initial import of documentation
git-svn-id: https://svn.code.sf.net/p/lazarus-ccr/svn@2208 8e941d3f-bd1b-0410-a28a-d453659cc2b4
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components/nvidia-widgets/doc/nvglutwidgets.xml
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components/nvidia-widgets/doc/nvglutwidgets.xml
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<?xml version="1.0"?>
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<fpdoc-descriptions>
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<package name="nvidia widgets">
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<module name="nvGLutWidgets">
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<element name="GlutUIContext.translateKey">
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<short>Translate non-ascii keys from GLUT to nvWidgets</short>
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</element>
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<element name="GlutUIContext.specialKeyboard">
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<short>UI method for processing key events</short>
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<descr>Call this method from the glutReshapeFunc callback</descr>
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</element>
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<element name="GlutUIContext.mouse">
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<short>UI method for processing GLUT mouse button events</short>
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<descr>Call this method from the glutMouseFunc callback, the modifier parameter maps to glutGetModifiers.</descr>
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</element>
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<element name="GlutUIContext.init">
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<short>One time initialization</short>
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</element>
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<element name="GlutUIContext.Destroy">
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<short>UI destructor</short>
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</element>
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<element name="GlutUIContext.Create">
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<short>UI constructor</short>
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<descr>Allows for overriding the standard painter</descr>
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</element>
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<element name="GlutUIContext.m_ownPainter">
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<short>Variable indicating a default painter object</short>
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</element>
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</module>
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</package>
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</fpdoc-descriptions>
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8
components/nvidia-widgets/doc/nvglwidgets.xml
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components/nvidia-widgets/doc/nvglwidgets.xml
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<?xml version="1.0"?>
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<fpdoc-descriptions>
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<package name="nvidia widgets">
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<module name="nvWidgets">
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</module>
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</package>
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</fpdoc-descriptions>
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8
components/nvidia-widgets/doc/nvshaderutils.xml
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components/nvidia-widgets/doc/nvshaderutils.xml
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<?xml version="1.0"?>
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<fpdoc-descriptions>
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<package name="nvidia widgets">
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<module name="nvShaderUtils">
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</module>
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</package>
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</fpdoc-descriptions>
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124
components/nvidia-widgets/doc/nvwidgets.xml
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components/nvidia-widgets/doc/nvwidgets.xml
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<?xml version="1.0"?>
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<fpdoc-descriptions>
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<package name="nvidia widgets">
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<module name="nvWidgets">
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<short/>
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<descr/>
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<element name="Point">
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<short>2D point object</short>
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</element>
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<element name="SetPoint.Result">
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<short>Initialize the point object</short>
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</element>
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<element name="Rect">
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<short>Rectangle object</short>
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</element>
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<element name="Rect.x">
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<short>X position of top left point</short>
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</element>
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<element name="Rect.y">
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<short>Y position of top left point</short>
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</element>
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<element name="Rect.w">
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<short>Width of rectangle</short>
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</element>
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<element name="Rect.h">
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<short>Height of rectangle</short>
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</element>
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<element name="MouseButton_Left">
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<short>An enum to identify the left mouse button</short>
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</element>
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<element name="MouseButton_Middle">
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<short>An enum to identify the middle mouse button</short>
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</element>
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<element name="MouseButton_Right">
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<short>An enum to identify the right mouse button</short>
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</element>
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<element name="UIContext.reshape">
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<short>UI method for processing window size events</short>
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</element>
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<element name="UIContext.isOnFocus">
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<short>Check if the UI is currently on Focus</short>
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</element>
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<element name="UIContext.mouse">
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<short>UI method for processing mouse events</short>
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</element>
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<element name="Group">
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<short>Group record</short>
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</element>
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<element name="Group.bounds">
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<short>anchor point + width and height of the region </short>
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</element>
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<element name="Group.flags">
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<short>group behavior</short>
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</element>
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<element name="Group.margin">
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<short>border</short>
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</element>
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<element name="Group.space">
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<short>interior</short>
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</element>
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<element name="UIContext.mouseMotion">
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<short>UI method for processing mouse motion events</short>
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</element>
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<element name="UIContext.keyboard">
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<short>UI method for processing key events</short>
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</element>
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<element name="UIContext._begin">
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<short>UI method for entering UI processing mode</short>
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<descr>This function must be used to begin the UI processing </descr>
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</element>
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<element name="UIContext._end">
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<short>UI method for leaving UI processing mode</short>
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<descr>This function must be used to end the UI processing</descr>
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</element>
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<element name="UIContext.doLabel">
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<short>UI method for drawing a static text label</short>
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<descr>The label display a non interactive text.
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The text can have multiple lines</descr>
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</element>
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<element name="UIContext.doLabel.r">
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<short>optionally provides a location and size for the label</short>
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</element>
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<element name="UIContext.doLabel.Text">
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<short>Text to display for the label (can have several lines)</short>
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</element>
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<element name="UIContext.doLabel.style">
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<short>optional style flag to modify the look</short>
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</element>
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<element name="UIContext.doButton">
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<short>UI method for rendering and processing a push button</short>
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</element>
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<element name="UIContext.doButton.r">
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<short>optionally provides a location and size for the button</short>
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</element>
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<element name="UIContext.doButton.Text">
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<short>text to display on the button</short>
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</element>
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<element name="UIContext.doButton.state">
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<short>whether the button is depressed</short>
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<descr>if state is NULL; the button behave like a touch button else; the button behave like a toggle button</descr>
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</element>
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<element name="UIContext.doButton.style">
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<short>optional style flag to modify the look</short>
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</element>
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<element name="UIContext.doCheckButton">
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<short>UI method for rendering and processing a check button</short>
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<descr>Check button behaves similarly as a toggle button used to display and edit a bool property. </descr>
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</element>
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<element name="UIContext.doCheckButton.r">
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<short>optionally provides a location and size for the button</short>
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</element>
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<element name="UIContext.doCheckButton.Text">
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<short>text to display on the button</short>
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</element>
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<element name="UIContext.doCheckButton.state">
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<short>whether the check button is checked or not</short>
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<descr>if state is NULL; the buttoin behave like if a touch button unchecked</descr>
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</element>
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<element name="UIContext.doCheckButton.style">
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<short>optional style flag to modify the look</short>
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</element>
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</module>
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</package>
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</fpdoc-descriptions>
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