return NULL; /* No match found */
}
+/**
+ * glk_image_get_info:
+ * @image: An image resource number.
+ * @width: Pointer to a location at which to store the image's width.
+ * @height: Pointer to a location at which to store the image's height.
+ *
+ * This gets information about the image resource with the given identifier. It
+ * returns %TRUE if there is such an image, and %FALSE if not. You can also pass
+ * pointers to width and height variables; if the image exists, the variables
+ * will be filled in with the width and height of the image, in pixels. (You can
+ * pass %NULL for either width or height if you don't care about that
+ * information.)
+ *
+ * <note><para>
+ * You should always use this function to measure the size of images when you
+ * are creating your display. Do this even if you created the images, and you
+ * know how big they <quote>should</quote> be. This is because images may be
+ * scaled in translating from one platform to another, or even from one
+ * machine to another. A Glk library might display all images larger than
+ * their original size, because of screen resolution or player preference.
+ * Images will be scaled proportionally, but you still need to call
+ * glk_image_get_info() to determine their absolute size.
+ * </para></note>
+ *
+ * Returns: %TRUE if @image is a valid identifier, %FALSE if not.
+ */
glui32
glk_image_get_info(glui32 image, glui32 *width, glui32 *height)
{
return TRUE;
}
+/**
+ * glk_image_draw:
+ * @win: A graphics or text buffer window.
+ * @image: An image resource number.
+ * @val1: The x coordinate at which to draw the image (if @win is a graphics
+ * window); or, an <link linkend="chimara-imagealign-InlineUp">image
+ * alignment</link> constant (if @win is a text window).
+ * @val2: The y coordinate at which to draw the image (if @win is a graphics
+ * window); this parameter is ignored if @win is a text buffer window.
+ *
+ * This draws the given image resource in the given window. The position of the
+ * image is given by @val1 and @val2, but their meaning varies depending on what
+ * kind of window you are drawing in. See <link
+ * linkend="chimara-Graphics-in-Graphics-Windows">Graphics in Graphics
+ * Windows</link> and <link linkend="Graphics-in-Text-Buffer-Windows">Graphics
+ * in Text Buffer Windows</link>.
+ *
+ * This function returns a flag indicating whether the drawing operation
+ * succeeded.
+ * <note><para>
+ * A %FALSE result can occur for many reasons. The image data might be
+ * corrupted; the library may not have enough memory to operate; there may be
+ * no image with the given identifier; the window might not support image
+ * display; and so on.
+ * </para></note>
+ *
+ * Returns: %TRUE if the operation succeeded, %FALSE if not.
+ */
glui32
glk_image_draw(winid_t win, glui32 image, glsi32 val1, glsi32 val2)
{
return TRUE;
}
-
+/**
+ * glk_image_draw_scaled:
+ * @win: A graphics or text buffer window.
+ * @image: An image resource number.
+ * @val1: The x coordinate at which to draw the image (if @win is a graphics
+ * window); or, an <link linkend="chimara-imagealign-InlineUp">image
+ * alignment</link> constant (if @win is a text window).
+ * @val2: The y coordinate at which to draw the image (if @win is a graphics
+ * window); this parameter is ignored if @win is a text buffer window.
+ * @width: The width of the image.
+ * @height: The height of the image.
+ *
+ * This is similar to glk_image_draw(), but it scales the image to the given
+ * @width and @height, instead of using the image's standard size. (You can
+ * measure the standard size with glk_image_get_info().)
+ *
+ * If @width or @height is zero, nothing is drawn. Since those arguments are
+ * unsigned integers, they cannot be negative. If you pass in a negative number,
+ * it will be interpreted as a very large positive number, which is almost
+ * certain to end badly.
+ *
+ * Returns: %TRUE if the operation succeeded, %FALSE otherwise.
+ */
glui32
glk_image_draw_scaled(winid_t win, glui32 image, glsi32 val1, glsi32 val2, glui32 width, glui32 height)
{
return TRUE;
}
+/**
+ * glk_window_set_background_color:
+ * @win: A graphics window.
+ * @color: a 32-bit RGB color value.
+ *
+ * This sets the window's background color. It does not change what is currently
+ * displayed; it only affects subsequent clears and resizes. The initial
+ * background color of each window is white.
+ *
+ * Colors are encoded in a 32-bit value: the top 8 bits must be zero, the next 8
+ * bits are the red value, the next 8 bits are the green value, and the bottom 8
+ * bits are the blue value. Color values range from 0 to 255.
+ * <note><para>
+ * So <code>0x00000000</code> is black, <code>0x00FFFFFF</code> is white, and
+ * <code>0x00FF0000</code> is bright red.
+ * </para></note>
+ *
+ * <note><para>
+ * This function may only be used with graphics windows. To set background
+ * colors in a text window, use text styles with color hints; see <link
+ * linkend="Styles">Styles</link>.
+ * </para></note>
+ */
void
-glk_window_set_background_color(winid_t win, glui32 color) {
+glk_window_set_background_color(winid_t win, glui32 color)
+{
+ VALID_WINDOW(win, return);
+ g_return_if_fail(win->type == wintype_Graphics);
+
win->background_color = color;
}
+/**
+ * glk_window_fill_rect:
+ * @win: A graphics window.
+ * @color: A 32-bit RGB color value, see glk_window_set_background_color().
+ * @left: The x coordinate of the top left corner of the rectangle.
+ * @top: The y coordinate of the top left corner of the rectangle.
+ * @width: The width of the rectangle.
+ * @height: The height of the rectangle.
+ *
+ * This fills the given rectangle with the given color. It is legitimate for
+ * part of the rectangle to fall outside the window. If width or height is zero,
+ * nothing is drawn.
+ */
void
glk_window_fill_rect(winid_t win, glui32 color, glsi32 left, glsi32 top, glui32 width, glui32 height)
{
gdk_threads_leave();
}
+/**
+ * glk_window_erase_rect:
+ * @win: A graphics window.
+ * @left: The x coordinate of the top left corner of the rectangle.
+ * @top: The y coordinate of the top left corner of the rectangle.
+ * @width: The width of the rectangle.
+ * @height: The height of the rectangle.
+ *
+ * This fills the given rectangle with the window's background color.
+ *
+ * You can also fill an entire graphics window with its background color by
+ * calling glk_window_clear().
+ */
void
glk_window_erase_rect(winid_t win, glsi32 left, glsi32 top, glui32 width, glui32 height)
{