lazarus-ccr/components/nvidia-widgets/fpdoc/nvcontext.xml
blaszijk d0340d13eb fixed images in documentation
removed footer date for the time being (to prevent too much changes in documentation)
implemented cleaning of GLUT bitmap font lists
removed unused function in uicontext class
renamed chm file
added missing documentation back in nvcontext.xml

git-svn-id: https://svn.code.sf.net/p/lazarus-ccr/svn@2254 8e941d3f-bd1b-0410-a28a-d453659cc2b4
2012-01-12 15:15:59 +00:00

264 lines
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XML

<?xml version="1.0"?>
<fpdoc-descriptions>
<package name="nvidia-widgets">
<module name="nvContext">
<element name="UIContext.reshape">
<short>UI method for processing window size events</short>
</element>
<element name="UIContext.isOnFocus">
<short>Check if the UI is currently on Focus</short>
</element>
<element name="UIContext.mouse">
<short>UI method for processing mouse events</short>
</element>
<element name="UIContext.mouseMotion">
<short>UI method for processing mouse motion events</short>
</element>
<element name="UIContext.keyboard">
<short>UI method for processing key events</short>
</element>
<element name="UIContext._begin">
<short>UI method for entering UI processing mode</short>
<descr>This function must be used to begin the UI processing </descr>
</element>
<element name="UIContext._end">
<short>UI method for leaving UI processing mode</short>
<descr>This function must be used to end the UI processing</descr>
</element>
<element name="UIContext.doLabel">
<short>UI method for drawing a static text label</short>
<descr>
<p>The label displays a non interactive text.</p>
<p>The style flag enables to draw the label in two distinct styles. The first one is default <var>(style = 0)</var> and displays the label simply as text. The alternative <var>(style = 1)</var> displays the label with a frame around it. An example is shown in the following figure.</p>
<img file="label.png"/>
<p>The <var>Text</var> variable can have multiple lines.</p>
<p>Example code how to implement a label</p>
<code>none.Rect(0, 0);
ui.beginGroup(GroupFlags_GrowDownFromRight);
ui.doLabel(none, Text);
ui.endGroup;
</code>
</descr>
</element>
<element name="UIContext.doLabel.r">
<short>optionally provides a location and size for the label</short>
</element>
<element name="UIContext.doLabel.Text">
<short>Text to display for the label (can have several lines)</short>
</element>
<element name="UIContext.doLabel.style">
<short>optional style flag to modify the look</short>
</element>
<element name="UIContext.doButton">
<short>UI method for rendering and processing a push button</short>
<descr>
<p>The button method does only take a text and state variable. This variable is modified if the button is pressed or depressed. When a state change occurs the method function returns <var>True</var>.</p>
<img file="button.png"/>
<p>Example code how to implement a button</p>
<code>none.Rect(0, 0);
ui.beginGroup(GroupFlags_GrowDownFromRight);
if ui.doButton(none, 'Apply') then
begin
//code to apply your changes
end;
ui.endGroup;
</code>
</descr>
</element>
<element name="UIContext.doButton.r">
<short>optionally provides a location and size for the button</short>
</element>
<element name="UIContext.doButton.Text">
<short>text to display on the button</short>
</element>
<element name="UIContext.doButton.state">
<short>whether the button is depressed</short>
<descr>if state is NULL; the button behave like a touch button else; the button behave like a toggle button</descr>
</element>
<element name="UIContext.doButton.style">
<short>optional style flag to modify the look</short>
</element>
<element name="UIContext.doCheckButton">
<short>UI method for rendering and processing a check button</short>
<descr>
<p>Check button behaves similarly as a toggle button used to display and edit a boolean property.</p>
<img file="checkbutton.png"/>
</descr>
</element>
<element name="UIContext.doCheckButton.r">
<short>optionally provides a location and size for the button</short>
</element>
<element name="UIContext.doCheckButton.Text">
<short>text to display on the button</short>
</element>
<element name="UIContext.doCheckButton.state">
<short>whether the check button is checked or not</short>
<descr>if state is NULL; the button behave like if a touch button unchecked</descr>
</element>
<element name="UIContext.doCheckButton.style">
<short>optional style flag to modify the look</short>
</element>
<element name="UIContext.doRadioButton">
<short>UI method for rendering and processing a radio button</short>
<descr>
<p>Radio buttons are typically used in groups to display and edit the possible reference values taken by an integer value.
</p>
<p>One radio button is representing a possible reference value taken by the current value.
It is displaying a boolean state true if the current value is equal to the reference value.</p>
<img file="radiobutton.png"/>
</descr>
</element>
<element name="UIContext.doRadioButton.reference">
<short>The reference int value represented by this radio button.</short>
</element>
<element name="UIContext.doRadioButton.r">
<short>optionally provides a location and size for the button</short>
</element>
<element name="UIContext.doRadioButton.Text">
<short>text to display on the button</short>
</element>
<element name="UIContext.doRadioButton.Value">
<short>The value parameter compared to the reference value parameter.</short>
<descr>if value is NULL; the radio button is off</descr>
</element>
<element name="UIContext.doRadioButton.style">
<short>optional style flag to modify the look </short>
</element>
<element name="UIContext.doRadioButton.Result">
<short>True if the radio button value changed</short>
</element>
<element name="UIContext.doCheckButton.Result">
<short>True if the check button state changed</short>
</element>
<element name="UIContext.doHorizontalSlider">
<short>UI method for rendering and processing a horizontal slider</short>
<descr>
<p>Horizontal slider is used to edit and display a scalar value in the specified range [min; max].</p>
<img file="horizontal_slider.png"/>
</descr>
</element>
<element name="UIContext.doHorizontalSlider.aRect">
<short>optionally provides a location and size for the widget</short>
</element>
<element name="UIContext.doHorizontalSlider.min">
<short>min bound of the varying range of the value</short>
</element>
<element name="UIContext.doHorizontalSlider.max">
<short>max bound of the varying range of the value</short>
</element>
<element name="UIContext.doHorizontalSlider.Value">
<short>the value edited by the widget</short>
<descr>if value is NULL; the value is set to min</descr>
</element>
<element name="UIContext.doHorizontalSlider.style">
<short>optional style flag to modify the look</short>
</element>
<element name="UIContext.doHorizontalSlider.Result">
<short>True if the slider value changed</short>
</element>
<element name="UIContext.doTextureView">
<short>UI method for drawing a texture view</short>
<descr>
<p>Several parameters control the equation used to display the texel</p>
<code>texel = texture2DFetch(...);
pixel = texelSwizzling( texel * texelScale + texelOffset );
</code>
<img file="textureview.bmp"/>
</descr>
</element>
<element name="UIContext.doTextureView.aRect">
<short>provides a location and size for the texture view</short>
</element>
<element name="UIContext.doTextureView.texID">
<short>texture identifier (Graphics API specific)</short>
</element>
<element name="UIContext.doTextureView.zoomRect">
<short>rectangle area of the texture displayed</short>
</element>
<element name="UIContext.doTextureView.mipLevel">
<short>mip Level of the texture displayed</short>
</element>
<element name="UIContext.doTextureView.texelScale">
<short>scale applied to the texel fetch</short>
</element>
<element name="UIContext.doTextureView.texelOffset">
<short>offset applied to the texel after scale</short>
</element>
<element name="UIContext.doTextureView.style">
<short>optional style flag to modify the look</short>
</element>
<element name="UIContext.getPainter">
<short>Active widget painter</short>
</element>
<element name="UIContext">
<short>Basic UI context</short>
</element>
<element name="UIContext.beginGroup">
<short>Begin grouping section of UI objects</short>
</element>
<short>User Interface library</short>
<element name="UIContext.doListItem">
<short>List item widget</short>
<descr>
<img file="listitem.png"/>
</descr>
</element>
<element name="UIContext.doListBox">
<short>Listbox widget</short>
<descr>
<img file="listbox.png"/>
</descr>
</element>
<element name="UIContext.doComboBox">
<short>Combobox widget</short>
<descr>
<img file="combobox.png"/>
</descr>
</element>
<element name="UIContext.doLineEdit">
<short>Line edit widget</short>
<descr>
<img file="line_edit.png"/>
</descr>
</element>
<element name="UIContext.beginFrame">
<short>Frame positioning section</short>
<descr>
<img file="frame.png"/>
</descr>
</element>
<element name="UIContext.endFrame">
<short>Frame positioning widget</short>
<descr>
<img file="frame.png"/>
</descr>
</element>
<element name="UIContext.beginPanel">
<short>Panel positioning widget</short>
<descr>
<img file="panel.png"/>
</descr>
</element>
<element name="UIContext.endPanel">
<short>Panel positioning widget</short>
<descr>
<img file="panel.png"/>
</descr>
</element>
</module>
<short>NVIDIA widget library</short>
<descr>
<p>This library is originally based on the NVIDIA widget library. NVIDIA Widgets is the
<url href="https://mollyrocket.com/forums/viewforum.php?f=10">immediate mode graphical user interface</url> toolkit used by the
<url href="http://developer.nvidia.com/object/sdk_home.html">NVIDIA SDK samples</url>.
</p>
<p>Originally ported to FPC by Darius Blaszyk in June 2011.</p>
<p>This library is distributed under the <url href="http://www.opensource.org/licenses/mit-license.php">MIT</url> license, as the original library was.</p>
<p>The original code can be found here: <url href="http://code.google.com/p/nvidia-widgets/"/>
</p>
<img file="nvwidgets.png" caption="nvidia-widgets class chart"/>
<p>For more information see the <url href="http://wiki.lazarus.freepascal.org/nvidia-widgets">Lazarus wiki</url>.</p>
</descr>
</package>
</fpdoc-descriptions>