• Data Types
    • ARCPARAMS
    • AREABUNDLE
    • BITMAPINFO
    • BITMAPINFO2
    • BITMAPINFOHEADER
    • BITMAPINFOHEADER2
    • BOOL
    • BYTE
    • CHAR
    • CHARBUNDLE
    • CONVCONTEXT
    • DDEINIT
    • DDESTRUCT
    • DEVOPENSTRUC
    • DRIVDATA
    • ERRORID
    • ERRINFO
    • FACENAMEDESC
    • FATTRS
    • FIXED
    • FFDESCS
    • FFDESCS2
    • FOCAMETRICS
    • FONTMETRICS
    • GRADIENTL
    • HAB
    • HBITMAP
    • HCINFO
    • HDC
    • HMF
    • HMODULE
    • HPAL
    • HPS
    • HRGN
    • IMAGEBUNDLE
    • KERNINGPAIRS
    • LINEBUNDLE
    • LONG
    • MARKERBUNDLE
    • MATRIXLF
    • MPARAM
    • MRESULT
    • PANOSE
    • PBUNDLE
    • PCH
    • POLYGON
    • POINTL
    • PCSZ
    • PSZ
    • PRQINFO3
    • PVOID
    • RECTL
    • RGNRECT
    • RGB
    • RGB2
    • SIZEF
    • SIZEL
    • SHORT
    • STR8
    • ULONG
    • USHORT
  • Graphics Orders
    • Introduction to Graphics Orders
      • The Graphics-Orders Header File (PMORD.H)
        • Decoding Graphics Orders
        • Naming Conventions
    • Arc at a Given Position/Arc at Current Position
    • Begin Area
    • Begin Element
    • Begin Image at Given Position/Begin Image at Current Position
    • Begin Path
    • Bezier Curve at Given Position/Bezier Curve at Current Poition
    • Bitblt
    • Box at Given Position/Box at Current Position
    • Call Segment
    • Character String at Given Position/Character String at Current Position
    • Character String Extended at Given Position/Character String Extended at Current Position
    • Character String Move at Given Position/Character String Move at Current Position
    • Close Figure
    • Comment
    • End Area
    • End Element
    • End Image
    • End of Symbol Definition
    • End Path
    • End Prolog
    • Escape
    • Extended Escape
    • Fill Path
    • Fillet at Given Position/Fillet at Current Position
    • Full Arc at Given Position/Full Arc at Current Position
    • Image Data
    • Label
    • Line at Given Position/Line at Current Position
    • Marker at Given Position/Marker at Current Position
    • Modify Path
    • No-Operation
    • Outline Path
    • Partial Arc at Given Position/Partial Arc at Current Position
    • Polygons
    • Pop
    • Relative Line at Given Position/Relative Line at Current Position
    • Segment Characteristics
    • Set Arc Parameters/Push and Set Arc Parameters
    • Set Background Color/Push and Set Background Color
    • Set Background Indexed Color/Push and Set Background Indexed Color
    • Set Background Mix/Push and Set Background Mix
    • Set Character Angle/Push and Set Character Angle
    • Set Character Break Extra/Push and Set Character Break Extra
    • Set Character Cell/Push and Set Character Cell
    • Set Character Direction/Push and Set Character Direction
    • Set Character Extra/Push and Set Character Extra
    • Set Character Precision/Push and Set Character Precision
    • Set Character Set/Push and Set Character Set
    • Set Character Shear/Push and Set Character Shear
    • Set Clip Path
    • Set Color/Push and Set Color
    • Set Current Position/Push and Set Current Position
    • Set Extended Color/Push and Set Extended Color
    • Set Fractional Line Width/Push and Set Fractional Line Width
    • Set Indexed Color/Push and Set Indexed Color
    • Set Individual Attribute/Push and Set Individual Attribute
    • Set Line End/Push and Set Line End
    • Set Line Join/Push and Set Line Join
    • Set Line Type/Push and Set Line Type
    • Set Line Width/Push and Set Line Width
    • Set Marker Cell/Push and Set Marker Cell
    • Set Marker Precision/Push and Set Marker Precision
    • Set Marker Set/Push and Set Marker Set
    • Set Marker Symbol/Push and Set Marker Symbol
    • Set Mix/Push and Set Mix
    • Set Model Transform/Push and Set Model Transform
    • Set Pattern Reference Point/Push and Set Pattern Reference Point
    • Set Pattern Set/Push and Set Pattern Set
    • Set Pattern Symbol/Push and Set Pattern Symbol
    • Set Pick Identifier/Push and Set Pick Identifier
    • Set Segment Boundary
    • Set Stroke Line Width/Push and Set Stroke Line Width
    • Set Text Alignment/Push and Set Text Alignment
    • Set Viewing Transform
    • Set Viewing Window/Push and Set Viewing Window
    • Sharp Fillet at Given Position/Sharp Fillet at Current Position
  • Graphics Orders Data Types
    • GBIT1
    • GBIT2
    • GBIT4
    • GBIT5
    • GBIT6
    • GBIT7
    • GBIT8
    • GBIT16
    • GBIT32
    • GCHAR
    • GDELPOINT
    • GFIXED
    • GFIXEDS
    • GHBITMAP
    • GINDATT
    • GINDEX3
    • GLENGTH1
    • GLENGTH2
    • GLONG
    • GPOINT
    • GPOINTB
    • GPOLYS
    • GREAL
    • GROF
    • GROFUFS
    • GROUFS
    • GROL
    • GROSOL
    • GROUL
    • GSHORT
    • GSHORT370
    • GSTR
    • GUCHAR
    • GUFIXEDS
    • GULONG
    • GULONG370
    • GUNDF
    • GUNDF1
    • GUSHORT
    • GUSHORT370
  • Errors
    • Error Number and Name
    • Error Name and Explanation
  • Area and Polygon Primitives
    • About Area Primitives
      • Attributes of Area Primitives
      • Pattern Symbol Attribute
      • Pattern Reference Point Attribute
      • Pattern Set Attribute
        • Default Pattern Set
        • Customizing Pattern Sets
          • Custom Fill Patterns from a Bit Map
          • Custom Fill Patterns from a Font Symbol
      • Area Colors and Mix Attributes
      • Area Brackets
      • Area Bracket Attributes
      • Area Boundaries
      • Area Construction
        • Alternate Mode
        • Winding Mode
      • Attribute Currentness
    • About Polygon Primitives
      • Polygon Boundaries
      • Polygon Construction
      • Polygon Overlap
    • Using Area and Polygon Primitives
      • Drawing a Single, Closed Figure
      • Drawing Multiple, Intersecting, Closed Figures
      • Creating a Custom Fill Pattern from a Bit Map
      • Creating a Custom Fill Pattern from a Font Character
  • Bit Maps
    • About Bit Maps
      • System Implementation
      • Bit Map Functions
        • Creating a Bit Map
          • By an Application
          • Using the Icon Editor
        • Creating and Loading a Custom Bit Map
        • Storing Color Information in a Bit Map
          • Color Planes
          • Standard Bit-Map Formats
        • Drawing Bit Maps
          • WinDrawBitmap
          • GpiImage
        • Transferring Bit Maps
          • GpiDrawBits
          • GpiBitBlt
          • GpiWCBitBlt
        • Changing the Size of the Bit Map
        • Specifying Mix Values
        • Converting between Monochrome and Color Data Bit Maps
        • Manipulating Single Pels
        • Copying Images from a Display into a Bit Map
        • Saving a Bit Map
        • Deleting a Bit Map
        • Making Bit Maps Available to Other Processes
    • Using Bit Maps
      • Copying an Image from a Display Screen to a Bit Map
      • Scaling and Drawing a Bit-Map Image
      • Creating a Custom Fill Pattern
      • Loading a Bit Map from a File
      • Storing a Bit Map in a Metafile
  • Creating and Drawing Retained Graphics
    • About Creating and Drawing Retained Graphics
      • Drawing Modes
        • Draw Mode
        • Retain Mode
        • Draw-and-Retain Mode
      • Creating a Graphics Segment
      • Filling a Graphics Segment
      • Closing a Graphics Segment
      • Segment Attributes
        • Chained Attribute
        • Fast-Chained Attribute
      • Actual Drawing Mode
      • Drawing a Retained Graphic
        • Segment Priority
        • GpiDrawSegment
        • GpiDrawFrom
      • Attribute Modes
      • Reusing the Presentation Space
        • GpiSavePS
        • GpiRestorePS
        • GpiResetPS
        • GpiSetPS
      • Nonretained Graphic Segments
    • Using Segment Creating and Drawing Functions
      • Creating a Chained Segment
      • Creating a Called Segment
      • Drawing a Segment Chain
  • Character String Primitives
    • About Character String Primitives
      • Attributes of Character String Primitives
        • Character Set
        • Character Mode
        • Character Cell
          • Default Character Cell
          • Coding a Character Cell
        • Character Angle
        • Character Shear
        • Character Direction
        • Character Text Alignment
          • Horizontal Alignment of a Character String
          • Vertical Alignment of a Character String
        • Character Extra and Break Extra
        • Character Color and Mix
    • Using Character String Primitives
      • Drawing Text
      • Formatting Text
      • Positioning Text in World Coordinates
  • Clipping and Boundary Determination
    • About Clipping
      • Types of Clipping Areas
        • The Clip Path
        • The Viewing Window
        • The Graphics Field
        • The Current Clipping Region
      • How Clipping Is Implemented
      • Redrawing Nondynamic Graphics
    • About Boundary Determination
    • Using Clipping and Boundary Determination
      • Creating a Clip Path
      • Creating a Clip Region
      • Excluding a Rectangular Area from a Clip Region
      • Adding a Rectangular Area to a Clip Region
      • Setting the Clip Region to a Region Intersection
      • Determining the Size of a Clipping Area
  • Color and Mix Attributes
    • About Color and Mix Attributes
    • Color Implementation
      • RGB Color Encoding
      • Color Tables
      • Logical Color Table
        • Default Logical Color Table
        • Device-Independent Color Indexing
      • Defining a Logical Color Table
        • Color Tables in Index Mode
        • Color Tables in RGB Mode
      • Querying the Available Colors
      • Physical Color Table
      • Palette Manager
        • Realizing a Color Palette
      • Color Attribute
        • Primitive Foreground
        • Primitive Background
        • Changing the Foreground and Background Colors of Primitives
      • Color Output and Mix Attributes
      • Mix Attribute
        • Overpaint Mix Attribute
        • OR Mix Attribute
        • Exclusive-OR (XOR) Mix Attribute
        • Leave-Alone Mix Attribute
        • Specifying Foreground and Background Mix Attributes
      • Color on Advanced Display Devices
      • Dithering
      • Considerations When Using Monochrome Displays
        • Drawing Color Graphics on Monochrome Devices
        • Drawing Color Area Fill Patterns on Monochrome Devices
    • Using Color and Mix Attributes
      • Creating a Logical Color Table
      • Determining the Color-Table Format and Index Values
      • Determining the Index Value of an RGB Value
      • Setting the Primitive Color Attributes
      • Creating a Palette