GLSurfaceView".</para>
<para>
<format type="text/html">
<a href="https://developer.android.com/reference/android/opengl/GLSurfaceView#DEBUG_LOG_GL_CALLS" title="Reference documentation">Java documentation for <code>android.opengl.GLSurfaceView.DEBUG_LOG_GL_CALLS</code>.</a>
</format>
</para>
<para>
Portions of this page are modifications based on work created and shared by the
<format type="text/html"><a href="https://developers.google.com/terms/site-policies" title="Android Open Source Project">Android Open Source Project</a></format>
and used according to terms described in the
<format type="text/html"><a href="https://creativecommons.org/licenses/by/2.5/" title="Creative Commons 2.5 Attribution License">Creative Commons 2.5 Attribution License.</a></format></para>
</remarks>
<since version="Added in API level 3" />
<altmember cref="P:Android.Opengl.GLSurfaceView.DebugFlags" />
</Docs>
</Member>
<Member MemberName="JniPeerMembers">
<MemberSignature Language="C#" Value="public override Java.Interop.JniPeerMembers JniPeerMembers { get; }" />
<MemberSignature Language="ILAsm" Value=".property instance class Java.Interop.JniPeerMembers JniPeerMembers" />
<MemberSignature Language="DocId" Value="P:Android.Opengl.GLSurfaceView.JniPeerMembers" />
<MemberSignature Language="F#" Value="member this.JniPeerMembers : Java.Interop.JniPeerMembers" Usage="Android.Opengl.GLSurfaceView.JniPeerMembers" />
<MemberType>Property</MemberType>
<Implements>
<InterfaceMember>P:Java.Interop.IJavaPeerable.JniPeerMembers</InterfaceMember>
</Implements>
<AssemblyInfo>
<AssemblyName>Mono.Android</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName Language="C#">[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]</AttributeName>
<AttributeName Language="F#">[<System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)>]</AttributeName>
</Attribute>
<Attribute>
<AttributeName Language="C#">[System.Diagnostics.DebuggerBrowsable(System.Diagnostics.DebuggerBrowsableState.Never)]</AttributeName>
<AttributeName Language="F#">[<System.Diagnostics.DebuggerBrowsable(System.Diagnostics.DebuggerBrowsableState.Never)>]</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>Java.Interop.JniPeerMembers</ReturnType>
</ReturnValue>
<Docs>
<summary>To be added.</summary>
<value>To be added.</value>
<remarks>
<para>Portions of this page are modifications based on work created and shared by the <format type="text/html"><a href="https://developers.google.com/terms/site-policies" title="Android Open Source Project">Android Open Source Project</a></format> and used according to terms described in the <format type="text/html"><a href="https://creativecommons.org/licenses/by/2.5/" title="Creative Commons 2.5 Attribution License">Creative Commons 2.5 Attribution License.</a></format></para>
</remarks>
</Docs>
</Member>
<Member MemberName="OnPause">
<MemberSignature Language="C#" Value="public virtual void OnPause ();" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance void OnPause() cil managed" />
<MemberSignature Language="DocId" Value="M:Android.Opengl.GLSurfaceView.OnPause" />
<MemberSignature Language="F#" Value="abstract member OnPause : unit -> unit
override this.OnPause : unit -> unit" Usage="gLSurfaceView.OnPause " />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>Mono.Android</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName Language="C#">[Android.Runtime.Register("onPause", "()V", "GetOnPauseHandler")]</AttributeName>
<AttributeName Language="F#">[<Android.Runtime.Register("onPause", "()V", "GetOnPauseHandler")>]</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Void</ReturnType>
</ReturnValue>
<Parameters />
<Docs>
<summary>Pause the rendering thread, optionally tearing down the EGL context
depending upon the value of <c>#setPreserveEGLContextOnPause(boolean)</c>.</summary>
<remarks>
<para>Pause the rendering thread, optionally tearing down the EGL context
depending upon the value of <c>#setPreserveEGLContextOnPause(boolean)</c>.
This method should be called when it is no longer desirable for the
GLSurfaceView to continue rendering, such as in response to
<c>android.app.Activity#onStop Activity.onStop</c>.
Must not be called before a renderer has been set.</para>
<para>
<format type="text/html">
<a href="https://developer.android.com/reference/android/opengl/GLSurfaceView#onPause()" title="Reference documentation">Java documentation for <code>android.opengl.GLSurfaceView.onPause()</code>.</a>
</format>
</para>
<para>
Portions of this page are modifications based on work created and shared by the
<format type="text/html"><a href="https://developers.google.com/terms/site-policies" title="Android Open Source Project">Android Open Source Project</a></format>
and used according to terms described in the
<format type="text/html"><a href="https://creativecommons.org/licenses/by/2.5/" title="Creative Commons 2.5 Attribution License">Creative Commons 2.5 Attribution License.</a></format></para>
</remarks>
<since version="Added in API level 3" />
</Docs>
</Member>
<Member MemberName="OnResume">
<MemberSignature Language="C#" Value="public virtual void OnResume ();" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance void OnResume() cil managed" />
<MemberSignature Language="DocId" Value="M:Android.Opengl.GLSurfaceView.OnResume" />
<MemberSignature Language="F#" Value="abstract member OnResume : unit -> unit
override this.OnResume : unit -> unit" Usage="gLSurfaceView.OnResume " />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>Mono.Android</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName Language="C#">[Android.Runtime.Register("onResume", "()V", "GetOnResumeHandler")]</AttributeName>
<AttributeName Language="F#">[<Android.Runtime.Register("onResume", "()V", "GetOnResumeHandler")>]</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Void</ReturnType>
</ReturnValue>
<Parameters />
<Docs>
<summary>Resumes the rendering thread, re-creating the OpenGL context if necessary.</summary>
<remarks>
<para>Resumes the rendering thread, re-creating the OpenGL context if necessary. It
is the counterpart to <c>#onPause()</c>.
This method should typically be called in
<c>android.app.Activity#onStart Activity.onStart</c>.
Must not be called before a renderer has been set.</para>
<para>
<format type="text/html">
<a href="https://developer.android.com/reference/android/opengl/GLSurfaceView#onResume()" title="Reference documentation">Java documentation for <code>android.opengl.GLSurfaceView.onResume()</code>.</a>
</format>
</para>
<para>
Portions of this page are modifications based on work created and shared by the
<format type="text/html"><a href="https://developers.google.com/terms/site-policies" title="Android Open Source Project">Android Open Source Project</a></format>
and used according to terms described in the
<format type="text/html"><a href="https://creativecommons.org/licenses/by/2.5/" title="Creative Commons 2.5 Attribution License">Creative Commons 2.5 Attribution License.</a></format></para>
</remarks>
<since version="Added in API level 3" />
</Docs>
</Member>
<Member MemberName="PreserveEGLContextOnPause">
<MemberSignature Language="C#" Value="public virtual bool PreserveEGLContextOnPause { get; set; }" />
<MemberSignature Language="ILAsm" Value=".property instance bool PreserveEGLContextOnPause" />
<MemberSignature Language="DocId" Value="P:Android.Opengl.GLSurfaceView.PreserveEGLContextOnPause" />
<MemberSignature Language="F#" Value="member this.PreserveEGLContextOnPause : bool with get, set" Usage="Android.Opengl.GLSurfaceView.PreserveEGLContextOnPause" />
<MemberType>Property</MemberType>
<AssemblyInfo>
<AssemblyName>Mono.Android</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName Language="C#">[get: Android.Runtime.Register("getPreserveEGLContextOnPause", "()Z", "GetGetPreserveEGLContextOnPauseHandler")]</AttributeName>
<AttributeName Language="F#">[<get: Android.Runtime.Register("getPreserveEGLContextOnPause", "()Z", "GetGetPreserveEGLContextOnPauseHandler")>]</AttributeName>
</Attribute>
<Attribute>
<AttributeName Language="C#">[set: Android.Runtime.Register("setPreserveEGLContextOnPause", "(Z)V", "GetSetPreserveEGLContextOnPause_ZHandler")]</AttributeName>
<AttributeName Language="F#">[<set: Android.Runtime.Register("setPreserveEGLContextOnPause", "(Z)V", "GetSetPreserveEGLContextOnPause_ZHandler")>]</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Boolean</ReturnType>
</ReturnValue>
<Docs>
<param name="preserveOnPause">preserve the EGL context when paused</param>
<summary>Control whether the EGL context is preserved when the GLSurfaceView is paused and
resumed.</summary>
<value>true if the EGL context will be preserved when paused</value>
<remarks>
<para>Property getter documentation:</para>
<para>
<format type="text/html">
<a href="https://developer.android.com/reference/android/opengl/GLSurfaceView#getPreserveEGLContextOnPause()" title="Reference documentation">Java documentation for <code>android.opengl.GLSurfaceView.getPreserveEGLContextOnPause()</code>.</a>
</format>
</para>
<para>Property setter documentation:</para>
<para>Control whether the EGL context is preserved when the GLSurfaceView is paused and
resumed.</para>
<para>If set to true, then the EGL context may be preserved when the GLSurfaceView is paused.</para>
<para>Prior to API level 11, whether the EGL context is actually preserved or not
depends upon whether the Android device can support an arbitrary number of
EGL contexts or not. Devices that can only support a limited number of EGL
contexts must release the EGL context in order to allow multiple applications
to share the GPU.</para>
<para>If set to false, the EGL context will be released when the GLSurfaceView is paused,
and recreated when the GLSurfaceView is resumed.</para>
<para>The default is false.</para>
<para>
<format type="text/html">
<a href="https://developer.android.com/reference/android/opengl/GLSurfaceView#setPreserveEGLContextOnPause(boolean)" title="Reference documentation">Java documentation for <code>android.opengl.GLSurfaceView.setPreserveEGLContextOnPause(boolean)</code>.</a>
</format>
</para>
<para>
Portions of this page are modifications based on work created and shared by the
<format type="text/html"><a href="https://developers.google.com/terms/site-policies" title="Android Open Source Project">Android Open Source Project</a></format>
and used according to terms described in the
<format type="text/html"><a href="https://creativecommons.org/licenses/by/2.5/" title="Creative Commons 2.5 Attribution License">Creative Commons 2.5 Attribution License.</a></format></para>
</remarks>
<since version="Added in API level 11" />
</Docs>
</Member>
<Member MemberName="QueueEvent">
<MemberSignature Language="C#" Value="public virtual void QueueEvent (Java.Lang.IRunnable? r);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance void QueueEvent(class Java.Lang.IRunnable r) cil managed" />
<MemberSignature Language="DocId" Value="M:Android.Opengl.GLSurfaceView.QueueEvent(Java.Lang.IRunnable)" />
<MemberSignature Language="F#" Value="abstract member QueueEvent : Java.Lang.IRunnable -> unit
override this.QueueEvent : Java.Lang.IRunnable -> unit" Usage="gLSurfaceView.QueueEvent r" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>Mono.Android</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName Language="C#">[Android.Runtime.Register("queueEvent", "(Ljava/lang/Runnable;)V", "GetQueueEvent_Ljava_lang_Runnable_Handler")]</AttributeName>
<AttributeName Language="F#">[<Android.Runtime.Register("queueEvent", "(Ljava/lang/Runnable;)V", "GetQueueEvent_Ljava_lang_Runnable_Handler")>]</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Void</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="r" Type="Java.Lang.IRunnable" />
</Parameters>
<Docs>
<param name="r">the runnable to be run on the GL rendering thread.</param>
<summary>Queue a runnable to be run on the GL rendering thread.</summary>
<remarks>
<para>Queue a runnable to be run on the GL rendering thread. This can be used
to communicate with the Renderer on the rendering thread.
Must not be called before a renderer has been set.</para>
<para>
<format type="text/html">
<a href="https://developer.android.com/reference/android/opengl/GLSurfaceView#queueEvent(java.lang.Runnable)" title="Reference documentation">Java documentation for <code>android.opengl.GLSurfaceView.queueEvent(java.lang.Runnable)</code>.</a>
</format>
</para>
<para>
Portions of this page are modifications based on work created and shared by the
<format type="text/html"><a href="https://developers.google.com/terms/site-policies" title="Android Open Source Project">Android Open Source Project</a></format>
and used according to terms described in the
<format type="text/html"><a href="https://creativecommons.org/licenses/by/2.5/" title="Creative Commons 2.5 Attribution License">Creative Commons 2.5 Attribution License.</a></format></para>
</remarks>
<since version="Added in API level 3" />
</Docs>
</Member>
<Member MemberName="QueueEvent">
<MemberSignature Language="C#" Value="public void QueueEvent (Action r);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig instance void QueueEvent(class System.Action r) cil managed" />
<MemberSignature Language="DocId" Value="M:Android.Opengl.GLSurfaceView.QueueEvent(System.Action)" />
<MemberSignature Language="F#" Value="member this.QueueEvent : Action -> unit" Usage="gLSurfaceView.QueueEvent r" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>Mono.Android</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>System.Void</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="r" Type="System.Action" />
</Parameters>
<Docs>
<param name="r">To be added.</param>
<summary>To be added.</summary>
<remarks>
<para>Portions of this page are modifications based on work created and shared by the <format type="text/html"><a href="https://developers.google.com/terms/site-policies" title="Android Open Source Project">Android Open Source Project</a></format> and used according to terms described in the <format type="text/html"><a href="https://creativecommons.org/licenses/by/2.5/" title="Creative Commons 2.5 Attribution License">Creative Commons 2.5 Attribution License.</a></format></para>
</remarks>
</Docs>
</Member>
<Member MemberName="RenderMode">
<MemberSignature Language="C#" Value="public virtual Android.Opengl.Rendermode RenderMode { get; set; }" />
<MemberSignature Language="ILAsm" Value=".property instance valuetype Android.Opengl.Rendermode RenderMode" />
<MemberSignature Language="DocId" Value="P:Android.Opengl.GLSurfaceView.RenderMode" />
<MemberSignature Language="F#" Value="member this.RenderMode : Android.Opengl.Rendermode with get, set" Usage="Android.Opengl.GLSurfaceView.RenderMode" />
<MemberType>Property</MemberType>
<AssemblyInfo>
<AssemblyName>Mono.Android</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName Language="C#">[get: Android.Runtime.Register("getRenderMode", "()I", "GetGetRenderModeHandler")]</AttributeName>
<AttributeName Language="F#">[<get: Android.Runtime.Register("getRenderMode", "()I", "GetGetRenderModeHandler")>]</AttributeName>
</Attribute>
<Attribute>
<AttributeName Language="C#">[set: Android.Runtime.Register("setRenderMode", "(I)V", "GetSetRenderMode_IHandler")]</AttributeName>
<AttributeName Language="F#">[<set: Android.Runtime.Register("setRenderMode", "(I)V", "GetSetRenderMode_IHandler")>]</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>Android.Opengl.Rendermode</ReturnType>
</ReturnValue>
<Docs>
<param name="renderMode">one of the RENDERMODE_X constants</param>
<summary>Get the current rendering mode. -or- Set the rendering mode.</summary>
<value>the current rendering mode.</value>
<remarks>
<para>Property getter documentation:</para>
<para>Get the current rendering mode. May be called
from any thread. Must not be called before a renderer has been set.</para>
<para>
<format type="text/html">
<a href="https://developer.android.com/reference/android/opengl/GLSurfaceView#getRenderMode()" title="Reference documentation">Java documentation for <code>android.opengl.GLSurfaceView.getRenderMode()</code>.</a>
</format>
</para>
<para>Property setter documentation:</para>
<para>Set the rendering mode. When renderMode is
RENDERMODE_CONTINUOUSLY, the renderer is called
repeatedly to re-render the scene. When renderMode
is RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface
is created, or when <c>#requestRender</c> is called. Defaults to RENDERMODE_CONTINUOUSLY.</para>
<para>Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system performance
by allowing the GPU and CPU to idle when the view does not need to be updated.</para>
<para>This method can only be called after <c>#setRenderer(Renderer)</c></para>
<para>
<format type="text/html">
<a href="https://developer.android.com/reference/android/opengl/GLSurfaceView#setRenderMode(int)" title="Reference documentation">Java documentation for <code>android.opengl.GLSurfaceView.setRenderMode(int)</code>.</a>
</format>
</para>
<para>
Portions of this page are modifications based on work created and shared by the
<format type="text/html"><a href="https://developers.google.com/terms/site-policies" title="Android Open Source Project">Android Open Source Project</a></format>
and used according to terms described in the
<format type="text/html"><a href="https://creativecommons.org/licenses/by/2.5/" title="Creative Commons 2.5 Attribution License">Creative Commons 2.5 Attribution License.</a></format></para>
</remarks>
<since version="Added in API level 3" />
<altmember cref="F:Android.Opengl.GLSurfaceView.RendermodeContinuously" />
<altmember cref="F:Android.Opengl.GLSurfaceView.RendermodeWhenDirty" />
</Docs>
</Member>
<Member MemberName="RendermodeContinuously">
<MemberSignature Language="C#" Value="public const Android.Opengl.Rendermode RendermodeContinuously = 1;" />
<MemberSignature Language="ILAsm" Value=".field public static literal valuetype Android.Opengl.Rendermode RendermodeContinuously = (1)" />
<MemberSignature Language="DocId" Value="F:Android.Opengl.GLSurfaceView.RendermodeContinuously" />
<MemberSignature Language="F#" Value="val mutable RendermodeContinuously : Android.Opengl.Rendermode" Usage="Android.Opengl.GLSurfaceView.RendermodeContinuously" />
<MemberType>Field</MemberType>
<Implements>
<InterfaceMember>F:Android.Views.ISurfaceHolderCallback2._members</InterfaceMember>
<InterfaceMember>F:Android.Views.ISurfaceHolderCallback2.cb_surfaceRedrawNeededAsync_Landroid_view_SurfaceHolder_Ljava_lang_Runnable_</InterfaceMember>
</Implements>
<AssemblyInfo>
<AssemblyName>Mono.Android</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName Language="C#">[Android.Runtime.Register("RENDERMODE_CONTINUOUSLY")]</AttributeName>
<AttributeName Language="F#">[<Android.Runtime.Register("RENDERMODE_CONTINUOUSLY")>]</AttributeName>
</Attribute>
<Attribute>
<AttributeName Language="C#">[System.Obsolete("This constant will be removed in the future version. Use Android.Opengl.Rendermode enum directly instead of this field.", true)]</AttributeName>
<AttributeName Language="F#">[<System.Obsolete("This constant will be removed in the future version. Use Android.Opengl.Rendermode enum directly instead of this field.", true)>]</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>Android.Opengl.Rendermode</ReturnType>
</ReturnValue>
<MemberValue>1</MemberValue>
<Docs>
<summary>The renderer is called
continuously to re-render the scene.</summary>
<remarks>
<para>The renderer is called
continuously to re-render the scene.</para>
<para>
<format type="text/html">
<a href="https://developer.android.com/reference/android/opengl/GLSurfaceView#RENDERMODE_CONTINUOUSLY" title="Reference documentation">Java documentation for <code>android.opengl.GLSurfaceView.RENDERMODE_CONTINUOUSLY</code>.</a>
</format>
</para>
<para>
Portions of this page are modifications based on work created and shared by the
<format type="text/html"><a href="https://developers.google.com/terms/site-policies" title="Android Open Source Project">Android Open Source Project</a></format>
and used according to terms described in the
<format type="text/html"><a href="https://creativecommons.org/licenses/by/2.5/" title="Creative Commons 2.5 Attribution License">Creative Commons 2.5 Attribution License.</a></format></para>
</remarks>
<since version="Added in API level 3" />
<altmember cref="P:Android.Opengl.GLSurfaceView.RenderMode" />
</Docs>
</Member>
<Member MemberName="RendermodeWhenDirty">
<MemberSignature Language="C#" Value="public const Android.Opengl.Rendermode RendermodeWhenDirty = 0;" />
<MemberSignature Language="ILAsm" Value=".field public static literal valuetype Android.Opengl.Rendermode RendermodeWhenDirty = (0)" />
<MemberSignature Language="DocId" Value="F:Android.Opengl.GLSurfaceView.RendermodeWhenDirty" />
<MemberSignature Language="F#" Value="val mutable RendermodeWhenDirty : Android.Opengl.Rendermode" Usage="Android.Opengl.GLSurfaceView.RendermodeWhenDirty" />
<MemberType>Field</MemberType>
<Implements>
<InterfaceMember>F:Android.Views.ISurfaceHolderCallback2._members</InterfaceMember>
<InterfaceMember>F:Android.Views.ISurfaceHolderCallback2.cb_surfaceRedrawNeededAsync_Landroid_view_SurfaceHolder_Ljava_lang_Runnable_</InterfaceMember>
</Implements>
<AssemblyInfo>
<AssemblyName>Mono.Android</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName Language="C#">[Android.Runtime.Register("RENDERMODE_WHEN_DIRTY")]</AttributeName>
<AttributeName Language="F#">[<Android.Runtime.Register("RENDERMODE_WHEN_DIRTY")>]</AttributeName>
</Attribute>
<Attribute>
<AttributeName Language="C#">[System.Obsolete("This constant will be removed in the future version. Use Android.Opengl.Rendermode enum directly instead of this field.", true)]</AttributeName>
<AttributeName Language="F#">[<System.Obsolete("This constant will be removed in the future version. Use Android.Opengl.Rendermode enum directly instead of this field.", true)>]</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>Android.Opengl.Rendermode</ReturnType>
</ReturnValue>
<MemberValue>0</MemberValue>
<Docs>
<summary>The renderer only renders
when the surface is created, or when <c>#requestRender</c> is called.</summary>
<remarks>
<para>The renderer only renders
when the surface is created, or when <c>#requestRender</c> is called.</para>
<para>
<format type="text/html">
<a href="https://developer.android.com/reference/android/opengl/GLSurfaceView#RENDERMODE_WHEN_DIRTY" title="Reference documentation">Java documentation for <code>android.opengl.GLSurfaceView.RENDERMODE_WHEN_DIRTY</code>.</a>
</format>
</para>
<para>
Portions of this page are modifications based on work created and shared by the
<format type="text/html"><a href="https://developers.google.com/terms/site-policies" title="Android Open Source Project">Android Open Source Project</a></format>
and used according to terms described in the
<format type="text/html"><a href="https://creativecommons.org/licenses/by/2.5/" title="Creative Commons 2.5 Attribution License">Creative Commons 2.5 Attribution License.</a></format></para>
</remarks>
<since version="Added in API level 3" />
<altmember cref="P:Android.Opengl.GLSurfaceView.RenderMode" />
<altmember cref="M:Android.Opengl.GLSurfaceView.RequestRender" />
</Docs>
</Member>
<Member MemberName="RequestRender">
<MemberSignature Language="C#" Value="public virtual void RequestRender ();" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance void RequestRender() cil managed" />
<MemberSignature Language="DocId" Value="M:Android.Opengl.GLSurfaceView.RequestRender" />
<MemberSignature Language="F#" Value="abstract member RequestRender : unit -> unit
override this.RequestRender : unit -> unit" Usage="gLSurfaceView.RequestRender " />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>Mono.Android</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName Language="C#">[Android.Runtime.Register("requestRender", "()V", "GetRequestRenderHandler")]</AttributeName>
<AttributeName Language="F#">[<Android.Runtime.Register("requestRender", "()V", "GetRequestRenderHandler")>]</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Void</ReturnType>
</ReturnValue>
<Parameters />
<Docs>
<summary>Request that the renderer render a frame.</summary>
<remarks>
<para>Request that the renderer render a frame.
This method is typically used when the render mode has been set to
<c>#RENDERMODE_WHEN_DIRTY</c>, so that frames are only rendered on demand.
May be called
from any thread. Must not be called before a renderer has been set.</para>
<para>
<format type="text/html">
<a href="https://developer.android.com/reference/android/opengl/GLSurfaceView#requestRender()" title="Reference documentation">Java documentation for <code>android.opengl.GLSurfaceView.requestRender()</code>.</a>
</format>
</para>
<para>
Portions of this page are modifications based on work created and shared by the
<format type="text/html"><a href="https://developers.google.com/terms/site-policies" title="Android Open Source Project">Android Open Source Project</a></format>
and used according to terms described in the
<format type="text/html"><a href="https://creativecommons.org/licenses/by/2.5/" title="Creative Commons 2.5 Attribution License">Creative Commons 2.5 Attribution License.</a></format></para>
</remarks>
<since version="Added in API level 3" />
</Docs>
</Member>
<Member MemberName="SetEGLConfigChooser">
<MemberSignature Language="C#" Value="public virtual void SetEGLConfigChooser (Android.Opengl.GLSurfaceView.IEGLConfigChooser? configChooser);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance void SetEGLConfigChooser(class Android.Opengl.GLSurfaceView/IEGLConfigChooser configChooser) cil managed" />
<MemberSignature Language="DocId" Value="M:Android.Opengl.GLSurfaceView.SetEGLConfigChooser(Android.Opengl.GLSurfaceView.IEGLConfigChooser)" />
<MemberSignature Language="F#" Value="abstract member SetEGLConfigChooser : Android.Opengl.GLSurfaceView.IEGLConfigChooser -> unit
override this.SetEGLConfigChooser : Android.Opengl.GLSurfaceView.IEGLConfigChooser -> unit" Usage="gLSurfaceView.SetEGLConfigChooser configChooser" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>Mono.Android</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName Language="C#">[Android.Runtime.Register("setEGLConfigChooser", "(Landroid/opengl/GLSurfaceView$EGLConfigChooser;)V", "GetSetEGLConfigChooser_Landroid_opengl_GLSurfaceView_EGLConfigChooser_Handler")]</AttributeName>
<AttributeName Language="F#">[<Android.Runtime.Register("setEGLConfigChooser", "(Landroid/opengl/GLSurfaceView$EGLConfigChooser;)V", "GetSetEGLConfigChooser_Landroid_opengl_GLSurfaceView_EGLConfigChooser_Handler")>]</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Void</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="configChooser" Type="Android.Opengl.GLSurfaceView+IEGLConfigChooser" />
</Parameters>
<Docs>
<param name="configChooser">To be added.</param>
<summary>Install a config chooser which will choose a config
with at least the specified depthSize and stencilSize,
and exactly the specified redSize, greenSize, blueSize and alphaSize.</summary>
<remarks>
<para>
<format type="text/html">
<a href="https://developer.android.com/reference/android/opengl/GLSurfaceView#setEGLConfigChooser(int,%20int,%20int,%20int,%20int,%20int)" title="Reference documentation">Java documentation for <code>android.opengl.GLSurfaceView.setEGLConfigChooser(int, int, int, int, int, int)</code>.</a>
</format>
</para>
<para>
Portions of this page are modifications based on work created and shared by the
<format type="text/html"><a href="https://developers.google.com/terms/site-policies" title="Android Open Source Project">Android Open Source Project</a></format>
and used according to terms described in the
<format type="text/html"><a href="https://creativecommons.org/licenses/by/2.5/" title="Creative Commons 2.5 Attribution License">Creative Commons 2.5 Attribution License.</a></format></para>
</remarks>
<since version="Added in API level 3" />
</Docs>
</Member>
<Member MemberName="SetEGLConfigChooser">
<MemberSignature Language="C#" Value="public virtual void SetEGLConfigChooser (bool needDepth);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance void SetEGLConfigChooser(bool needDepth) cil managed" />
<MemberSignature Language="DocId" Value="M:Android.Opengl.GLSurfaceView.SetEGLConfigChooser(System.Boolean)" />
<MemberSignature Language="F#" Value="abstract member SetEGLConfigChooser : bool -> unit
override this.SetEGLConfigChooser : bool -> unit" Usage="gLSurfaceView.SetEGLConfigChooser needDepth" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>Mono.Android</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName Language="C#">[Android.Runtime.Register("setEGLConfigChooser", "(Z)V", "GetSetEGLConfigChooser_ZHandler")]</AttributeName>
<AttributeName Language="F#">[<Android.Runtime.Register("setEGLConfigChooser", "(Z)V", "GetSetEGLConfigChooser_ZHandler")>]</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Void</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="needDepth" Type="System.Boolean" />
</Parameters>
<Docs>
<param name="needDepth">needDepth</param>
<summary>Install a config chooser which will choose a config
as close to 16-bit RGB as possible, with or without an optional depth
buffer as close to 16-bits as possible.</summary>
<remarks>
<para>Install a config chooser which will choose a config
as close to 16-bit RGB as possible, with or without an optional depth
buffer as close to 16-bits as possible.</para>
<para>If this method is
called, it must be called before <c>#setRenderer(Renderer)</c>
is called.</para>
<para>If no setEGLConfigChooser method is called, then by default the
view will choose an RGB_888 surface with a depth buffer depth of
at least 16 bits.</para>
<para>
<format type="text/html">
<a href="https://developer.android.com/reference/android/opengl/GLSurfaceView#setEGLConfigChooser(boolean)" title="Reference documentation">Java documentation for <code>android.opengl.GLSurfaceView.setEGLConfigChooser(boolean)</code>.</a>
</format>
</para>
<para>
Portions of this page are modifications based on work created and shared by the
<format type="text/html"><a href="https://developers.google.com/terms/site-policies" title="Android Open Source Project">Android Open Source Project</a></format>
and used according to terms described in the
<format type="text/html"><a href="https://creativecommons.org/licenses/by/2.5/" title="Creative Commons 2.5 Attribution License">Creative Commons 2.5 Attribution License.</a></format></para>
</remarks>
<since version="Added in API level 3" />
</Docs>
</Member>
<Member MemberName="SetEGLConfigChooser">
<MemberSignature Language="C#" Value="public virtual void SetEGLConfigChooser (int redSize, int greenSize, int blueSize, int alphaSize, int depthSize, int stencilSize);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance void SetEGLConfigChooser(int32 redSize, int32 greenSize, int32 blueSize, int32 alphaSize, int32 depthSize, int32 stencilSize) cil managed" />
<MemberSignature Language="DocId" Value="M:Android.Opengl.GLSurfaceView.SetEGLConfigChooser(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)" />
<MemberSignature Language="F#" Value="abstract member SetEGLConfigChooser : int * int * int * int * int * int -> unit
override this.SetEGLConfigChooser : int * int * int * int * int * int -> unit" Usage="gLSurfaceView.SetEGLConfigChooser (redSize, greenSize, blueSize, alphaSize, depthSize, stencilSize)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>Mono.Android</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName Language="C#">[Android.Runtime.Register("setEGLConfigChooser", "(IIIIII)V", "GetSetEGLConfigChooser_IIIIIIHandler")]</AttributeName>
<AttributeName Language="F#">[<Android.Runtime.Register("setEGLConfigChooser", "(IIIIII)V", "GetSetEGLConfigChooser_IIIIIIHandler")>]</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Void</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="redSize" Type="System.Int32" />
<Parameter Name="greenSize" Type="System.Int32" />
<Parameter Name="blueSize" Type="System.Int32" />
<Parameter Name="alphaSize" Type="System.Int32" />
<Parameter Name="depthSize" Type="System.Int32" />
<Parameter Name="stencilSize" Type="System.Int32" />
</Parameters>
<Docs>
<param name="redSize">To be added.</param>
<param name="greenSize">To be added.</param>
<param name="blueSize">To be added.</param>
<param name="alphaSize">To be added.</param>
<param name="depthSize">To be added.</param>
<param name="stencilSize">To be added.</param>
<summary>Install a config chooser which will choose a config
with at least the specified depthSize and stencilSize,
and exactly the specified redSize, greenSize, blueSize and alphaSize.</summary>
<remarks>
<para>Install a config chooser which will choose a config
with at least the specified depthSize and stencilSize,
and exactly the specified redSize, greenSize, blueSize and alphaSize.</para>
<para>If this method is
called, it must be called before <c>#setRenderer(Renderer)</c>
is called.</para>