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Adding more links to the global function reference list
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.1@5351 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
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+45
-42
@@ -300,11 +300,12 @@ href="#complex">transformation matrix</A>, so you should only
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call these while the matrix is set to the identity matrix (the
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default).
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<H4>void fl_point(int x, int y)</H4>
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<H4><A NAME=fl_point>void fl_point(int x, int y)</A></H4>
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<P>Draw a single pixel at the given coordinates.
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<H4>void fl_rectf(int x, int y, int w, int h)</H4>
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<H4><A NAME=fl_rectf>void fl_rectf(int x, int y, int w, int h)
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<BR>void fl_rectf(int x, int y, int w, int h)</A></H4>
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<P>Color a rectangle that exactly fills the given bounding box.
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@@ -316,43 +317,44 @@ color this is done by drawing a solid-colored block using <A
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href="#fl_draw_image"><TT>fl_draw_image()</TT></A> so that
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the correct color shade is produced.
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<H4>void fl_rect(int x, int y, int w, int h)</H4>
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<H4><A NAME=fl_rect>void fl_rect(int x, int y, int w, int h)
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<BR>void fl_rect(int x, int y, int w, int h, Fl_Color c)</A></H4>
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<P>Draw a 1-pixel border <I>inside</I> this bounding box.
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<H4>void fl_line(int x, int y, int x1, int y1)
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<BR>void fl_line(int x, int y, int x1, int y1, int x2, int y2)</H4>
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<H4><A NAME=fl_line>void fl_line(int x, int y, int x1, int y1)
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<BR>void fl_line(int x, int y, int x1, int y1, int x2, int y2)</A></H4>
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<P>Draw one or two lines between the given points.
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<H4>void fl_loop(int x, int y, int x1, int y1, int x2, int y2)
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<H4><A NAME=fl_loop>void fl_loop(int x, int y, int x1, int y1, int x2, int y2)
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<BR>void fl_loop(int x, int y, int x1, int y1, int x2, int y2, int x3,
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int y3)</H4>
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int y3)</A></H4>
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<P>Outline a 3 or 4-sided polygon with lines.
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<H4>void fl_polygon(int x, int y, int x1, int y1, int x2, int y2)
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<H4><A NAME=fl_polygon>void fl_polygon(int x, int y, int x1, int y1, int x2, int y2)
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<BR>void fl_polygon(int x, int y, int x1, int y1, int x2, int y2, int
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x3, int y3)</H4>
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x3, int y3)</A></H4>
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<P>Fill a 3 or 4-sided polygon. The polygon must be convex.
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<H4>void fl_xyline(int x, int y, int x1)
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<H4><A NAME=fl_xyline>void fl_xyline(int x, int y, int x1)
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<BR>void fl_xyline(int x, int y, int x1, int y2)
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<BR>void fl_xyline(int x, int y, int x1, int y2, int x3)</H4>
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<BR>void fl_xyline(int x, int y, int x1, int y2, int x3)</A></H4>
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<P>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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<H4>void fl_yxline(int x, int y, int y1)
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<H4><A NAME=fl_yxline>void fl_yxline(int x, int y, int y1)
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<BR>void fl_yxline(int x, int y, int y1, int x2)
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<BR>void fl_yxline(int x, int y, int y1, int x2, int y3)</H4>
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<BR>void fl_yxline(int x, int y, int y1, int x2, int y3)</A></H4>
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<P>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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<H4>void fl_arc(int x, int y, int w, int h, double a1, double a2)
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<BR>void fl_pie(int x, int y, int w, int h, double a1, double a2)</H4>
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<H4><A NAME=fl_pie>void fl_arc(int x, int y, int w, int h, double a1, double a2)
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<BR>void fl_pie(int x, int y, int w, int h, double a1, double a2)</A></H4>
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<P>Draw ellipse sections using integer coordinates. These
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functions match the rather limited circle drawing code provided
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@@ -389,40 +391,40 @@ severely limits the accuracy of these functions for complex
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graphics, so use OpenGL when greater accuracy and/or performance
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is required.
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<H4>void fl_push_matrix()
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<BR>void fl_pop_matrix()</H4>
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<H4><A NAME=fl_push_matrix>void fl_push_matrix()
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<BR>void fl_pop_matrix()</A></H4>
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<P>Save and restore the current transformation. The maximum
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depth of the stack is 4.
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<H4>void fl_scale(float x, float y)
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<H4><A NAME=fl_scale>void fl_scale(float x, float y)
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<BR>void fl_scale(float x)
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<BR>void fl_translate(float x, float y)
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<BR>void fl_rotate(float d)
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<BR>void fl_mult_matrix(float a, float b, float c, float d, float
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x, float y)</H4>
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x, float y)</A></H4>
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<P>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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<H4>void fl_begin_line()
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<BR>void fl_end_line()</H4>
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<H4><A NAME=fl_begin_line>void fl_begin_line()
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<BR>void fl_end_line()</A></H4>
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<P>Start and end drawing lines.
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<H4>void fl_begin_loop()
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<BR> void fl_end_loop()</H4>
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<H4><A NAME=fl_begin_loop>void fl_begin_loop()
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<BR> void fl_end_loop()</A></H4>
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<P>Start and end drawing a closed sequence of lines.
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<H4>void fl_begin_polygon()
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<BR>void fl_end_polygon()</H4>
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<H4><A NAME=fl_begin_polygon>void fl_begin_polygon()
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<BR>void fl_end_polygon()</A></H4>
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<P>Start and end drawing a convex filled polygon.
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<H4>void fl_begin_complex_polygon()
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<H4><A NAME=fl_begin_complex_polygon>void fl_begin_complex_polygon()
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<BR>void fl_gap()
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<BR>void fl_end_complex_polygon()</H4>
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<BR>void fl_end_complex_polygon()</A></H4>
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<P>Start and end drawing a complex filled polygon. This polygon
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may be concave, may have holes in it, or may be several
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@@ -451,11 +453,11 @@ fl_begin_complex_polygon()</TT> and
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<TT>fl_begin_loop()</TT> and replace each <TT>fl_gap()</TT> with
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<TT>fl_end_loop();fl_begin_loop()</TT>.</P>
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<H4>void fl_vertex(float x, float y)</H4>
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<H4><A NAME=fl_vertex>void fl_vertex(float x, float y)</A></H4>
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Add a single vertex to the current path.
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<H4>void fl_curve(float x, float y, float x1, float y1, float x2, float
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y2, float x3, float y3)</H4>
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<H4><A NAME=fl_curve>void fl_curve(float x, float y, float x1, float y1, float x2, float
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y2, float x3, float y3)</A></H4>
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<P>Add a series of points on a Bezier curve to the path. The curve ends
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(and two of the points) are at <TT>x,y</TT> and <TT>x3,y3</TT>.
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@@ -471,7 +473,7 @@ in degrees counter-clockwise from 3 o'clock. If <TT>end</TT> is
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less than <TT>start</TT> then it draws the arc in a clockwise
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direction.
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<H4>void fl_circle(float x, float y, float r)</H4>
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<H4><A NAME=fl_circle>void fl_circle(float x, float y, float r)</A></H4>
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<P><TT>fl_circle()</TT> is equivalent to <TT>fl_arc(...,0,360)</TT> but
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may be faster. It must be the <I>only</I> thing in the path: if you
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@@ -494,8 +496,8 @@ want a circle as part of a complex polygon you must use <TT>fl_arc()</TT>.
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It is undefined whether this location or the characters are
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modified by the current transformation.
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<H4>void fl_draw(const char *, int x, int y)
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<BR>void fl_draw(const char *, int n, int x, int y)</H4>
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<H4><A NAME=fl_draw>void fl_draw(const char *, int x, int y)
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<BR>void fl_draw(const char *, int n, int x, int y)</A></H4>
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<P>Draw a nul-terminated string or an array of <TT>n</TT> characters
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starting at the given location. Text is aligned to the left and to
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@@ -527,32 +529,33 @@ to look for symbol names starting with the "@" character.
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<P>The text length is limited to 1024 caracters per line.
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<H4>void fl_measure(const char *, int &w, int &h, int draw_symbols = 1)</H4>
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<H4><A NAME=fl_measure>void fl_measure(const char *, int &w,
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int &h, int draw_symbols = 1)</A></H4>
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<P>Measure how wide and tall the string will be when printed by
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the <TT>fl_draw(...align)</TT> function. If the incoming
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<TT>w</TT> is non-zero it will wrap to that width.
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<H4>int fl_height()</H4>
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<H4><A NAME=fl_height>int fl_height()</A></H4>
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<P>Recommended minimum line spacing for the current font. You
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can also just use the value of <TT>size</TT> passed to <A
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href=#fl_font><TT>fl_font()</TT></A>.
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<H4>int fl_descent()</H4>
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<H4><A NAME=fl_descent>int fl_descent()</A></H4>
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<P>Recommended distance above the bottom of a
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<TT>fl_height()</TT> tall box to draw the text at so it looks
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centered vertically in that box.
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<H4>float fl_width(const char*)
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<H4><A NAME=fl_width>float fl_width(const char*)
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<BR>float fl_width(const char*, int n)
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<BR>float fl_width(uchar)</H4>
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<BR>float fl_width(uchar)i</A></H4>
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<P>Return the pixel width of a nul-terminated string, a sequence of <TT>n</TT>
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characters, or a single character in the current font.
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<H4>const char *fl_shortcut_label(ulong)</H4>
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<H4><A NAME=fl_shortcut_label>const char *fl_shortcut_label(ulong)</A></H4>
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<P>Unparse a shortcut value as used by <A
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href="Fl_Button.html#Fl_Button.shortcut"><TT>Fl_Button</TT></A>
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@@ -598,7 +601,7 @@ the display.
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<TT>fl_font(a,b)</TT>. This can be used to save/restore the
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font.
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<H3>Character Encoding</H3>
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<H3><A NAME=character_encoding>Character Encoding</A></H3>
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<P>FLTK 1 supports western character sets using the eight bit encoding
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of the user-selected global code page. For MS Windows and X11, the code
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@@ -748,7 +751,7 @@ the first one may be greater than zero.</P>
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<P>If <TT>D</TT> is 4 or more, you must fill in the unused bytes
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with zero.</P>
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<H4>int fl_draw_pixmap(char **data, int X, int Y, Fl_Color = FL_GRAY)</H4>
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<H4><A NAME=fl_draw_pixmap>int fl_draw_pixmap(char **data, int X, int Y, Fl_Color = FL_GRAY)i</A></H4>
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<P>Draws XPM image data, with the top-left corner at the given position.
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The image is dithered on 8-bit displays so you won't lose color space
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@@ -767,7 +770,7 @@ fl_draw_pixmap(foo, X, Y);
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<TT>Fl_Color</TT> argument. To draw with true transparency you must
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use the <A HREF="Fl_Pixmap.html"><TT>Fl_Pixmap</TT></A> class.
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<H4>int fl_measure_pixmap(char **data, int &w, int &h)</H4>
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<H4><A NAME=fl_measure_pixmap>int fl_measure_pixmap(char **data, int &w, int &h)</A></H4>
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<P>An XPM image contains the dimensions in its data. This
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function finds and returns the width and height. The return
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