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VGLMouseSetImage (3)
  • >> VGLMouseSetImage (3) ( FreeBSD man: Библиотечные вызовы )

  • BSD mandoc
     

    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

    Lb libvgl
    
     
    

    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);
    void VGLSetXY (VGLBitmap *object int x int y u_long color);
    void VGLLine (VGLBitmap *object int x1 int y1 int x2 int y2 u_long color);
    void 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 modes supported by the console driver (syscons). The library takes care of programming the actual video hardware, and provides a number of simple functions to do various graphic operations. There is also support for a mouse via the standard mouse system in Fx , see mouse(4), including the ability to transparently have a mouse pointer superimposed on the graphic image currently being worked on. The library takes care of screen switching by storing the current image in memory before switching to another virtual console, and restoring when the user switches back. This allows several graphic applications at once, but on different virtual 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 hand corner at x2 , y2 in color color

    VGLFilledBox ();
    draw a filled (solid) box with upper left hand corner at x1 , y1 and lower right hand corner at x2 , y2 in color color

    VGLEllipse ();
    draw an ellipse centered at xc , yc make it a pixels wide, and b pixels high in color color

    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 specified 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 otherwise the background is transparent. The character is drawn in the direction 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 otherwise 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);

    VGLPanScreen ();
    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 this function results in error.

    VGLBlankDisplay ();
    blank the display if the argument blank 0. This can be done to shut off the screen during display updates that the user should first see when it is done.  

    Program termination and signal processing

    It is important to call VGLEnd ();
    before terminating the program. Care 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 program 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.  

    HISTORY

    The vgl library appeared in Fx 3.0 .  

    AUTHORS

    An S/oren Schmidt Aq [email protected]


     

    Index

    NAME
    LIBRARY
    SYNOPSIS
    DESCRIPTION
    Program termination and signal processing
    HISTORY
    AUTHORS


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