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VGLFilledEllipse(3)

NAME

     VGLBitmapAllocateBits, VGLBitmapCopy, VGLBitmapCreate, VGLBitmapDestroy,
     VGLBitmapPutChar, VGLBitmapString, VGLBlankDisplay, VGLBox,
     VGLCheckSwitch, VGLClear, VGLEllipse, VGLEnd, VGLFilledBox,
     VGLFilledEllipse, VGLGetXY, VGLInit, VGLLine, VGLKeyboardInit,
     VGLKeyboardEnd, VGLKeyboardGetCh, VGLMouseInit, VGLMouseMode,
     VGLMouseSetImage, VGLMouseSetStdImage, VGLMouseStatus, VGLPanScreen,
     VGLSetBorder, VGLSetPalette, VGLSetPaletteIndex, VGLSetVScreenSize,
     VGLSetXY, VGLTextSetFontFile -- Video Graphics Library functions


LIBRARY

     Video Graphics Library (libvgl, -lvgl)


SYNOPSIS

     #include <sys/fbio.h>
     #include <sys/consio.h>
     #include <sys/kbio.h>
     #include <vgl.h>

     int
     VGLInit(int mode);

     void
     VGLEnd(void);

     void
     VGLCheckSwitch(void);

     int
     VGLTextSetFontFile(char *filename);

     int
     VGLKeyboardInit(int code);

     void
     VGLKeyboardEnd(void);

     int
     VGLKeyboardGetCh(void);

     int
     VGLMouseInit(int mode);

     void
     VGLMouseMode(int mode);

     int
     VGLMouseStatus(int *x, int *y, char *buttons);

     void
     VGLMouseSetImage(VGLBitmap *AndMask, VGLBitmap *OrMask);

     void
     VGLMouseSetStdImage(void);

     u_long
     VGLGetXY(VGLBitmap *object, int x, int y);
     VGLBox(VGLBitmap *object, int x1, int y1, int x2, int y2, u_long color);

     void
     VGLFilledBox(VGLBitmap *object, int x1, int y1, int x2, int y2,
	 u_long color);

     void
     VGLEllipse(VGLBitmap *object, int xc, int yc, int a, int b,
	 u_long color);

     void
     VGLFilledEllipse(VGLBitmap *object, int xc, int yc, int a, int b,
	 u_long color);

     VGLBitmap *
     VGLBitmapCreate(int type, int xsize, int ysize, byte *bits);

     void
     VGLBitmapDestroy(VGLBitmap *object);

     int
     VGLBitmapAllocateBits(VGLBitmap *object);

     int
     VGLBitmapCopy(VGLBitmap *src, int srcx, int srcy, VGLBitmap *dst,
	 int dstx, int dsty, int width, int hight);

     void
     VGLBitmapPutChar(VGLBitmap *Object, int x, int y, byte ch, byte fgcol,
	 byte bgcol, int fill, int dir);

     void
     VGLBitmapString(VGLBitmap *Object, int x, int y, char *str, byte fgcol,
	 byte bgcol, int fill, int dir);

     void
     VGLClear(VGLBitmap *object, u_long color);

     void
     VGLSetPalette(byte *red, byte *green, byte *blue);

     void
     VGLSetPaletteIndex(byte color, byte red, byte green, byte blue);

     void
     VGLSetBorder(byte color);

     int
     VGLSetVScreenSize(VGLBitmap *object, int vxsize, int vysize);

     int
     VGLPanScreen(VGLBitmap *object, int x, int y);

     void
     VGLBlankDisplay(int blank);


DESCRIPTION

     Libvgl is a library that enables the programmer access to the graphics
     This allows several graphic applications at once, but on different vir-
     tual consoles.

     Below is a short description of the various functions:

     VGLInit() initialize the library and set up the graphic mode mode.

     VGLEnd() terminate graphic mode, and restore the screenmode that was
     active before VGLInit() was called.

     VGLCheckSwitch() if the program goes into longer periods of processing
     without doing any graphics output, calling this function occasionally
     will allow the system to switch screens.

     VGLTextSetFontFile() instruct the char/string functions to use the font
     in file filename instead of the builtin font.

     VGLKeyboardInit() set up the keyboard in the ``raw'' I/O mode and specify
     the key code to be used.  code must be VGL_XLATEKEYS, VGL_CODEKEYS, or
     VGL_RAWKEYS.  When VGL_XLATEKEYS is specified, the keyboard translates
     the raw keyboard scan code into a character code.	If VGL_RAWKEYS is
     used, the raw keyboard scan code is read as is.  VGL_CODEKEYS is the
     intermediate key code; each key is assigned a unique code whereas more
     than one raw scan code may be generated when a key is pressed.

     VGLKeyboardEnd() when you have finished using the keyboard, call this
     function.

     VGLKeyboardGetCh() read one byte from the keyboard.  As the keyboard I/O
     is in the ``raw'' input mode, the function will not block even if there
     is no input data, and returns 0.

     VGLMouseInit() initialize the mouse.  The optional on-screen mouse
     pointer is shown if the argument is VGL_MOUSESHOW.

     VGLMouseMode() either shows the mouse pointer if the argument is
     VGL_MOUSESHOW, or hides the mouse pointer if the argument is
     VGL_MOUSEHIDE.

     VGLMouseStatus() returns the current mouse pointer coordinates and button
     state in x, y, buttons.  The return value reflects if the mouse pointer
     is currently shown on screen or not.

     VGLMouseSetImage() with this function it is possible to change the image
     of the mouse pointer on screen.

     VGLMouseSetStdImage() this function restores the mouse pointer to the
     standard arrow.

     VGLGetXY() retrieves the color of the pixel located at x, y, coordinates
     of the object argument, and returns it as a byte value.

     VGLSetXY() sets the color of the pixel located at x, y, coordinates of
     the object argument to color byte value.

     VGLLine() draw a line from x1, y1 to x2, y2 in color color.

     VGLBox() draw a box with upper left hand corner at x1, y1 and lower right
     VGLFilledEllipse() draw a filled (solid) ellipse centered at xc, yc make
     it a pixels wide, and b pixels high in color color.

     VGLBitmapCreate() create a bitmap object and initialize it with the spec-
     ified values and bit data.  type must be MEMBUF for the in-memory bitmap.
     bits may be NULL so that bitmap data may be associated later.

     There also is a macro, VGLBITMAP_INITIALIZER(type, xsize, ysize, bits) to
     initialize a statically declared bitmap object.

     VGLBitmapDestroy() free the bitmap data and the bitmap object.

     VGLBitmapAllocateBits() allocate a bit data buffer for the specified
     object.

     VGLBitmapCopy() copy a rectangle of pixels from bitmap src upper left
     hand corner at srcx, srcy to bitmap dst at dstx, dsty of the size width,
     height.

     VGLBitmapPutChar() write the character ch at position x, y in foreground
     color fgcol.  If fill is != 0, use the color bgcol as background other-
     wise the background is transparent.  The character is drawn in the direc-
     tion specified by the argument dir.

     VGLBitmapString() write the string str at position x, y in foreground
     color fgcol.  If fill is != 0, use the color bgcol as background other-
     wise the background is transparent.  The string is drawn in the direction
     specified by the argument dir.

     VGLClear() clears the entire bitmap to color color.

     VGLSetPalette() this function sets the palette used, the arguments red,
     green, blue should point to byte arrays of 256 positions each.

     VGLSetPaletteIndex() set the palette index color to the specified RGB
     value.

     VGLSetBorder() set the border color to color color.

     VGLSetVScreenSize() change the virtual screen size of the display.  Note
     that this function must be called when our vty is in the foreground.  And
     object must be VGLDisplay.  Passing an in-memory bitmap to this function
     results in error.

     The desired virtual screen width may not be achievable because of the
     video card hardware.  In such case the video driver (and underlaying
     video BIOS) may choose the next largest values.  Always examine
     object->VXsize and VYsize after calling this function, in order to see
     how the virtual screen is actually set up.

     In order to set up the largest possible virtual screen, you may call this
     function with arbitrary large values.

	   VGLSetVScreenSize(10000, 10000);

     VGLPanSreen() change the origin of the displayed screen in the virtual
     screen.  Note that this function must be called when our vty is in the
     foreground.  object must be VGLDisplay.  Passing an in-memory bitmap to
     must be taken if you install signal handlers and try to call VGLEnd() and
     exit(3) to end the program.  If a signal is caught while the program is
     inside libvgl functions, VGLEnd() may not be able to properly restore the
     graphics hardware.

     The recommended way to handle signals and program termination is to have
     a flag to indicate signal's delivery.  Your signal handlers set this flag
     but do not terminate the program immediately.  The main part of the pro-
     gram checks the flag to see if it is supposed to terminate, and calls
     VGLEnd() and exit(3) if the flag is set.

     Note that VGLInit() installs its internal signal handlers for SIGINT,
     SIGTERM, SIGSEGV, and SIGBUS, and terminates the program at appropriate
     time, after one of these signals is caught.  If you want to have your own
     signal handlers for these signals, install handlers after VGLInit().

     SIGUSR1 and SIGUSR2 are internally used by libvgl to control screen
     switching and the mouse pointer, and are not available to libvgl client
     programs.


AUTHORS

     Soren Schmidt <sos@FreeBSD.org>


HISTORY

     The vgl library appeared in FreeBSD 3.0.

FreeBSD 5.4		       November 7, 1999 		   FreeBSD 5.4

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