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