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Direktori : /proc/thread-self/root/proc/self/root/proc/thread-self/root/var/softaculous/paintbrushjs/ |
Current File : //proc/thread-self/root/proc/self/root/proc/thread-self/root/var/softaculous/paintbrushjs/info.xml |
<?xml version="1.0" encoding="utf-8"?><soft xmlns="http://www.softaculous.com"> <overview> <img src="logo.gif" style="float:right;margin:8px;" alt="" />{{overview}} </overview> <features> {{features}} </features> <demo> http://mezzoblue.github.com/PaintbrushJS/ </demo> <ratings> http://www.softaculous.com/softwares/javascripts/libraries/PaintbrushJS </ratings> <space> 1797966 </space> <support> https://github.com/mezzoblue/PaintbrushJS </support> <version> 0.3 </version> <mod>1</mod> <mod_files>7</mod_files> <softversion> 2.8 </softversion> <languages> <english-overview> <font size="5" color="#182e7a">PaintbrushJS</font> is a lightweight browser-based image processing library built with Javascript and canvas. <br /><br /> PaintbrushJS is licensed under the <a href="http://www.opensource.org/licenses/mit-license.php">MIT License</a>. </english-overview> <english-features> You use it by applying a class to an element on the page and setting a few parameters with some extra <span class="caps">HTML</span> attributes. If the element is an <code>img</code> or it has a <code>background-image</code> set in your <span class="caps">CSS</span>, PaintbrushJS will create a temporary <code>canvas</code> element and manipulate the image there, before finally saving it back out to the original element. </english-features> </languages> </soft>