3 writes to _points
Microsoft.Maui.Graphics (3)
92 references to _points
Microsoft.Maui.Graphics (92)
PathF.cs (92)
50 _points = new List<PointF>(path._points);
96 if (_points != null && _points.Count > 0)
97 return _points[0];
116 for (var i = 0; i < _points.Count; i++)
117 yield return _points[i];
125 if (_points != null && _points.Count > 0)
126 return _points[_points.Count - 1];
136 if (_points != null && _points.Count > 0)
137 return _points.Count - 1;
147 if (index < 0 || index >= _points.Count)
150 return _points[index];
157 _points[index] = new PointF(x, y);
163 _points[index] = point;
167 public int Count => _points.Count;
252 _points.Add(point);
289 if (_points.Count == 0)
291 _points.Add(point);
298 _points.Add(point);
321 _points.Insert(pointIndex, point);
342 _points.Add(topLeft);
343 _points.Add(bottomRight);
359 _points.Add(controlPoint);
360 _points.Add(point);
380 _points.Insert(pointIndex, point);
381 _points.Insert(pointIndex, controlPoint);
396 _points.Add(controlPoint1);
397 _points.Add(controlPoint2);
398 _points.Add(point);
418 _points.Insert(pointIndex, point);
419 _points.Insert(pointIndex, controlPoint2);
420 _points.Insert(pointIndex, controlPoint1);
539 if (pointIndex < _points.Count)
618 var points = new[] { _points[pointIndex] };
628 var points = new[] { _points[pointIndex] };
639 var points = new[] { _points[pointIndex++], _points[pointIndex] };
649 var points = new[] { _points[pointIndex++], _points[pointIndex++], _points[pointIndex] };
659 var points = new[] { _points[pointIndex++], _points[pointIndex] };
680 _points.RemoveRange(pointIndex, _points.Count - pointIndex);
779 _points.RemoveAt(pointIndex);
792 _points[pointIndex] = (PointF)points[points.Length - 1];
795 _points.RemoveAt(pointIndex + 1);
812 _points.RemoveAt(pointIndex);
823 _points.RemoveAt(pointIndex);
824 _points.RemoveAt(pointIndex);
835 _points.RemoveAt(pointIndex);
836 _points.RemoveAt(pointIndex);
837 _points.RemoveAt(pointIndex);
848 _points.RemoveAt(pointIndex);
849 _points.RemoveAt(pointIndex);
927 var point = _points[pointIndex];
933 for (var i = 0; i < _points.Count; i++)
934 _points[i] = Vector2.Transform((Vector2)_points[i], transform);
942 if (_points == null || _operations == null)
958 path.MoveTo(_points[i++]);
962 path.LineTo(_points[i++]);
966 path.QuadTo(_points[i++], _points[i++]);
970 path.CurveTo(_points[i++], _points[i++], _points[i++]);
974 path.AddArc(_points[i++], _points[i++], _arcAngles[a++], _arcAngles[a++], _arcClockwise[c++]);
989 var points = new List<PointF>(_points);
1276 for (var i = 0; i < _points.Count; i++)
1278 _points[i] = _points[i].Offset(x, y);
1286 _points[index] = _points[index].Offset(dx, dy);
1304 for (var i = 0; i < _points.Count; i++)
1306 var point = _points[i];
1341 hashCode = (hashCode * 397) ^ (_points != null ? _points.GetHashCode() : 0);
1361 for (var i = 0; i < _points.Count; i++)
1363 var point = _points[i];
1469 flattenedPath.MoveTo(_points[pointIndex++]);
1472 flattenedPath.LineTo(_points[pointIndex++]);
1488 FlattenCubicSegment(pointIndex - 1, flatness, _points, flattenedPoints);
1494 var topLeft = _points[pointIndex++];
1495 var bottomRight = _points[pointIndex++];
1527 var startPoint = _points[pointIndex - 1];
1528 var quadControlPoint = _points[pointIndex];
1529 var endPoint = _points[pointIndex + 1];