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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" >
<element name= "Point" >
<short > 2D point object</short>
</element>
<element name= "SetPoint.Result" >
<short > Initialize the point object</short>
</element>
<element name= "Rect" >
<short > Rectangle object</short>
</element>
<element name= "Rect.x" >
<short > X position of top left point</short>
</element>
<element name= "Rect.y" >
<short > Y position of top left point</short>
</element>
<element name= "Rect.w" >
<short > Width of rectangle</short>
</element>
<element name= "Rect.h" >
<short > Height of rectangle</short>
</element>
<element name= "MouseButton_Left" >
<short > An enum to identify the left mouse button</short>
</element>
<element name= "MouseButton_Middle" >
<short > An enum to identify the middle mouse button</short>
</element>
<element name= "MouseButton_Right" >
<short > An enum to identify the right mouse button</short>
</element>
<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= "Group" >
<short > Group record</short>
</element>
<element name= "Group.bounds" >
<short > anchor point + width and height of the region </short>
</element>
<element name= "Group.flags" >
<short > group behavior</short>
</element>
<element name= "Group.margin" >
<short > border</short>
</element>
<element name= "Group.space" >
<short > interior</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>
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<descr >
<p > The label displays a non interactive text.</p>
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<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>
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<img file= "label.png" />
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<p > The <var > Text</var> variable can have multiple lines.</p>
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</descr>
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</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>
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<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" />
</descr>
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</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>
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<descr >
<p > Check button behaves similarly as a toggle button used to display and edit a boolean property.</p>
<img file= "checkbutton.png" />
</descr>
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</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>
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<descr > if state is NULL; the button behave like if a touch button unchecked</descr>
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</element>
<element name= "UIContext.doCheckButton.style" >
<short > optional style flag to modify the look</short>
</element>
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<element name= "UIContext.doRadioButton" >
<short > UI method for rendering and processing a radio button</short>
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<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>
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</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>
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<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>
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</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>
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<descr >
<p > Several parameters control the equation used to display the texel</p>
<code > texel = texture2DFetch(...);
pixel = texelSwizzling( texel * texelScale + texelOffset );
</code>
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<img file= "textureview.bmp" />
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</descr>
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</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 applyed to the texel fetch</short>
</element>
<element name= "UIContext.doTextureView.texelOffset" >
<short > offset applyed to the texel after scale</short>
</element>
<element name= "UIContext.doTextureView.style" >
<short > optional style flag to modify the look</short>
</element>
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<element name= "Point.x" >
<short > X location</short>
</element>
<element name= "Point.y" >
<short > Y location</short>
</element>
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<element name= "UIContext.getPainter" >
<short > Active widget painter</short>
</element>
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<element name= "EvalBool" >
<short > Boolean evaluation function</short>
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<descr >
<p > This function evaluates a boolean to a numerical value.</p>
<p > True equals 1
False equals 0</p>
</descr>
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</element>
<element name= "Point.Point" >
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<short > Constructor for the <link id= "Point" /> object</short>
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</element>
<element name= "Rect.Rect" >
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<short > Constructor for the <link id= "Rect" /> object</short>
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</element>
<element name= "SetPoint" >
<short > Helper function to initialize the point object</short>
</element>
<element name= "SetRect" >
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<short > Helper function to initialize the <link id= "Rect" /> object</short>
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</element>
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<element name= "UIContext" >
<short > Basic UI context</short>
</element>
<element name= "UIPainter" >
<short > Basic painter class</short>
</element>
<element name= "UIContext.beginGroup" >
<short > Begin grouping section of UI objects</short>
</element>
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<short > User Interface library</short>
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<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>
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</module>
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<short > NVIDIA widget library</short>
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<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>
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<img file= "nvwidgets.png" caption= "nvidia-widgets class chart" />
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<p > For more information see the <url href= "http://wiki.lazarus.freepascal.org/nvidia-widgets" > Lazarus wiki</url> .</p>
</descr>
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</package>
</fpdoc-descriptions>