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Docs: Documentation updates for LCL and LazUtils. Issue #37632, patch from Don Siders.
git-svn-id: trunk@63822 -
This commit is contained in:
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@ -14,6 +14,7 @@
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<!-- unresolved external references -->
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<element name="SysUtils"/>
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<element name="Math"/>
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<element name="SyncObjs"/>
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<element name="LazSysUtils"/>
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@ -190,7 +191,6 @@
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<element name="TLazThreadedQueue.FHasItemEvent"/>
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<element name="TLazThreadedQueue.FShutDown"/>
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<!-- function Visibility: private -->
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<element name="TLazThreadedQueue.TryPushItem">
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<short>Tries to add the specified item to the queue</short>
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<descr>
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@ -198,42 +198,30 @@
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<var>TryPushItem</var> is a <var>Boolean</var> function which tries to add the item specified in <var>AItem</var> to the internal storage for the queue. The return value is <b>True</b> if the item was successfully added in the method.
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</p>
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<p>
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<var>TryPushItem</var> is used in the implementation of the <var>PushItem</var> method. Use <var>PushItem</var> or to add an item to the thread-safe queue.
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<var>TryPushItem</var> is used in the implementation of the <var>PushItem</var> method. Use <var>PushItem</var> to add an item to the thread-safe queue.
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</p>
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</descr>
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<seealso>
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<link id="TLazThreadedQueue.PushItem"/>
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</seealso>
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</element>
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<!-- function result Visibility: private -->
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<element name="TLazThreadedQueue.TryPushItem.Result">
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<short>True if the item was added successfully</short>
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</element>
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<!-- argument Visibility: default -->
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<element name="TLazThreadedQueue.TryPushItem.AItem">
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<short>Item added to the queue in the method</short>
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</element>
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<!-- function Visibility: private -->
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<element name="TLazThreadedQueue.TryPopItem">
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<short>
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Tries to remove the next item in the thread-safe queue
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</short>
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<descr></descr>
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<errors></errors>
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<seealso></seealso>
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<short>Tries to remove the next item in the thread-safe queue</short>
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<descr/>
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<seealso/>
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</element>
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<!-- function result Visibility: private -->
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<element name="TLazThreadedQueue.TryPopItem.Result">
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<short>
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True if an item was successfully removed from the queue
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</short>
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<short>True if an item was successfully removed from the queue</short>
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</element>
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<!-- argument Visibility: default -->
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<element name="TLazThreadedQueue.TryPopItem.AItem">
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<short>
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Item removed from the queue in the method
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</short>
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<short>Item removed from the queue in the method</short>
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</element>
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<!-- constructor Visibility: public -->
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@ -292,24 +280,20 @@
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</seealso>
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</element>
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<!-- procedure Visibility: public -->
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<element name="TLazThreadedQueue.Grow">
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<short>
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Increases the allocated storage for the queue by the specified size
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</short>
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<short>Increases the allocated storage for the queue by the specified size</short>
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<descr>
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<p>
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<var>Grow</var> is a procedure which increases the storage allocated for items in the queue by the specified value in <var>ADelta</var>. The internal queue size is incremented by the value in <var>ADelta</var>. The length of the internal storage for the queue is increased to match the new queue size.
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</p>
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</descr>
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<seealso></seealso>
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<seealso/>
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<notes><note>Update needed. Internal storage is now re-allocated.</note></notes>
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</element>
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<!-- argument Visibility: default -->
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<element name="TLazThreadedQueue.Grow.ADelta">
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<short>Value used to increase the size of the queue</short>
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</element>
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<!-- function Visibility: public -->
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<element name="TLazThreadedQueue.PushItem">
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<short>Adds the specified item to the queue</short>
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<descr>
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@ -323,7 +307,7 @@
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When PushTimeout contains <b>0</b>, the request will timeout after the first failed attempt to add the specified item to the queue.
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</p>
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<p>
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When <var>ShutDown</var> contains True, the return value is updated to indicate that the request should be abandoned.
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When <var>ShutDown</var> contains <b>True</b>, the return value is updated to indicate that the request should be abandoned.
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</p>
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<p>
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The return value contains a <var>TWaitResult</var> enumeration value that indicates the status for the enqueue request. See <var>TWaitResult</var> for more information about enumeration values and their meanings.
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@ -331,15 +315,13 @@
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</descr>
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<seealso>
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<link id="TLazThreadedQueue.ShutDown"/>
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<link id="#FCL.SyncObjs.TWaitResult"/>
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<link id="#RTL.System.RTLeventWaitFor"/>
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<link id="#fcl.syncobjs.TWaitResult"/>
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<link id="#rtl.system.RTLeventWaitFor"/>
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</seealso>
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</element>
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<!-- function result Visibility: public -->
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<element name="TLazThreadedQueue.PushItem.Result">
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<short>Contains the status for the enqueue request</short>
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</element>
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<!-- argument Visibility: default -->
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<element name="TLazThreadedQueue.PushItem.AItem">
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<short>Item added to the storage for the queue</short>
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</element>
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@ -17238,14 +17238,31 @@
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</element>
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<element name="TTreeNodes.SetUpdateState">
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<short>
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<var>SetUpdateState</var> - records status of update process
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</short>
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<descr/>
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<seealso/>
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<short>Sets the update state in the TreeView which owns the node tree</short>
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<descr>
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<p>
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<var>SetUpdateState</var> is a procedure used to set the update state in the TreeView which owns the class instance. <var>Updating</var> indicates the <var>TTreeViewState</var> value(s) that are included in or excluded from the States property in the <var>Owner</var>.
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</p>
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<p>
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When <var>Updating</var> is <b>True</b>, the value <var>tvsUpdating</var> is included in the <var>States</var> property in Owner.
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</p>
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<p>
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When Updating is <b>False</b>, <var>tvsUpdating</var> is excluded from and <var>tvsScrollbarChanged</var> is included in the States property in Owner. This also causes the TreeView to update its scrollbars and repaint the control .
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</p>
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<p>
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SetUpdateState is used to implement the <var>BeginUpdate</var> and <var>EndUpdate</var> methods.
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</p>
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</descr>
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<seealso>
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<link id="TTreeNodes.Owner"/>
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<link id="TTreeNodes.BeginUpdate"/>
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<link id="TTreeNodes.EndUpdate"/>
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<link id="TCustomTreeView.States"/>
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<link id="TTreeViewState"/>
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</seealso>
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</element>
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<element name="TTreeNodes.SetUpdateState.Updating">
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<short/>
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<short>True when the tree nodes are being updated, False when the update has been completed</short>
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</element>
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<element name="TTreeNodes.Create">
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@ -16591,7 +16591,7 @@ BoundsRect.Left:=3; // WRONG: common newbie mistake
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<notes><note>deserves a review!</note></notes>
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</topic>
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<topic name="Control coordinates">
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<topic name="ControlCoordinates">
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<short>
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The coordinates of a control can be specified or retrieved in various ways
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</short>
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@ -16627,7 +16627,7 @@ BoundsRect.Left:=3; // WRONG: common newbie mistake
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<notes><note>?</note><note>right?</note></notes>
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</topic>
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<topic name="Anchoring Controls">
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<topic name="AnchoringControls">
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<short>How multiple controls can be aligned and resized together, at run-time</short>
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<descr>
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<p>
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Load Diff
@ -703,7 +703,9 @@
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<descr>
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<p>Method: <var>SplitBezier</var>
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</p>
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<pre>Params: Bezier, Left, Right
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<pre>
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Params: Bezier, Left, Right
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Returns: Nothing
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Use SplitBezier to split any 4-Point Bezier into two 4-Point Beziers:
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@ -725,18 +727,17 @@
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<element name="SplitBezier.Right">
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<short/>
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</element>
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<topic name="GraphMath Operators">
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<topic name="GraphMathOperators">
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<short>
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<b>GraphMath Operators</b>
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</short>
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<descr>
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<p>This Unit contains a number of routines for calculating and converting series of graphic points from one coordinate system to another.</p>
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<p>A fundamental type is introduced, called TFloatPoint. It is an extended precision record containing an X and a Y coordinate for a graphic point. Its structure is as follows:</p>
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<pre>Type
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TFloatPoint = Record
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X, Y : Extended;
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end;
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<pre>Type
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TFloatPoint = Record
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X, Y : Extended;
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end;
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</pre>
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<p>The Unit contains definitions for mathematical operators which extend the normal definitions of addition, subtraction, multiplication, division and comparison to cover manipulations with TFloatPoints, allowing, for example, addition or multiplication of two TFloatPoints, a TFloatPoint and a TPoint, or a TFloatPoint and an Extended Precision number. </p>
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</descr>
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====================================================================
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-->
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<module name="GraphUtil">
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<short>
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Contains routines and types used when drawing graphics
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</short>
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<short>Contains routines and types used when drawing graphics</short>
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<descr>
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<p>
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<var>GraphUtil.pp</var> contains routines and types used when drawing graphics. They focus primarily on converting colors and drawing gradients, scroll bars, and arrows.
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@ -37,9 +35,7 @@
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<element name="LCLIntf"/>
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<element name="ColorToGray">
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<short>
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Converts a Lazarus TColor value to its grayscale equivalent
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</short>
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<short>Converts a Lazarus TColor value to its grayscale equivalent</short>
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<descr></descr>
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<seealso></seealso>
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</element>
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@ -70,9 +66,7 @@
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</element>
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<element name="RGBtoHLS">
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<short>
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Converts RGB color values to Hue, Lightness, and Saturation values
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</short>
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<short>Converts RGB color values to Hue, Lightness, and Saturation values</short>
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<descr></descr>
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<errors/>
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<seealso></seealso>
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@ -97,9 +91,7 @@
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</element>
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<element name="HLStoColor">
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<short>
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Converts Hue, Lightness, and Saturation values to a TColor value
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</short>
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<short>Converts Hue, Lightness, and Saturation values to a TColor value</short>
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<descr></descr>
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<errors/>
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<seealso></seealso>
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@ -118,9 +110,7 @@
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</element>
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<element name="HLStoRGB">
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<short>
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Converts Hue, Lightness, and Saturation values to a RGB color values
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</short>
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<short>Converts Hue, Lightness, and Saturation values to a RGB color values</short>
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<descr></descr>
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<errors/>
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<seealso></seealso>
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@ -146,9 +136,7 @@
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<!-- HSV functions are copied from mbColorLib without changes -->
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<element name="ColorToHSV">
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<short>
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Converts a TColor value to Hue, Saturation, and brightness Values
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</short>
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<short>Converts a TColor value to Hue, Saturation, and brightness Values</short>
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<descr></descr>
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<seealso></seealso>
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</element>
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@ -166,9 +154,7 @@
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</element>
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<element name="HSVToColor">
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<short>
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Converts Hue, Saturation, and brightness values to a TColor value
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</short>
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<short>Converts Hue, Saturation, and brightness values to a TColor value</short>
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<descr></descr>
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<seealso></seealso>
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</element>
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@ -186,9 +172,7 @@
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</element>
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<element name="RGBToHSV">
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<short>
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Comverts RGB values to Hue, Saturation, and brightness values
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</short>
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<short>Comverts RGB values to Hue, Saturation, and brightness values</short>
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<descr></descr>
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<seealso></seealso>
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</element>
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@ -215,9 +199,7 @@
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</element>
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<element name="HSVtoRGB">
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<short>
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Converts Hue, Saturation, and brightness values to RGB values
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</short>
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<short>Converts Hue, Saturation, and brightness values to RGB values</short>
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<descr></descr>
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<seealso></seealso>
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</element>
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@ -386,12 +368,9 @@
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</element>
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<element name="DrawVerticalGradient">
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<short>
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Draws a gradient from top to bottom with parabolic color variation
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</short>
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<descr></descr>
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<errors/>
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<seealso></seealso>
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<short>Draws a gradient from top to bottom with parabolic color variation</short>
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<descr/>
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<seealso/>
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</element>
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<element name="DrawVerticalGradient.Canvas">
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<short>Canvas where the gradient is drawn</short>
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@ -407,12 +386,9 @@
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</element>
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<element name="DrawGradientWindow">
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<short>
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Draws a window with a Title using gradient coloring
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</short>
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<descr></descr>
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<errors/>
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<seealso></seealso>
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<short>Draws a window with a Title using gradient coloring</short>
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<descr/>
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<seealso/>
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</element>
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<element name="DrawGradientWindow.Canvas">
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<short>Canvas where the gradient is drawn</short>
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@ -428,9 +404,7 @@
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</element>
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<element name="AntiAliasedStretchDrawBitmap">
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<short>
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Stretch-draws a bitmap using anti-aliased drawing
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</short>
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<short>Stretch-draws a bitmap using anti-aliased drawing</short>
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<descr></descr>
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<seealso></seealso>
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</element>
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@ -489,7 +463,9 @@
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<element name="DrawArrow">
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<short>Draws an arrow at the specified location on a canvas</short>
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<descr>
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DrawArrow is an overloaded procedure used to draw an arrow on a canvas at the specified location. Overloaded variants of the routine allow the type of arrow, length, angle, and drawing style to be specified in their arguments.
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<p>
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<var>DrawArrow</var> is an overloaded procedure used to draw an arrow on a canvas at the specified location. Overloaded variants of the routine allow the type of arrow, length, angle, and drawing style to be specified as arguments.
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</p>
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</descr>
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<seealso></seealso>
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</element>
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@ -522,12 +498,10 @@
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</element>
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<element name="FloodFill">
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<short>
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A simple first-in-first-out circular buffer (queue) for flood-filling contiguous voxels
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</short>
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<short>A simple first-in-first-out circular buffer (queue) for flood-filling contiguous voxels</short>
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<descr>
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<p>
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FloodFill is a procedure which implements a simple first-in-first-out circular buffer (queue) for flood-filling contiguous voxels. This algorithm avoids stack problems associated simple recursive algorithms described in the discussion at <url href="http://steve.hollasch.net/cgindex/polygons/floodfill.html"/>. Please note that is slow because of its use of Canvas.Pixels.
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<var>FloodFill</var> is a procedure which implements a simple first-in-first-out circular buffer (queue) for flood-filling contiguous voxels. This algorithm avoids stack problems associated simple recursive algorithms described in the discussion at <url href="http://steve.hollasch.net/cgindex/polygons/floodfill.html"/>. Please note that the routine is slow because of its use of <var>Canvas.Pixels</var>.
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</p>
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<p>
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Orginal author: Chris Rorden
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@ -551,6 +525,28 @@
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<short></short>
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</element>
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<element name="ScaleImg">
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<short>Scales the specified image to the required dimensons</short>
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<descr>
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<p>
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<var>ScaleImg</var> is a procedure used to scale the image in <var>AImage</var> to the dimensions in <var>AWidth</var> and <var>AWidth</var>.
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</p>
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<p>
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ScaleImg calls the <var>CreateIntfImage</var> method in <var>AImage</var> to get a <var>TLazIntfImage</var> instance with the original content. A temporary <var>TLazCanvas</var> instance is created for the source image, and its <var>StretchDraw</var> method is called to resize and draw the interface image on the Canvas. AImage is updated with the resized content, and its <var>Height</var> and <var>Width</var> properties are set to the parameter values.
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</p>
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</descr>
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<seealso></seealso>
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</element>
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<element name="ScaleImg.AImage">
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<short>Bitmap image resize in the routine</short>
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</element>
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<element name="ScaleImg.AWidth">
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<short>New Width requested for the image</short>
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</element>
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<element name="ScaleImg.AHeight">
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<short>New height requested for the image</short>
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</element>
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<element name="ColorRGBToHLS">
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<short>
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Converts an RGB color value to Hue, Lightness, and Saturation values
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@ -644,9 +640,7 @@
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</element>
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<element name="NormalizeRect">
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<short>
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Ensures that coordinates in the rectangle are in the correct order
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</short>
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<short>Ensures that coordinates in the rectangle are in the correct order</short>
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<descr></descr>
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<seealso></seealso>
|
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</element>
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@ -658,9 +652,7 @@
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</element>
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<element name="WaveTo">
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<short>
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Draws a hoizontal or vertical wave at the specified position to the given device context
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</short>
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<short>Draws a hoizontal or vertical wave at the specified position to the given device context</short>
|
||||
<descr></descr>
|
||||
<seealso></seealso>
|
||||
</element>
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||||
|
@ -1928,8 +1928,6 @@
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||||
</seealso>
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</element>
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<!-- WIP -->
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<element name="TCustomAbstractGroupedEdit.ClearSelection">
|
||||
<short>Clears the content for the current selection in the control</short>
|
||||
<descr></descr>
|
||||
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Reference in New Issue
Block a user