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1.1 root 1: .ds ZZ DEVELOPMENT PACKAGE
2: .TH RECTF 3R "630 MTG"
3: .XE "rectf()"
4: .SH NAME
5: rectf \- perform function on Rectangle in Bitmap
6: .SH SYNOPSIS
7: .B #include <dmd.h>
8: .sp
9: .B void rectf (b, r, f)
10: .br
11: .B Bitmap \(**b;
12: .br
13: .B Rectangle r;
14: .br
15: .B Code f;
16: .SH DESCRIPTION
17: The
18: .I rectf
19: function
20: performs the action specified by the function Code
21: .I f
22: on the Rectangle
23: .I r
24: within the Bitmap
25: .I \(**b.
26: .SH EXAMPLE
27: The following routine will ``doodle'' on the screen using a Rectangle.
28: .PP
29: .RS 3
30: .nf
31: .ft CM
32: #include <dmd.h>
33:
34: int request();
35: int wait();
36: Point add();
37: void rectf();
38:
39: main()
40: {
41: Rectangle r;
42: Point s;
43:
44: s.x = 16;
45: s.y = 16;
46: request (MOUSE);
47: for (wait(MOUSE); !button3();
48: wait(MOUSE)){
49: r.origin = mouse.jxy;
50: r.corner = add (r.origin, s);
51: if( button1() )
52: rectf (&display, r, F_STORE);
53: if( button2() )
54: rectf (&display, r, F_CLR);
55: }
56: }
57: .ft R
58: .fi
59: .RE
60: .SH SEE ALSO
61: jrectf(3R), structures(3R).
62: .RE
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