11 writes to Y
Microsoft.Maui.Graphics.Win2D.WinUI.Desktop (11)
src\Graphics\src\Graphics\Platforms\Windows\PlatformCanvas.cs (11)
190 _point1.Y = startPoint.Y; 193 _point2.Y = endPoint.Y; 239 _point1.Y = y + height / 2; 244 _point1.Y = x; 284 _point1.Y = (float)_rect.Y; 362 _point1.Y = y; 476 _linearGradientStartPoint.Y = y1; 478 _linearGradientEndPoint.Y = y2; 489 _radialGradientCenter.Y = centerY; 578 _point1.Y = startPoint.Y; 581 _point2.Y = endPoint.Y;
57 references to Y
Microsoft.Maui.Graphics (13)
Matrix3x2Extensions.cs (5)
80 matrix.M21 *= scale.Y; 81 matrix.M22 *= scale.Y; 134 m.M21 *= scale.Y; 135 m.M22 *= scale.Y; 137 m.M32 = translation.Y;
PathF.cs (3)
1561 flattenedPoints.Add(new Point(vector.X, vector.Y)); 1575 flattenedPoints.Add(new Point(vectors[i].X, vectors[i].Y)); 1587 flattenedPoints.Add(new Point(vectors[3].X, vectors[3].Y));
Point.cs (1)
45 Y = v.Y;
PointF.cs (1)
39 Y = v.Y;
Size.cs (1)
30 Height = vector.Y;
SizeF.cs (2)
30 Height = vector.Y; 88 return new SizeF(size.X, size.Y);
Microsoft.Maui.Graphics.Win2D.WinUI.Desktop (3)
src\Graphics\src\Graphics\Platforms\Windows\PlatformCanvas.cs (3)
198 new Vector2(_point2.X, _point2.Y), 586 new Vector2(_point2.X, _point2.Y), 809 imageSession.Transform = CurrentState.Matrix.Translate(CurrentState.ShadowOffset.X, CurrentState.ShadowOffset.Y);
System.Drawing.Primitives (2)
System\Drawing\PointF.cs (1)
41y = vector.Y;
System\Drawing\SizeF.cs (1)
52height = vector.Y;
System.Private.CoreLib (39)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix3x2.Impl.cs (28)
72left.X.X * right.X.X + left.X.Y * right.Y.X, 73left.X.X * right.X.Y + left.X.Y * right.Y.Y 76left.Y.X * right.X.X + left.Y.Y * right.Y.X, 77left.Y.X * right.X.Y + left.Y.Y * right.Y.Y 80left.Z.X * right.X.X + left.Z.Y * right.Y.X + right.Z.X, 81left.Z.X * right.X.Y + left.Z.Y * right.Y.Y + right.Z.Y 211float x = centerPoint.X * (1 - c) + centerPoint.Y * s; 212float y = centerPoint.Y * (1 - c) - centerPoint.X * s; 233result.Y = Vector2.Create(0, scales.Y); 269result.Y = Vector2.Create(0, scales.Y); 317float tx = -centerPoint.Y * xTan; 356float det = (matrix.X.X * matrix.Y.Y) - (matrix.Y.X * matrix.X.Y); 372+matrix.Y.Y * invDet, 373-matrix.X.Y * invDet 380(matrix.Y.X * matrix.Z.Y - matrix.Z.X * matrix.Y.Y) * invDet, 381(matrix.Z.X * matrix.X.Y - matrix.X.X * matrix.Z.Y) * invDet 433return (X.X * Y.Y) - (Y.X * X.Y);
src\libraries\System.Private.CoreLib\src\System\Numerics\Vector2.cs (10)
56/// <param name="y">The value to assign to the <see cref="Y" /> field.</param> 395/// <param name="y">The value to assign to the <see cref="Y" /> field.</param> 859/// <param name="yIndex">The index used to select a value from <paramref name="vector" /> to be used as the value of <see cref="Y" /> in the result</param> 908result = MultiplyAddEstimate(matrix.Y, Create(position.Y), result); 934result = MultiplyAddEstimate(matrix.Y, Create(normal.Y), result); 946result = Vector4.MultiplyAddEstimate(matrix.Y, Vector4.Create(normal.Y), result); 1037/// <remarks>The current instance and <paramref name="obj" /> are equal if <paramref name="obj" /> is a <see cref="Vector2" /> object and their <see cref="X" /> and <see cref="Y" /> elements are equal.</remarks> 1043/// <remarks>Two vectors are equal if their <see cref="X" /> and <see cref="Y" /> elements are equal.</remarks> 1049public override readonly int GetHashCode() => HashCode.Combine(X, Y); 1088return $"<{X.ToString(format, formatProvider)}{separator} {Y.ToString(format, formatProvider)}>";
src\libraries\System.Private.CoreLib\src\System\Numerics\Vector4.cs (1)
976result = MultiplyAddEstimate(matrix.Y, Create(position.Y), result);