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<!doctype HTML PUBLIC "-//IETF//DTD HTML//EN">
<html>
  <head>
    <title>Canvas Control</title>
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    <h2 align="center">Canvas Control</h2>
    <pre class="function"><span class="mainFunction">void&nbsp;cdCanvasClear(cdCanvas* canvas); [in C]</span>

canvas:Clear() [in Lua]</pre>
    <p>Cleans the active canvas using the current background color. This action is 
      interpreted very differently by each driver. Many drivers simply draw a 
      rectangle with the current background color. It is NOT necessary to call <font>cdClear</font>
      when the canvas has just been created, as at this moment it is already clean. 
      Most file-based drivers do not implement this function.</p>
    <pre class="function"><span class="mainFunction">void&nbsp;cdCanvasFlush(cdCanvas* canvas); [in C]</span>
    
canvas:Flush() [in Lua]</pre>
    <p>Has a different meaning for each driver. It is useful to send information to 
      buffered devices and to move to a new page or layer. In all cases, the current 
      canvas attributes are preserved.</p>
    <hr>
    <pre class="function"><span class="mainFunction">cdState* <a name="cdSaveState">cdCanvasSaveState</a>(cdCanvas* canvas); [in C]</span>
    
canvas:SaveState() -&gt; (state: cdState) [in Lua]</pre>
    <p>Saves the state of attributes of the active canvas. It does not save cdPlay 
      callbacks, polygon creation states (begin/vertex/vertex/...), the palette, 
      complex clipping regions and driver internal attributes.</p>
    <pre class="function"><span class="mainFunction">void <a name="cdRestoreState">cdCanvasRestoreState</a>(cdCanvas* canvas, cdState* state); [in C]</span>
    
canvas:RestoreState(state: cdState) [in Lua]</pre>
    <p>Restores the attribute state of the active canvas. It can be used between 
      canvases of different contexts. It can be used several times for the same 
      state. </p>
    <pre class="function"><span class="mainFunction">void <a name="cdReleaseState">cdReleaseState</a>(cdState* state); [in C]</span>

cd.ReleaseState(state: cdState) [in Lua]</pre>
    <p>Releases the memory allocated by the <strong><font>cdSaveState</font></strong> 
      function. If this function is not called in Lua, the garbage collector 
    will call it.</p>
    <hr>
    <pre class="function"><span class="mainFunction">void <a name="cdSetAttribute">cdCanvasSetAttribute</a>(cdCanvas* canvas, const char* name, char* data); [in C]</span>
    
canvas:SetAttribute(name, data: string) [in Lua]</pre>
    <p>Modifies a custom attribute directly in the driver of the active canvas. If 
      the driver does not have this attribute, the call is ignored.</p>
    <pre class="function"><span class="mainFunction">void <a name="cdSetfAttribute">cdCanvasSetfAttribute</a>(cdCanvas* canvas, const char* name, const char* format, ...); [in C]</span>
    
[There is no equivalent in Lua]</pre>
    <p>Same as <strong><font>cdSetAttribute</font></strong>, used for the case in 
      which the parameter <b><font>data</font></b> is a string composed by several 
      parameters. It can be&nbsp; used with parameters equivalent to those of the <b><font>
          printf</font></b> function from the standard C library.</p>
    <pre class="function"><span class="mainFunction">char* <a name="cdGetAttribute">cdCanvasGetAttribute</a>(cdCanvas* canvas, const char* name); [in C]</span>
    
canvas:SetAttribute(name: string) -&gt; (data: string) [in Lua]</pre>
    <p>Returns a custom attribute from the driver of the active canvas. If the driver 
      does not have this attribute, it returns <font>NULL</font>.</p>
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