All fl_ functions indexed and linked.

git-svn-id: file:///fltk/svn/fltk/branches/branch-1.1@5352 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
This commit is contained in:
Matthias Melcher
2006-08-24 11:41:22 +00:00
parent cda7f61462
commit a776975239
4 changed files with 364 additions and 76 deletions
+81 -8
View File
@@ -64,6 +64,8 @@ following types of drawing functions:
<LI><A href="#overlay">Overlay</A></LI>
<LI><A href="#offscreen">Offscreen Drawing</A></LI>
</UL>
<H3><A name="boxdraw">Boxes</A></H3>
@@ -92,6 +94,8 @@ not a multiple of 4 characters in length are undefined.
<P>The only difference between this function and
<CODE>fl_frame2()</CODE> is the order of the line segments.
<P>See also: <A HREF="common.html#fl_frame">fl_frame boxtype</A>.
<H4><A NAME="fl_frame2">void fl_frame2(const char *s, int x, int y, int w, int h);</A></H4>
<P>The <CODE>fl_frame2()</CODE> function draws a series of line
@@ -122,11 +126,11 @@ void fl_push_clip(int x, int y, int w, int h)</H4>
region onto the stack. The <CODE>fl_clip()</CODE> name is deprecated and
will be removed from future releases.
<H4>void fl_push_no_clip()</H4>
<H4><A NAME=fl_push_no_clip>void fl_push_no_clip()</A></H4>
<P>Pushes an empty clip region on the stack so nothing will be clipped.
<H4>void fl_pop_clip()</H4>
<H4><A NAME=fl_pop_clip>void fl_pop_clip()</A></H4>
<P>Restore the previous clip region.
@@ -143,7 +147,7 @@ will be removed from future releases.
</TR>
</TABLE></CENTER>
<H4>int fl_not_clipped(int x, int y, int w, int h)</H4>
<H4><A NAME=fl_not_clipped>int fl_not_clipped(int x, int y, int w, int h)</A></H4>
<P>Returns non-zero if any of the rectangle intersects the current clip
region. If this returns 0 you don't have to draw the object.
@@ -159,8 +163,8 @@ region. If this returns 0 you don't have to draw the object.
</TR>
</TABLE></CENTER>
<H4>int fl_clip_box(int x, int y, int w, int h, int &amp;X, int &amp;Y, int &amp;W,
int &amp;H)</H4>
<H4><A NAME=fl_clip_box>int fl_clip_box(int x, int y, int w, int h, int &amp;X, int &amp;Y, int &amp;W,
int &amp;H)</A></H4>
<P>Intersect the rectangle <TT>x,y,w,h</TT> with the current
clip region and returns the bounding box of the result in
@@ -169,6 +173,13 @@ different than the original. This can be used to limit the
necessary drawing to a rectangle. <TT>W</TT> and <TT>H</TT> are
set to zero if the rectangle is completely outside the region.
<H4><A NAME=fl_clip_region>void fl_clip_region(Fl_Region r)
<BR>Fl_Region fl_clip_region()</A></H4>
<P>Replace the top of the clip stack with a clipping region of any shape.
Fl_Region is an operating system specific type. The second form returns
the current clipping region.
<H3><A name="colors">Colors</A></H3>
<P>FLTK manages colors as 32-bit unsigned integers. Values from
@@ -378,6 +389,14 @@ function described later in this chapter.</P>
extend outside the line drawn by <TT>fl_arc</TT>; to avoid this
use <TT>w - 1</TT> and <TT>h - 1</TT>.</P>
<h4><a name=fl_scroll>void fl_scroll(int X, int Y, int W, int H, int dx, int dy,
void (*draw_area)(void*, int,int,int,int), void* data)</a></h4>
<P>Scroll a rectangle and draw the newly exposed portions. The contents
of the rectangular area is first shifted by <tt>dx</tt> and
<tt>dy</tt> pixels. The callback is then called for every newly
exposed rectangular area,
<H3><A name="complex">Drawing Complex Shapes</A></H3>
<P>The complex drawing functions let you draw arbitrary shapes
@@ -407,6 +426,22 @@ x, float y)</A></H4>
<P>Concatenate another transformation onto the current one. The rotation
angle is in degrees (not radians) and is counter-clockwise.
<H4><A NAME=fl_transform>double fl_transform_x(double x, double y)
<BR>double fl_transform_y(double x, double y)
<BR>double fl_transform_dx(double x, double y)
<BR>double fl_transform_dy(double x, double y)
<BR>void fl_transformed_vertex(double xf, double yf)</A></H4>
<P>Transform a coordinate or a distance trough the current transformation matrix.
After transforming a coordinate pair, it can be added to the vertex
list without any forther translations using <tt>fl_transformed_vertex</tt>.
<H4><A NAME=fl_begin_points>void fl_begin_points()
<BR>void fl_end_points()</A></H4>
<P>Start and end drawing a list of points. Points are added to
the list with <tt>fl_vertex</tt>.
<H4><A NAME=fl_begin_line>void fl_begin_line()
<BR>void fl_end_line()</A></H4>
@@ -417,7 +452,7 @@ angle is in degrees (not radians) and is counter-clockwise.
<P>Start and end drawing a closed sequence of lines.
<H4><A NAME=fl_begin_polygon>void fl_begin_polygon()
<H4><A NAME= fl_begin_polygon>void fl_begin_polygon()
<BR>void fl_end_polygon()</A></H4>
<P>Start and end drawing a convex filled polygon.
@@ -594,8 +629,8 @@ the display.
<TT>pixels</TT> and not "points". Lines should be spaced
<TT>size</TT> pixels apart or more.</P>
<H4>int fl_font()
<BR>int fl_size()</H4>
<H4><A NAME=fl_size>int fl_font()
<BR>int fl_size()</A></H4>
<P>Returns the face and size set by the most recent call to
<TT>fl_font(a,b)</TT>. This can be used to save/restore the
@@ -891,5 +926,43 @@ image, and this area is left unchanged.
<P>Draws the image with the upper-left corner at <TT>x,y</TT>.
This is the same as doing <TT>draw(x,y,img->w(),img->h(),0,0)</TT>.
<h3><A NAME=offscreen>Offscreen Drawing</A></h3>
Sometimes it can be very useful to generate a complex drawing
in memory first and copy it to the screen at a later point in
time. This technique can significantly reduce the amount of
repeated drawing. <tt>Fl_Double_Window</tt> uses offscreen rendering
to avoid flickering on systems that don't support
double-buffering natively.
<H4><A NAME=fl_create_offscreen>Fl_Offscreen fl_create_offscreen(int w, int h)</A></H4>
<P>Create an RGB offscreen buffer with <tt>w*h</tt> pixels.
<H4><A NAME=fl_create_offscreen_with_alpha>Fl_Offscreen fl_create_offscreen_with_alpha(int w, int h)</A></H4>
<P>Create an RGBA offscreen buffer. Alpha blending is not available
on all platforms.
<H4><A NAME=fl_delete_offscreen>void fl_delete_offscreen(Fl_Offscreen)</A></H4>
<P>Delete a previously created offscreen buffer. All drawings are lost.
<H4><A NAME=fl_begin_offscreen>void fl_begin_offscreen(Fl_Offscreen)</A></A></H4>
<P>Send all subsequent drawing commands to this offscreen buffer.
FLTK can draw into a buffer at any time. There is no need to wait for
an <tt>Fl_Widget::draw()</tt> to occur.
<H4><A NAME=fl_end_offscreen>void fl_end_offscreen()</A></H4>
<P>Quit sending drawing commands to this offscreen buffer.
<H4><A NAME=fl_copy_offscreen>void fl_copy_offscreen(int x, int y,
int w, int h, Fl_Offscreen osrc, int srcx, int srcy)</A></H4>
<P>Copy a rectangular area of the size <tt>w*h</tt> from <tt>srcx, srcy</tt> in the offscreen
buffer into the current buffer at <tt>x, y</tt>.
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