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lazarus-ccr/components/nvidia-widgets/fpdoc/nvcontext.xml

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<?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>