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<doc>
<assembly>
<name>EpicGames.Oodle</name>
</assembly>
<members>
<member name="T:EpicGames.Compression.OodleCompressorType">
<summary>
Compressor type to use
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressorType.None">
<summary>
None = memcpy, pass through uncompressed bytes
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressorType.Kraken">
<summary>
Fast decompression and high compression ratios, amazing!
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressorType.Leviathan">
<summary>
Leviathan = Kraken's big brother with higher compression, slightly slower decompression.
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressorType.Mermaid">
<summary>
Mermaid is between Kraken and Selkie - crazy fast, still decent compression.
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressorType.Selkie">
<summary>
Selkie is a super-fast relative of Mermaid. For maximum decode speed.
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressorType.Hydra">
<summary>
Hydra, the many-headed beast = Leviathan, Kraken, Mermaid, or Selkie (see $OodleLZ_About_Hydra)
</summary>
</member>
<member name="T:EpicGames.Compression.OodleCompressionLevel">
<summary>
Compression level
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressionLevel.None">
<summary>
Don't compress, just copy raw bytes
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressionLevel.SuperFast">
<summary>
Super fast mode, lower compression ratio
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressionLevel.VeryFast">
<summary>
Fastest LZ mode with still decent compression ratio
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressionLevel.Fast">
<summary>
Fast - good for daily use
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressionLevel.Normal">
<summary>
Standard medium speed LZ mode
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressionLevel.Optimal1">
<summary>
Optimal parse level 1 (faster optimal encoder)
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressionLevel.Optimal2">
<summary>
Optimal parse level 2 (recommended baseline optimal encoder)
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressionLevel.Optimal3">
<summary>
Optimal parse level 3 (slower optimal encoder)
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressionLevel.Optimal4">
<summary>
Optimal parse level 4 (very slow optimal encoder)
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressionLevel.Optimal5">
<summary>
Optimal parse level 5 (don't care about encode speed, maximum compression)
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressionLevel.HyperFast1">
<summary>
Faster than SuperFast, less compression
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressionLevel.HyperFast2">
<summary>
Faster than HyperFast1, less compression
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressionLevel.HyperFast3">
<summary>
Faster than HyperFast2, less compression
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressionLevel.HyperFast4">
<summary>
Fastest, less compression
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressionLevel.HyperFast">
<summary>
Alias hyperfast base level
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressionLevel.Optimal">
<summary>
Alias optimal standard level
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressionLevel.Max">
<summary>
Maximum compression level
</summary>
</member>
<member name="F:EpicGames.Compression.OodleCompressionLevel.Min">
<summary>
fastest compression level
</summary>
</member>
<member name="T:EpicGames.Compression.OodleException">
<summary>
Base class for oodle exceptions
</summary>
</member>
<member name="M:EpicGames.Compression.OodleException.#ctor(System.String)">
<summary>
Base class for oodle exceptions
</summary>
</member>
<member name="T:EpicGames.Compression.Oodle">
<summary>
Wraps an instance of the Oodle compressor
</summary>
</member>
<member name="M:EpicGames.Compression.Oodle.#cctor">
<summary>
Static constructor. Registers the import resolver for the native Oodle library.
</summary>
</member>
<member name="M:EpicGames.Compression.Oodle.Compress(EpicGames.Compression.OodleCompressorType,System.ReadOnlySpan{System.Byte},System.Span{System.Byte},EpicGames.Compression.OodleCompressionLevel)">
<summary>
Compress a block of data
</summary>
<param name="compressor">Compressor to use</param>
<param name="inputData">Data to be compressed</param>
<param name="outputData">Buffer for output data</param>
<param name="compressionLevel">Desired compression level</param>
<returns></returns>
</member>
<member name="M:EpicGames.Compression.Oodle.MaximumOutputSize(EpicGames.Compression.OodleCompressorType,System.Int32)">
<summary>
Determines the max size of the compressed buffer
</summary>
<param name="compressor">Compressor type to use</param>
<param name="uncompressedLength">Length of the input data</param>
<returns>Size of the buffer required for output data</returns>
</member>
<member name="M:EpicGames.Compression.Oodle.Decompress(System.ReadOnlySpan{System.Byte},System.Span{System.Byte})">
<summary>
Decompresses a block of data
</summary>
<param name="inputData">The compressed buffer</param>
<param name="outputData">Output buffer for decompressed data</param>
<returns></returns>
</member>
</members>
</doc>
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