diff options
| author | Matthias Melcher <fltk@matthiasm.com> | 2006-08-23 20:38:30 +0000 |
|---|---|---|
| committer | Matthias Melcher <fltk@matthiasm.com> | 2006-08-23 20:38:30 +0000 |
| commit | cda7f614627d3bcf303ab1ad92d5d7fe53f3e3af (patch) | |
| tree | a19c8f6ade7823df4dcaeea63781564b9f945d1d /documentation/drawing.html | |
| parent | 0d0d5326ed4944cc97ea7f8e24e0a487f758dd3c (diff) | |
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
Diffstat (limited to 'documentation/drawing.html')
| -rw-r--r-- | documentation/drawing.html | 87 |
1 files changed, 45 insertions, 42 deletions
diff --git a/documentation/drawing.html b/documentation/drawing.html index d7d36def6..9e3b6e0b0 100644 --- a/documentation/drawing.html +++ b/documentation/drawing.html @@ -300,11 +300,12 @@ href="#complex">transformation matrix</A>, so you should only call these while the matrix is set to the identity matrix (the default). -<H4>void fl_point(int x, int y)</H4> +<H4><A NAME=fl_point>void fl_point(int x, int y)</A></H4> <P>Draw a single pixel at the given coordinates. -<H4>void fl_rectf(int x, int y, int w, int h)</H4> +<H4><A NAME=fl_rectf>void fl_rectf(int x, int y, int w, int h) +<BR>void fl_rectf(int x, int y, int w, int h)</A></H4> <P>Color a rectangle that exactly fills the given bounding box. @@ -316,43 +317,44 @@ color this is done by drawing a solid-colored block using <A href="#fl_draw_image"><TT>fl_draw_image()</TT></A> so that the correct color shade is produced. -<H4>void fl_rect(int x, int y, int w, int h)</H4> +<H4><A NAME=fl_rect>void fl_rect(int x, int y, int w, int h) +<BR>void fl_rect(int x, int y, int w, int h, Fl_Color c)</A></H4> <P>Draw a 1-pixel border <I>inside</I> this bounding box. -<H4>void fl_line(int x, int y, int x1, int y1) -<BR>void fl_line(int x, int y, int x1, int y1, int x2, int y2)</H4> +<H4><A NAME=fl_line>void fl_line(int x, int y, int x1, int y1) +<BR>void fl_line(int x, int y, int x1, int y1, int x2, int y2)</A></H4> <P>Draw one or two lines between the given points. -<H4>void fl_loop(int x, int y, int x1, int y1, int x2, int y2) +<H4><A NAME=fl_loop>void fl_loop(int x, int y, int x1, int y1, int x2, int y2) <BR>void fl_loop(int x, int y, int x1, int y1, int x2, int y2, int x3, -int y3)</H4> +int y3)</A></H4> <P>Outline a 3 or 4-sided polygon with lines. -<H4>void fl_polygon(int x, int y, int x1, int y1, int x2, int y2) +<H4><A NAME=fl_polygon>void fl_polygon(int x, int y, int x1, int y1, int x2, int y2) <BR>void fl_polygon(int x, int y, int x1, int y1, int x2, int y2, int -x3, int y3)</H4> +x3, int y3)</A></H4> <P>Fill a 3 or 4-sided polygon. The polygon must be convex. -<H4>void fl_xyline(int x, int y, int x1) +<H4><A NAME=fl_xyline>void fl_xyline(int x, int y, int x1) <BR>void fl_xyline(int x, int y, int x1, int y2) -<BR>void fl_xyline(int x, int y, int x1, int y2, int x3)</H4> +<BR>void fl_xyline(int x, int y, int x1, int y2, int x3)</A></H4> <P>Draw horizontal and vertical lines. A horizontal line is drawn first, then a vertical, then a horizontal. -<H4>void fl_yxline(int x, int y, int y1) +<H4><A NAME=fl_yxline>void fl_yxline(int x, int y, int y1) <BR>void fl_yxline(int x, int y, int y1, int x2) -<BR>void fl_yxline(int x, int y, int y1, int x2, int y3)</H4> +<BR>void fl_yxline(int x, int y, int y1, int x2, int y3)</A></H4> <P>Draw vertical and horizontal lines. A vertical line is drawn first, then a horizontal, then a vertical. -<H4>void fl_arc(int x, int y, int w, int h, double a1, double a2) -<BR>void fl_pie(int x, int y, int w, int h, double a1, double a2)</H4> +<H4><A NAME=fl_pie>void fl_arc(int x, int y, int w, int h, double a1, double a2) +<BR>void fl_pie(int x, int y, int w, int h, double a1, double a2)</A></H4> <P>Draw ellipse sections using integer coordinates. These functions match the rather limited circle drawing code provided @@ -389,40 +391,40 @@ severely limits the accuracy of these functions for complex graphics, so use OpenGL when greater accuracy and/or performance is required. -<H4>void fl_push_matrix() -<BR>void fl_pop_matrix()</H4> +<H4><A NAME=fl_push_matrix>void fl_push_matrix() +<BR>void fl_pop_matrix()</A></H4> <P>Save and restore the current transformation. The maximum depth of the stack is 4. -<H4>void fl_scale(float x, float y) +<H4><A NAME=fl_scale>void fl_scale(float x, float y) <BR>void fl_scale(float x) <BR>void fl_translate(float x, float y) <BR>void fl_rotate(float d) <BR>void fl_mult_matrix(float a, float b, float c, float d, float -x, float y)</H4> +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>void fl_begin_line() -<BR>void fl_end_line()</H4> +<H4><A NAME=fl_begin_line>void fl_begin_line() +<BR>void fl_end_line()</A></H4> <P>Start and end drawing lines. -<H4>void fl_begin_loop() -<BR> void fl_end_loop()</H4> +<H4><A NAME=fl_begin_loop>void fl_begin_loop() +<BR> void fl_end_loop()</A></H4> <P>Start and end drawing a closed sequence of lines. -<H4>void fl_begin_polygon() -<BR>void fl_end_polygon()</H4> +<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. -<H4>void fl_begin_complex_polygon() +<H4><A NAME=fl_begin_complex_polygon>void fl_begin_complex_polygon() <BR>void fl_gap() -<BR>void fl_end_complex_polygon()</H4> +<BR>void fl_end_complex_polygon()</A></H4> <P>Start and end drawing a complex filled polygon. This polygon may be concave, may have holes in it, or may be several @@ -451,11 +453,11 @@ fl_begin_complex_polygon()</TT> and <TT>fl_begin_loop()</TT> and replace each <TT>fl_gap()</TT> with <TT>fl_end_loop();fl_begin_loop()</TT>.</P> -<H4>void fl_vertex(float x, float y)</H4> +<H4><A NAME=fl_vertex>void fl_vertex(float x, float y)</A></H4> Add a single vertex to the current path. -<H4>void fl_curve(float x, float y, float x1, float y1, float x2, float -y2, float x3, float y3)</H4> +<H4><A NAME=fl_curve>void fl_curve(float x, float y, float x1, float y1, float x2, float +y2, float x3, float y3)</A></H4> <P>Add a series of points on a Bezier curve to the path. The curve ends (and two of the points) are at <TT>x,y</TT> and <TT>x3,y3</TT>. @@ -471,7 +473,7 @@ in degrees counter-clockwise from 3 o'clock. If <TT>end</TT> is less than <TT>start</TT> then it draws the arc in a clockwise direction. -<H4>void fl_circle(float x, float y, float r)</H4> +<H4><A NAME=fl_circle>void fl_circle(float x, float y, float r)</A></H4> <P><TT>fl_circle()</TT> is equivalent to <TT>fl_arc(...,0,360)</TT> but may be faster. It must be the <I>only</I> thing in the path: if you @@ -494,8 +496,8 @@ want a circle as part of a complex polygon you must use <TT>fl_arc()</TT>. It is undefined whether this location or the characters are modified by the current transformation. -<H4>void fl_draw(const char *, int x, int y) -<BR>void fl_draw(const char *, int n, int x, int y)</H4> +<H4><A NAME=fl_draw>void fl_draw(const char *, int x, int y) +<BR>void fl_draw(const char *, int n, int x, int y)</A></H4> <P>Draw a nul-terminated string or an array of <TT>n</TT> characters starting at the given location. Text is aligned to the left and to @@ -527,32 +529,33 @@ to look for symbol names starting with the "@" character. <P>The text length is limited to 1024 caracters per line. -<H4>void fl_measure(const char *, int &w, int &h, int draw_symbols = 1)</H4> +<H4><A NAME=fl_measure>void fl_measure(const char *, int &w, +int &h, int draw_symbols = 1)</A></H4> <P>Measure how wide and tall the string will be when printed by the <TT>fl_draw(...align)</TT> function. If the incoming <TT>w</TT> is non-zero it will wrap to that width. -<H4>int fl_height()</H4> +<H4><A NAME=fl_height>int fl_height()</A></H4> <P>Recommended minimum line spacing for the current font. You can also just use the value of <TT>size</TT> passed to <A href=#fl_font><TT>fl_font()</TT></A>. -<H4>int fl_descent()</H4> +<H4><A NAME=fl_descent>int fl_descent()</A></H4> <P>Recommended distance above the bottom of a <TT>fl_height()</TT> tall box to draw the text at so it looks centered vertically in that box. -<H4>float fl_width(const char*) +<H4><A NAME=fl_width>float fl_width(const char*) <BR>float fl_width(const char*, int n) -<BR>float fl_width(uchar)</H4> +<BR>float fl_width(uchar)i</A></H4> <P>Return the pixel width of a nul-terminated string, a sequence of <TT>n</TT> characters, or a single character in the current font. -<H4>const char *fl_shortcut_label(ulong)</H4> +<H4><A NAME=fl_shortcut_label>const char *fl_shortcut_label(ulong)</A></H4> <P>Unparse a shortcut value as used by <A href="Fl_Button.html#Fl_Button.shortcut"><TT>Fl_Button</TT></A> @@ -598,7 +601,7 @@ the display. <TT>fl_font(a,b)</TT>. This can be used to save/restore the font. -<H3>Character Encoding</H3> +<H3><A NAME=character_encoding>Character Encoding</A></H3> <P>FLTK 1 supports western character sets using the eight bit encoding of the user-selected global code page. For MS Windows and X11, the code @@ -748,7 +751,7 @@ the first one may be greater than zero.</P> <P>If <TT>D</TT> is 4 or more, you must fill in the unused bytes with zero.</P> -<H4>int fl_draw_pixmap(char **data, int X, int Y, Fl_Color = FL_GRAY)</H4> +<H4><A NAME=fl_draw_pixmap>int fl_draw_pixmap(char **data, int X, int Y, Fl_Color = FL_GRAY)i</A></H4> <P>Draws XPM image data, with the top-left corner at the given position. The image is dithered on 8-bit displays so you won't lose color space @@ -767,7 +770,7 @@ fl_draw_pixmap(foo, X, Y); <TT>Fl_Color</TT> argument. To draw with true transparency you must use the <A HREF="Fl_Pixmap.html"><TT>Fl_Pixmap</TT></A> class. -<H4>int fl_measure_pixmap(char **data, int &w, int &h)</H4> +<H4><A NAME=fl_measure_pixmap>int fl_measure_pixmap(char **data, int &w, int &h)</A></H4> <P>An XPM image contains the dimensions in its data. This function finds and returns the width and height. The return |
