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directfb-doc-1.7.5-4.mga5.noarch.rpm

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  <TITLE>IDirectFB [DirectFB Reference Manual]</TITLE>
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    <A href="http://www.directfb.org"><IMG border=0 src="dfb_logo-alpha.png"></A>
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    &nbsp;&nbsp;    <A href="index.html"><FONT size=+3 color=#203040>Reference Manual - 1.7.5</FONT></A>
  </TD></TR>
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        <BIG><FONT color=#D0D0D0><A href="index.html">  <FONT color=#D0D0D0>DirectFB Interfaces</FONT></A>&nbsp;</FONT></BIG>
      </TD><TD nowrap align=left width=50%>
        <BIG><FONT color=#E09040>&nbsp;IDirectFB</FONT></BIG>
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<P>
  
        <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.

  
        <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>
        <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>
        <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>
        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>
        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>
        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>
        <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>
        <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=4 cellspacing=2>
    <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>
    <TR><TD valign=top>
      <B><SMALL>Surfaces </SMALL></B>
    </TD><TD valign=top>
      <A href="IDirectFB_GetSurface.html">      <B>GetSurface</B></A>
    </TD><TD valign=top>
      
        Get a surface by ID.

    </TD></TR>
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