mirror of
https://github.com/fltk/fltk.git
synced 2026-06-08 10:00:38 +08:00
converted <a href> to \li \ref, and reduced space with <br> in drawing.dox
minor simplification and tidying git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3@6400 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
This commit is contained in:
+48
-84
@@ -36,14 +36,14 @@ header file. FLTK provides the following types of drawing functions:
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\li \ref ssect_Boxes
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\li \ref ssect_Clipping
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\li <A href="#colors">Colors</A>
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\li <A href="#lines">Line dashes and thickness</A>
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\li <A href="#fast">Fast Shapes</A>
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\li <A href="#complex">Complex Shapes</A>
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\li <A href="#text">Text</A>
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\li <A href="#images">Images</A>
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\li <A href="#overlay">Overlay</A>
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\li <A href="#offscreen">Offscreen Drawing</A>
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\li \ref drawing_colors
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\li \ref ssect_Lines
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\li \ref ssect_Fast
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\li \ref ssect_Complex
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\li \ref ssect_Text
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\li \ref ssect_Fl_Image
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\li \ref ssect_Overlay
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\li \ref ssect_Offscreen
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<A name="boxdraw"></A> <!-- For old HTML links only ! -->
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\subsection ssect_Boxes Boxes
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@@ -104,8 +104,7 @@ In addition, the system may provide clipping when updating windows
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which may be more complex than a simple rectangle.
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<A name="fl_push_clip"></A> <!-- For old HTML links only ! -->
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void fl_clip(int x, int y, int w, int h)
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void fl_clip(int x, int y, int w, int h) <br>
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void fl_push_clip(int x, int y, int w, int h)
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\par
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@@ -155,8 +154,7 @@ necessary drawing to a rectangle. \c W and \c H are
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set to zero if the rectangle is completely outside the region.
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<A NAME="fl_clip_region"></A> <!-- For old HTML links only ! -->
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void fl_clip_region(Fl_Region r)
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void fl_clip_region(Fl_Region r) <br>
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Fl_Region fl_clip_region()
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\par
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@@ -284,8 +282,7 @@ void fl_point(int x, int y)
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Draw a single pixel at the given coordinates.
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<A NAME="fl_rectf"></A> <!-- For old HTML links only ! -->
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void fl_rectf(int x, int y, int w, int h)
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void fl_rectf(int x, int y, int w, int h) <br>
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void fl_rectf(int x, int y, int w, int h)
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\par
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@@ -301,42 +298,36 @@ color this is done by drawing a solid-colored block using
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so that the correct color shade is produced.
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<A NAME="fl_rect"></A> <!-- For old HTML links only ! -->
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void fl_rect(int x, int y, int w, int h)
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void fl_rect(int x, int y, int w, int h) <br>
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void fl_rect(int x, int y, int w, int h, Fl_Color c)
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\par
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Draw a 1-pixel border <I>inside</I> this bounding box.
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<A NAME="fl_line"></A> <!-- For old HTML links only ! -->
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void fl_line(int x, int y, int x1, int y1)
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void fl_line(int x, int y, int x1, int y1) <br>
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void fl_line(int x, int y, int x1, int y1, int x2, int y2)
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\par
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Draw one or two lines between the given points.
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<A NAME="fl_loop"></A> <!-- For old HTML links only ! -->
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void fl_loop(int x, int y, int x1, int y1, int x2, int y2)
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void fl_loop(int x, int y, int x1, int y1, int x2, int y2) <br>
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void fl_loop(int x, int y, int x1, int y1, int x2, int y2, int x3, int y3)
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\par
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Outline a 3 or 4-sided polygon with lines.
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<A NAME="fl_polygon"></A> <!-- For old HTML links only ! -->
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void fl_polygon(int x, int y, int x1, int y1, int x2, int y2)
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void fl_polygon(int x, int y, int x1, int y1, int x2, int y2) <br>
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void fl_polygon(int x, int y, int x1, int y1, int x2, int y2, int x3, int y3)
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\par
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Fill a 3 or 4-sided polygon. The polygon must be convex.
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<A NAME="fl_xyline"></A> <!-- For old HTML links only ! -->
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void fl_xyline(int x, int y, int x1)
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void fl_xyline(int x, int y, int x1, int y2)
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void fl_xyline(int x, int y, int x1) <br>
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void fl_xyline(int x, int y, int x1, int y2) <br>
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void fl_xyline(int x, int y, int x1, int y2, int x3)
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\par
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@@ -344,10 +335,8 @@ Draw horizontal and vertical lines. A horizontal line is
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drawn first, then a vertical, then a horizontal.
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<A NAME="fl_yxline"></A> <!-- For old HTML links only ! -->
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void fl_yxline(int x, int y, int y1)
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void fl_yxline(int x, int y, int y1, int x2)
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void fl_yxline(int x, int y, int y1) <br>
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void fl_yxline(int x, int y, int y1, int x2) <br>
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void fl_yxline(int x, int y, int y1, int x2, int y3)
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\par
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@@ -355,8 +344,7 @@ Draw vertical and horizontal lines. A vertical line is drawn
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first, then a horizontal, then a vertical.
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<A NAME="fl_pie"></A> <!-- For old HTML links only ! -->
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void fl_arc(int x, int y, int w, int h, double a1, double a2)
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void fl_arc(int x, int y, int w, int h, double a1, double a2) <br>
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void fl_pie(int x, int y, int w, int h, double a1, double a2)
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\par
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@@ -409,8 +397,7 @@ graphics, so use OpenGL when greater accuracy and/or performance
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is required.
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<A NAME="fl_push_matrix"></A> <!-- For old HTML links only ! -->
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void fl_push_matrix()
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void fl_push_matrix() <br>
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void fl_pop_matrix()
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\par
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@@ -418,14 +405,10 @@ Save and restore the current transformation. The maximum
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depth of the stack is 4.
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<A NAME="fl_scale"></A> <!-- For old HTML links only ! -->
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void fl_scale(float x, float y)
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void fl_scale(float x)
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void fl_translate(float x, float y)
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void fl_rotate(float d)
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void fl_scale(float x, float y) <br>
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void fl_scale(float x) <br>
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void fl_translate(float x, float y) <br>
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void fl_rotate(float d) <br>
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void fl_mult_matrix(float a, float b, float c, float d, float x, float y)
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\par
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@@ -433,14 +416,10 @@ Concatenate another transformation onto the current one. The rotation
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angle is in degrees (not radians) and is counter-clockwise.
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<A NAME="fl_transform"></A> <!-- For old HTML links only ! -->
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double fl_transform_x(double x, double y)
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double fl_transform_y(double x, double y)
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double fl_transform_dx(double x, double y)
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double fl_transform_dy(double x, double y)
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double fl_transform_x(double x, double y) <br>
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double fl_transform_y(double x, double y) <br>
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double fl_transform_dx(double x, double y) <br>
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double fl_transform_dy(double x, double y) <br>
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void fl_transformed_vertex(double xf, double yf)
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\par
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@@ -449,8 +428,7 @@ After transforming a coordinate pair, it can be added to the vertex
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list without any forther translations using <tt>fl_transformed_vertex</tt>.
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<A NAME="fl_begin_points"></A> <!-- For old HTML links only ! -->
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void fl_begin_points()
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void fl_begin_points() <br>
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void fl_end_points()
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\par
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@@ -458,34 +436,29 @@ Start and end drawing a list of points. Points are added to
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the list with <tt>fl_vertex</tt>.
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<A NAME="fl_begin_line"></A> <!-- For old HTML links only ! -->
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void fl_begin_line()
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void fl_begin_line() <br>
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void fl_end_line()
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\par
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Start and end drawing lines.
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<A NAME="fl_begin_loop"></A> <!-- For old HTML links only ! -->
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void fl_begin_loop()
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void fl_begin_loop() <br>
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void fl_end_loop()
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\par
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Start and end drawing a closed sequence of lines.
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<A NAME="fl_begin_polygon"></A> <!-- For old HTML links only ! -->
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void fl_begin_polygon()
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void fl_begin_polygon() <br>
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void fl_end_polygon()
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\par
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Start and end drawing a convex filled polygon.
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<A NAME="fl_begin_complex_polygon"></A> <!-- For old HTML links only ! -->
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void fl_begin_complex_polygon()
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void fl_gap()
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void fl_begin_complex_polygon() <br>
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void fl_gap() <br>
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void fl_end_complex_polygon()
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\par
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@@ -558,8 +531,7 @@ It is undefined whether this location or the characters are
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modified by the current transformation.
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<A NAME="fl_draw"></A> <!-- For old HTML links only ! -->
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void fl_draw(const char *, int x, int y)
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void fl_draw(const char *, int x, int y) <br>
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void fl_draw(const char *, int n, int x, int y)
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\par
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@@ -620,10 +592,8 @@ Recommended distance above the bottom of a fl_height() tall box to draw
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the text at so it looks centered vertically in that box.
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<A NAME="fl_width"></A> <!-- For old HTML links only ! -->
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float fl_width(const char*)
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float fl_width(const char*, int n)
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float fl_width(const char*) <br>
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float fl_width(const char*, int n) <br>
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float fl_width(uchar)
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\par
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@@ -673,8 +643,7 @@ The font is identified by a <tt>face</tt> and a
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<tt>size</tt> pixels apart or more.
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<A NAME="fl_size"></A> <!-- For old HTML links only ! -->
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int fl_font()
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int fl_font() <br>
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int fl_size()
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\par
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@@ -734,8 +703,7 @@ These functions allow you to draw interactive selection rectangles
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without using the overlay hardware. FLTK will XOR a single rectangle
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outline over a window.
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void fl_overlay_rect(int x, int y, int w, int h);
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void fl_overlay_rect(int x, int y, int w, int h); <br>
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void fl_overlay_clear();
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\par
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@@ -772,9 +740,8 @@ transformation matrix is not the identity is not defined, so you
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should only draw images when the matrix is set to the identity.
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<A NAME="fl_draw_image"></A> <!-- For old HTML links only ! -->
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void fl_draw_image(const uchar *, int X, int Y, int W, int H, int D
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= 3, int LD = 0)
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void fl_draw_image(const uchar *, int X, int Y, int W, int H,
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int D = 3, int LD = 0) <br>
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void fl_draw_image_mono(const uchar *, int X, int Y, int W, int H,
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int D = 1, int LD = 0)
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@@ -816,13 +783,11 @@ If FLTK cannot draw the image in the current visual it
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will abort. FLTK supports any visual of 8 bits or less,
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and all common TrueColor visuals up to 32 bits.
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typedef void (*fl_draw_image_cb)(void *, int x, int y, int w, uchar *)
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void fl_draw_image(fl_draw_image_cb, void *, int X, int Y, int W,
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int H, int D = 3)
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void fl_draw_image_mono(fl_draw_image_cb, void *, int X, int Y,
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int W, int H, int D = 1)
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typedef void (*fl_draw_image_cb)(void *, int x, int y, int w, uchar *) <br>
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void fl_draw_image(fl_draw_image_cb, void *, int X, int Y, int W, int H,
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int D = 3) <br>
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void fl_draw_image_mono(fl_draw_image_cb, void *, int X, int Y, int W, int H,
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int D = 1)
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\par
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Call the passed function to provide each scan line of the
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@@ -970,8 +935,7 @@ Finally, FLTK provides a special image class called Fl_Tiled_Image to
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tile another image object in the specified area. This class can be
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used to tile a background image in a Fl_Group widget, for example.
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virtual void copy();
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virtual void copy(); <br>
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virtual void copy(int w, int h);
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\par
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