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directfb-doc-0.9.17-1mdk.ppc.rpm

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  <TITLE>DirectFB Reference Manual</TITLE>
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    <A href="http://www.directfb.org"><IMG border=0 src="directfb.png"></A>
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    &nbsp;&nbsp;    <A href="index.html"><FONT size=+3 color=white>DirectFB Reference Manual</FONT></A>
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    <TABLE border=0 cellspacing=0 cellpadding=0>
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        <BIG><A href="index.html"><FONT color=#DDDDDD>DirectFB Interfaces</FONT></A>&nbsp;</BIG>
      </TD><TD align=left width=50%>
        <BIG><FONT color=orange>&nbsp;IDirectFB</FONT></BIG>
      </TD></TR>
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<p style="margin-left:3%; margin-right:3%;">
   <i><b>IDirectFB</b></i> is the main interface. It can be
   retrieved by a call to <i>DirectFBCreate</i>. It's the only
   interface with a global creation facility. Other interfaces
   are created by this interface or interfaces created by it.
</p><p style="margin-left:3%; margin-right:3%;">
   <b>Hardware capabilities</b> such as the amount of video
   memory or a list of supported drawing/blitting functions and
   flags can be retrieved.  It also provides enumeration of all
   supported video modes.
</p><p style="margin-left:3%; margin-right:3%;">
   <b>Input devices</b> and <b>display layers</b> that are
   present can be enumerated via a callback mechanism. The
   callback is given the capabilities and the device or layer
   ID. An interface to specific input devices or display layers
   can be retrieved by passing the device or layer ID to the
   corresponding method.
</p><p style="margin-left:3%; margin-right:3%;">
   <b>Surfaces</b> for general purpose use can be created via
   <i>CreateSurface</i>. These surfaces are so called "offscreen
   surfaces" and could be used for sprites or icons.
</p><p style="margin-left:3%; margin-right:3%;">
   The <b>primary surface</b> is an abstraction and API shortcut
   for getting a surface for visual output. Fullscreen games for
   example have the whole screen as their primary
   surface. Alternatively fullscreen applications can be forced
   to run in a window. The primary surface is also created via
   <i>CreateSurface</i> but with the special capability
   DSCAPS_PRIMARY.
</p><p style="margin-left:3%; margin-right:3%;">
   The <b>cooperative level</b> selects the type of the primary
   surface.  With a call to <i>SetCooperativeLevel</i> the
   application can choose between the surface of an implicitly
   created window and the surface of the primary layer
   (deactivating the window stack). The application doesn't need
   to have any extra functionality to run in a window. If the
   application is forced to run in a window the call to
   <i>SetCooperativeLevel</i> fails with DFB_ACCESSDENIED.
   Applications that want to be "window aware" shouldn't exit on
   this error.
</p><p style="margin-left:3%; margin-right:3%;">
   The <b>video mode</b> can be changed via <i>SetVideoMode</i>
   and is the size and depth of the primary surface, i.e. the
   screen when in exclusive cooperative level. Without exclusive
   access <i>SetVideoMode</i> sets the size of the implicitly
   created window.
</p><p style="margin-left:3%; margin-right:3%;">
   <b>Event buffers</b> can be created with an option to
   automatically attach input devices matching the specified
   capabilities. If DICAPS_NONE is passed an event buffer with
   nothing attached to is created. An event buffer can be
   attached to input devices and windows.
</p><p style="margin-left:3%; margin-right:3%;">
   <b>Fonts, images and videos</b> are created by this
   interface. There are different implementations for different
   content types. On creation a suitable implementation is
   automatically chosen.
</p>
<P>
  <CENTER><TABLE width=93% border=1 rules=groups cellpadding=2 cellspacing=0>
    <THEAD>
      <TR><TH colspan=3>Methods of IDirectFB</TH></TR>
    </THEAD>
    <TBODY>
    <TR><TD valign=top>
      <B><SMALL>Cooperative level, video mode </SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_SetCooperativeLevel.html"><B>SetCooperativeLevel</B></A>
    </TD><TD valign=top>
       Puts the interface into the specified cooperative level.
    </TD></TR>
    <TR><TD valign=top>
      <B><SMALL></SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_SetVideoMode.html"><B>SetVideoMode</B></A>
    </TD><TD valign=top>
       Switch the current video mode (primary layer).
    </TD></TR>
    <TR><TD valign=top>
      <B><SMALL>Hardware capabilities </SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_GetCardCapabilities.html"><B>GetCardCapabilities</B></A>
    </TD><TD valign=top>
       Get a rough description of all drawing/blitting functions along with drawing/blitting flags supported by the hardware.
    </TD></TR>
    <TR><TD valign=top>
      <B><SMALL></SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_EnumVideoModes.html"><B>EnumVideoModes</B></A>
    </TD><TD valign=top>
       Enumerate supported video modes.
    </TD></TR>
    <TR><TD valign=top>
      <B><SMALL>Surfaces & Palettes </SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_CreateSurface.html"><B>CreateSurface</B></A>
    </TD><TD valign=top>
       Create a surface matching the specified description.
    </TD></TR>
    <TR><TD valign=top>
      <B><SMALL></SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_CreatePalette.html"><B>CreatePalette</B></A>
    </TD><TD valign=top>
       Create a palette matching the specified description.
    </TD></TR>
    <TR><TD valign=top>
      <B><SMALL>Display Layers </SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_EnumDisplayLayers.html"><B>EnumDisplayLayers</B></A>
    </TD><TD valign=top>
       Enumerate all existing display layers.
    </TD></TR>
    <TR><TD valign=top>
      <B><SMALL></SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_GetDisplayLayer.html"><B>GetDisplayLayer</B></A>
    </TD><TD valign=top>
       Retrieve an interface to a specific display layer.
    </TD></TR>
    <TR><TD valign=top>
      <B><SMALL>Input Devices </SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_EnumInputDevices.html"><B>EnumInputDevices</B></A>
    </TD><TD valign=top>
       Enumerate all existing input devices.
    </TD></TR>
    <TR><TD valign=top>
      <B><SMALL></SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_GetInputDevice.html"><B>GetInputDevice</B></A>
    </TD><TD valign=top>
       Retrieve an interface to a specific input device.
    </TD></TR>
    <TR><TD valign=top>
      <B><SMALL></SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_CreateEventBuffer.html"><B>CreateEventBuffer</B></A>
    </TD><TD valign=top>
       Create a buffer for events.
    </TD></TR>
    <TR><TD valign=top>
      <B><SMALL></SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_CreateInputEventBuffer.html"><B>CreateInputEventBuffer</B></A>
    </TD><TD valign=top>
       Create a buffer for events with input devices connected.
    </TD></TR>
    <TR><TD valign=top>
      <B><SMALL>Media </SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_CreateImageProvider.html"><B>CreateImageProvider</B></A>
    </TD><TD valign=top>
       Create an image provider for the specified file.
    </TD></TR>
    <TR><TD valign=top>
      <B><SMALL></SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_CreateVideoProvider.html"><B>CreateVideoProvider</B></A>
    </TD><TD valign=top>
       Create a video provider.
    </TD></TR>
    <TR><TD valign=top>
      <B><SMALL></SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_CreateFont.html"><B>CreateFont</B></A>
    </TD><TD valign=top>
       Load a font from the specified file given a description of how to load the glyphs.
    </TD></TR>
    <TR><TD valign=top>
      <B><SMALL></SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_CreateDataBuffer.html"><B>CreateDataBuffer</B></A>
    </TD><TD valign=top>
       Create a data buffer.
    </TD></TR>
    <TR><TD valign=top>
      <B><SMALL>Clipboard </SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_SetClipboardData.html"><B>SetClipboardData</B></A>
    </TD><TD valign=top>
       Set clipboard content.
    </TD></TR>
    <TR><TD valign=top>
      <B><SMALL></SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_GetClipboardData.html"><B>GetClipboardData</B></A>
    </TD><TD valign=top>
       Get clipboard content.
    </TD></TR>
    <TR><TD valign=top>
      <B><SMALL>Misc </SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_Suspend.html"><B>Suspend</B></A>
    </TD><TD valign=top>
       Suspend DirectFB, no other calls to DirectFB are allowed until Resume has been called.
    </TD></TR>
    <TR><TD valign=top>
      <B><SMALL></SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_Resume.html"><B>Resume</B></A>
    </TD><TD valign=top>
       Resume DirectFB, only to be called after Suspend.
    </TD></TR>
    <TR><TD valign=top>
      <B><SMALL></SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_WaitIdle.html"><B>WaitIdle</B></A>
    </TD><TD valign=top>
       Wait until graphics card is idle, i.e. finish all drawing/blitting functions.
    </TD></TR>
    <TR><TD valign=top>
      <B><SMALL></SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_WaitForSync.html"><B>WaitForSync</B></A>
    </TD><TD valign=top>
       Wait for next vertical retrace.
    </TD></TR>
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</P>

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    <FONT size=-3>&nbsp;&nbsp;(C) Copyright by convergence GmbH</FONT>
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    <A href="http://www.convergence.de">
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