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<td><p class="namechain"><a href="../../../../module-ix.html" class="namechain">::</a> <a href="../../../module-ix.html" class="namechain">com</a> :: <a href="../../module-ix.html" class="namechain">sun</a> :: <a href="../module-ix.html" class="namechain">star</a> :: <a href="module-ix.html" class="namechain">rendering</a> :: </p>
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<td width="25%" class="title2">unpublished </td>
<td width="50%" class="title">interface XGraphicDevice</td>
<td width="*"/></tr>
</table>
</td>
</tr>
<tr>
<td/></tr>
<tr>
<td><dl>
<dt><b>Usage Restrictions</b></dt>
<dd><i>not published</i></dd>
<dt><b>Description</b></dt>
<dd>This interface provides access to a graphic device, such as a
 printer, or a screen device. Every canvas (</dd>
<dt><b>See also</b></dt>
<dd>XCanvas)<br>
has
 exactly one associated graphic device, into which its output is
 rendered.

 For a typical windowing system, the graphic device is equivalent
 to a distinct OS window, with it's own clipped output area,
 fullscreen and double-buffering attributes. That is, even if one
 can have multiple canvases per system window, they all share the
 same graphic device and thus e.g. fullscreen state. If the OS
 restrictions are in such a way that fullscreen or double-buffering
 is screen-exclusive, i.e. that per screen, only one object can
 have this state, it might even be that all windows on the screen
 share a common graphic device.
 </dd>
</dl>
</td>
</tr>
</table>
<hr>
<a name="MethodsSummary"/><table border="1" width="100%" cellpadding="5" cellspacing="0" class="subtitle">
<tr>
<td class="subtitle" colspan="2">Methods' Summary</td>
</tr>
<tr>
<td class="imsum_left"><a href="#getBufferController">getBufferController</a></td>
<td class="imsum_right">Query the controller for multi buffering functionality on this
 graphic device.

 If there is no such functionality available, the NULL
 reference is returned.
 &nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#getDeviceColorSpace">getDeviceColorSpace</a></td>
<td class="imsum_right">Query the color space interface for this graphic device.

 This is to be used when interpreting or setting device color
 values.
 &nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#getPhysicalResolution">getPhysicalResolution</a></td>
<td class="imsum_right">Query the physical resolution of the device in pixel per
 millimeter.

 A special floating point value of +infinity here indicates
 "unknown", i.e. at the time of rendering undetermined or
 possibly infinite resolution along the corresponding
 direction.
 &nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#getPhysicalSize">getPhysicalSize</a></td>
<td class="imsum_right">Query the physical dimensions of the device in millimeter.

 A special floating point value of +infinity here indicates
 "unknown", i.e. at the time of rendering undetermined or
 possibly infinite resolution along the corresponding
 direction.

 &nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#createCompatibleLinePolyPolygon">createCompatibleLinePolyPolygon</a></td>
<td class="imsum_right">Create a line poly-polygon which can internally use
 device-optimized representations already.

 &nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#createCompatibleBezierPolyPolygon">createCompatibleBezierPolyPolygon</a></td>
<td class="imsum_right">Create a Bezier poly-polygon which can internally use
 device-optimized representations already.

 &nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#createCompatibleBitmap">createCompatibleBitmap</a></td>
<td class="imsum_right">Create a bitmap whose memory layout and sample model is
 compatible to the graphic device.

 &nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#createVolatileBitmap">createVolatileBitmap</a></td>
<td class="imsum_right">Create a volatile bitmap that is usable with this graphic device.

 A volatile bitmap's difference in comparison to a plain bitmap
 (e.g. generated via createCompatibleBitmap()) is the fact that
 its content might vanish at any point in time (making any
 operation with them produce a
 <a href="VolatileContentDestroyedException.html">VolatileContentDestroyedException</a>). The benefit,
 on the other hand, is that they might be easy to
 hardware-accelerate on certain platforms, without the need to
 keep a safety copy of the content internally.

 &nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#createCompatibleAlphaBitmap">createCompatibleAlphaBitmap</a></td>
<td class="imsum_right">Create a bitmap with alpha channel whose memory layout and
 sample model is compatible to the graphic device.

 &nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#createVolatileAlphaBitmap">createVolatileAlphaBitmap</a></td>
<td class="imsum_right">Create a volatile bitmap with alpha channel that is usable
 with this graphic device.

 A volatile bitmap's difference in comparison to a plain bitmap
 (e.g. generated via createCompatibleBitmap()) is the fact that
 its content might vanish at any point in time (making any
 operation with them produce a
 <a href="VolatileContentDestroyedException.html">VolatileContentDestroyedException</a>). The benefit,
 on the other hand, is that they might be easy to
 hardware-accelerate on certain platforms, without the need to
 keep a safety copy of the content internally.

 &nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#getParametricPolyPolygonFactory">getParametricPolyPolygonFactory</a></td>
<td class="imsum_right">Get a reference to this device's parametric polygon factory.

 &nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#hasFullScreenMode">hasFullScreenMode</a></td>
<td class="imsum_right">Tells whether this graphic device has a full screen mode,
 i.e. whether a window can cover the whole screen exclusively.
 &nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#enterFullScreenMode">enterFullScreenMode</a></td>
<td class="imsum_right">Enter or leave the fullscreen mode, if possible. The return
 value denotes the success of the operation.

 @attention depending on the underlying operating system,
 fullscreen mode can be left without a enterFullScreenMode(
 false ) call.
 &nbsp;</td>
</tr>
</table>
<a name="MethodsDetails"/><table border="1" width="100%" cellpadding="5" cellspacing="0" class="subtitle">
<tr>
<td class="subtitle">Methods' Details</td>
</tr>
<tr>
<td class="imdetail"><a name="getBufferController" class="membertitle">getBufferController</a><table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
<tr>
<td><table class="table-in-method" border="0">
<tr>
<td valign="top" colspan="3"><a href="XBufferController.html">XBufferController</a></td>
</tr>
<tr>
<td valign="top"><b>getBufferController</b>();</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Query the controller for multi buffering functionality on this
 graphic device.

 If there is no such functionality available, the NULL
 reference is returned.
 </dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="getDeviceColorSpace" class="membertitle">getDeviceColorSpace</a><table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
<tr>
<td><table class="table-in-method" border="0">
<tr>
<td valign="top" colspan="3"><a href="XColorSpace.html">XColorSpace</a></td>
</tr>
<tr>
<td valign="top"><b>getDeviceColorSpace</b>();</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Query the color space interface for this graphic device.

 This is to be used when interpreting or setting device color
 values.
 </dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="getPhysicalResolution" class="membertitle">getPhysicalResolution</a><table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
<tr>
<td><table class="table-in-method" border="0">
<tr>
<td valign="top" colspan="3">::com::sun::star::<a href="../geometry/module-ix.html">geometry</a>::<a href="../geometry/RealSize2D.html">RealSize2D</a></td>
</tr>
<tr>
<td valign="top"><b>getPhysicalResolution</b>();</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Query the physical resolution of the device in pixel per
 millimeter.

 A special floating point value of +infinity here indicates
 "unknown", i.e. at the time of rendering undetermined or
 possibly infinite resolution along the corresponding
 direction.
 </dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="getPhysicalSize" class="membertitle">getPhysicalSize</a><table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
<tr>
<td><table class="table-in-method" border="0">
<tr>
<td valign="top" colspan="3">::com::sun::star::<a href="../geometry/module-ix.html">geometry</a>::<a href="../geometry/RealSize2D.html">RealSize2D</a></td>
</tr>
<tr>
<td valign="top"><b>getPhysicalSize</b>();</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Query the physical dimensions of the device in millimeter.

 A special floating point value of +infinity here indicates
 "unknown", i.e. at the time of rendering undetermined or
 possibly infinite resolution along the corresponding
 direction.

 </dd>
<dt><b>See also</b></dt>
<dd><a href="XBitmap.html">XBitmap</a>::<a href="XBitmap.html#getSize">getSize()</a></dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="createCompatibleLinePolyPolygon" class="membertitle">createCompatibleLinePolyPolygon</a><table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
<tr>
<td><table class="table-in-method" border="0">
<tr>
<td valign="top" colspan="3"><a href="XLinePolyPolygon2D.html">XLinePolyPolygon2D</a></td>
</tr>
<tr>
<td valign="top"><b>createCompatibleLinePolyPolygon</b>(</td>
<td valign="top">[in] sequence&lt; sequence&lt; ::com::sun::star::<a href="../geometry/module-ix.html">geometry</a>::<a href="../geometry/RealPoint2D.html">RealPoint2D</a> &gt; &gt;</td>
<td valign="bottom">&nbsp;points );</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Create a line poly-polygon which can internally use
 device-optimized representations already.

 </dd>
<dt><b>Parameter points</b></dt>
<dd>The points of the poly-polygon, in a separate array for every polygon.
 </dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="createCompatibleBezierPolyPolygon" class="membertitle">createCompatibleBezierPolyPolygon</a><table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
<tr>
<td><table class="table-in-method" border="0">
<tr>
<td valign="top" colspan="3"><a href="XBezierPolyPolygon2D.html">XBezierPolyPolygon2D</a></td>
</tr>
<tr>
<td valign="top"><b>createCompatibleBezierPolyPolygon</b>(</td>
<td valign="top">[in] sequence&lt; sequence&lt; ::com::sun::star::<a href="../geometry/module-ix.html">geometry</a>::<a href="../geometry/RealBezierSegment2D.html">RealBezierSegment2D</a> &gt; &gt;</td>
<td valign="bottom">&nbsp;points );</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Create a Bezier poly-polygon which can internally use
 device-optimized representations already.

 </dd>
<dt><b>Parameter points</b></dt>
<dd>The points of the poly-polygon, in a separate array for every polygon.
 </dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="createCompatibleBitmap" class="membertitle">createCompatibleBitmap</a><table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
<tr>
<td><table class="table-in-method" border="0">
<tr>
<td valign="top" colspan="3"><a href="XBitmap.html">XBitmap</a></td>
</tr>
<tr>
<td valign="top"><b>createCompatibleBitmap</b>(</td>
<td valign="top">[in] ::com::sun::star::<a href="../geometry/module-ix.html">geometry</a>::<a href="../geometry/IntegerSize2D.html">IntegerSize2D</a></td>
<td valign="bottom">&nbsp;size )</td>
</tr>
<tr>
<td valign="top" align="right">raises( </td>
<td valign="top" colspan="2">::com::sun::star::<a href="../lang/module-ix.html">lang</a>::<a href="../lang/IllegalArgumentException.html">IllegalArgumentException</a> );</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Create a bitmap whose memory layout and sample model is
 compatible to the graphic device.

 </dd>
<dt><b>Parameter size</b></dt>
<dd>Size of the requested bitmap in pixel. Both components of the
 size must be greater than 0
 </dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="createVolatileBitmap" class="membertitle">createVolatileBitmap</a><table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
<tr>
<td><table class="table-in-method" border="0">
<tr>
<td valign="top" colspan="3"><a href="XVolatileBitmap.html">XVolatileBitmap</a></td>
</tr>
<tr>
<td valign="top"><b>createVolatileBitmap</b>(</td>
<td valign="top">[in] ::com::sun::star::<a href="../geometry/module-ix.html">geometry</a>::<a href="../geometry/IntegerSize2D.html">IntegerSize2D</a></td>
<td valign="bottom">&nbsp;size )</td>
</tr>
<tr>
<td valign="top" align="right">raises( </td>
<td valign="top" colspan="2">::com::sun::star::<a href="../lang/module-ix.html">lang</a>::<a href="../lang/IllegalArgumentException.html">IllegalArgumentException</a> );</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Create a volatile bitmap that is usable with this graphic device.

 A volatile bitmap's difference in comparison to a plain bitmap
 (e.g. generated via createCompatibleBitmap()) is the fact that
 its content might vanish at any point in time (making any
 operation with them produce a
 <a href="VolatileContentDestroyedException.html">VolatileContentDestroyedException</a>). The benefit,
 on the other hand, is that they might be easy to
 hardware-accelerate on certain platforms, without the need to
 keep a safety copy of the content internally.

 </dd>
<dt><b>Parameter size</b></dt>
<dd>Size of the requested bitmap in pixel. Both components of the
 size must be greater than 0
 </dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="createCompatibleAlphaBitmap" class="membertitle">createCompatibleAlphaBitmap</a><table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
<tr>
<td><table class="table-in-method" border="0">
<tr>
<td valign="top" colspan="3"><a href="XBitmap.html">XBitmap</a></td>
</tr>
<tr>
<td valign="top"><b>createCompatibleAlphaBitmap</b>(</td>
<td valign="top">[in] ::com::sun::star::<a href="../geometry/module-ix.html">geometry</a>::<a href="../geometry/IntegerSize2D.html">IntegerSize2D</a></td>
<td valign="bottom">&nbsp;size )</td>
</tr>
<tr>
<td valign="top" align="right">raises( </td>
<td valign="top" colspan="2">::com::sun::star::<a href="../lang/module-ix.html">lang</a>::<a href="../lang/IllegalArgumentException.html">IllegalArgumentException</a> );</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Create a bitmap with alpha channel whose memory layout and
 sample model is compatible to the graphic device.

 </dd>
<dt><b>Parameter size</b></dt>
<dd>Size of the requested bitmap in pixel. Both components of the
 size must be greater than 0
 </dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="createVolatileAlphaBitmap" class="membertitle">createVolatileAlphaBitmap</a><table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
<tr>
<td><table class="table-in-method" border="0">
<tr>
<td valign="top" colspan="3"><a href="XVolatileBitmap.html">XVolatileBitmap</a></td>
</tr>
<tr>
<td valign="top"><b>createVolatileAlphaBitmap</b>(</td>
<td valign="top">[in] ::com::sun::star::<a href="../geometry/module-ix.html">geometry</a>::<a href="../geometry/IntegerSize2D.html">IntegerSize2D</a></td>
<td valign="bottom">&nbsp;size )</td>
</tr>
<tr>
<td valign="top" align="right">raises( </td>
<td valign="top" colspan="2">::com::sun::star::<a href="../lang/module-ix.html">lang</a>::<a href="../lang/IllegalArgumentException.html">IllegalArgumentException</a> );</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Create a volatile bitmap with alpha channel that is usable
 with this graphic device.

 A volatile bitmap's difference in comparison to a plain bitmap
 (e.g. generated via createCompatibleBitmap()) is the fact that
 its content might vanish at any point in time (making any
 operation with them produce a
 <a href="VolatileContentDestroyedException.html">VolatileContentDestroyedException</a>). The benefit,
 on the other hand, is that they might be easy to
 hardware-accelerate on certain platforms, without the need to
 keep a safety copy of the content internally.

 </dd>
<dt><b>Parameter size</b></dt>
<dd>Size of the requested bitmap in pixel. Both components of the
 size must be greater than 0
 </dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="getParametricPolyPolygonFactory" class="membertitle">getParametricPolyPolygonFactory</a><table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
<tr>
<td><table class="table-in-method" border="0">
<tr>
<td valign="top" colspan="3">::com::sun::star::<a href="../lang/module-ix.html">lang</a>::<a href="../lang/XMultiServiceFactory.html">XMultiServiceFactory</a></td>
</tr>
<tr>
<td valign="top"><b>getParametricPolyPolygonFactory</b>();</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Get a reference to this device's parametric polygon factory.

 </dd>
<dt><b>Returns</b></dt>
<dd>a reference to this device's parametric polygon
 factory. Although it is possible to use parametric polygons on
 all canvases, regardless of the associated graphic device,
 this is not advisable: each canvas implementation is free to
 internally generate optimized parametric polygons, which can
 be used more directly for e.g. texturing operations.

 <pre>
 Available services (all canvas implementations should provide
 this minimal set, though are free to add more; just check the
 getAvailableServiceNames() on the returned interface):

 - Gradients - all gradients need to support two construction
 parameters, "Colors" being a <Color>::sequence
 and "Stops" being a <double>::sequence. Both must
 have the same length, and at least two elements. See
 http://www.w3.org/TR/SVG11/pservers.html#GradientStops for
 the semantics of gradient stops and colors.
 Required gradient services:

 * "LinearGradient" - the gradient varies linearly between
 the given colors. without coordinate system
 transformation, the color interpolation happens in
 increasing x direction, and is constant in y
 direction. Equivalent to svg linear gradient
 http://www.w3.org/TR/SVG11/pservers.html#LinearGradients

 * "EllipticalGradient" - this gradient has zeroth color
 index in the middle, and varies linearly between center
 and final color. The services takes an additional
 parameter named "AspectRatio" of ::double
 (width divided by height), if this aspect ratio is 1, the
 gradient is circular. If it's not 1, the gradient is
 elliptical, with the special twist that the aspect ratio
 is maintained also for the center color: the gradient will
 not collapse into a single point, but become a line of
 center color. If "AspectRatio" is missing, or equal to 1,
 this gradient yields similar results as the svg radial
 gradient
 http://www.w3.org/TR/SVG11/pservers.html#RadialGradients

 * "RectangularGradient" - this gradient has zeroth color
 index in the middle, and varies linearly between center
 and final color via rectangular boxes
 around the center point. The services takes an additional
 parameter named "AspectRatio" of ::double
 (width divided by height), if this aspect ratio is 1, the
 gradient is quadratic. If it's not 1, the gradient is
 rectangular, with the special twist that the aspect ratio
 is maintained also for the center color: the gradient will
 not collapse into a single point, but become a line of
 center color.

 - Hatch patterns - Required hatch services:

 * "VerticalLineHatch" - this hatching consists of vertical lines
 * "OrthogonalLinesHatch" - this hatching consists of
 crossing vertical and horizontal lines
 * "ThreeCrossingLinesHatch" - this hatching consists of
 vertical and horizontal lines plus diagonal lines from
 left, top to bottom, right.
 * "FourCrossingLinesHatch" - this hatching consists of
 vertical and horizontal lines plus diagonal lines in both
 directions.
 </pre>
 </dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="hasFullScreenMode" class="membertitle">hasFullScreenMode</a><table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
<tr>
<td><table class="table-in-method" border="0">
<tr>
<td valign="top" colspan="3">boolean</td>
</tr>
<tr>
<td valign="top"><b>hasFullScreenMode</b>();</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Tells whether this graphic device has a full screen mode,
 i.e. whether a window can cover the whole screen exclusively.
 </dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="enterFullScreenMode" class="membertitle">enterFullScreenMode</a><table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
<tr>
<td><table class="table-in-method" border="0">
<tr>
<td valign="top" colspan="3">boolean</td>
</tr>
<tr>
<td valign="top"><b>enterFullScreenMode</b>(</td>
<td valign="top">[in] boolean</td>
<td valign="bottom">&nbsp;bEnter );</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Enter or leave the fullscreen mode, if possible. The return
 value denotes the success of the operation.

 @attention depending on the underlying operating system,
 fullscreen mode can be left without a enterFullScreenMode(
 false ) call.
 </dd>
</dl>
</td>
</tr>
</table>
</td>
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</table>
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