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📁 DirectFB的使用手册 DirectFB——建立在framebuffer基础之上的图形加速引擎
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<HTML><STYLE>  <!--    A{textdecoration:none}  --></STYLE><STYLE type="text/css">  A:link, A:visited, A:active { text-decoration: none; }</STYLE><HEAD>  <TITLE>IDirectFB [DirectFB Reference Manual]</TITLE></HEAD><BODY bgcolor=#FFFFFF link=#0070FF vlink=#0070FF text=#404040><TABLE width=100% bgcolor=black border=0 cellspacing=1 cellpadding=3>  <TR><TD width=30%>    <A href="http://www.directfb.org"><IMG border=0 src="directfb.png"></A>  </TD><TD align=right>    &nbsp;&nbsp;    <A href="index.html"><FONT size=+3 color=white>Reference Manual - 0.9.25</FONT></A>  </TD></TR>  <TR><TD colspan=2 align=center bgcolor=#303030>    <TABLE border=0 cellspacing=0 cellpadding=0>      <TR><TD nowrap align=right width=50%>        <BIG><A href="index.html"><FONT color=#DDDDDD>DirectFB Interfaces</FONT></A>&nbsp;</BIG>      </TD><TD nowrap align=left width=50%>        <BIG><FONT color=orange>&nbsp;IDirectFB</FONT></BIG>      </TD></TR>    </TABLE>  </TD></TR></TABLE><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.    <br><br>      <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.    <br><br>      <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.    <br><br>      <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.    <br><br>      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.    <br><br>      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.    <br><br>      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.    <br><br>      <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.    <br><br>      <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_GetDeviceDescription.html">      <B>GetDeviceDescription</B></A>    </TD><TD valign=top>       Get a description of the graphics device.    </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>Screens </SMALL></B>    </TD><TD valign=top>      <A href="IDirectFB_EnumScreens.html">      <B>EnumScreens</B></A>    </TD><TD valign=top>       Enumerate all existing screen.    </TD></TR>    <TR><TD valign=top>      <B><SMALL></SMALL></B>    </TD><TD valign=top>      <A href="IDirectFB_GetScreen.html">      <B>GetScreen</B></A>    </TD><TD valign=top>       Retrieve an interface to a specific screen.    </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></SMALL></B>    </TD><TD valign=top>      <A href="IDirectFB_GetClipboardTimeStamp.html">      <B>GetClipboardTimeStamp</B></A>    </TD><TD valign=top>       Get time stamp of last SetClipboardData call.    </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>    <TR><TD valign=top>      <B><SMALL>Extensions </SMALL></B>    </TD><TD valign=top>      <A href="IDirectFB_GetInterface.html">      <B>GetInterface</B></A>    </TD><TD valign=top>       Load an implementation of a specific interface type.    </TD></TR>    </TBODY>  </TABLE></CENTER></P></BODY></HTML>

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