GPIGuide - Graphics Orders: Difference between revisions
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===No-Operation=== | ===No-Operation=== | ||
===Outline Path=== | ===Outline Path=== | ||
Partial Arc at Given Position/Partial Arc at Current Position | ===Partial Arc at Given Position/Partial Arc at Current Position=== | ||
Polygons | ===Polygons=== | ||
Pop | ===Pop=== | ||
Relative Line at Given Position/Relative Line at Current Position | ===Relative Line at Given Position/Relative Line at Current Position=== | ||
Segment Characteristics | ===Segment Characteristics=== | ||
Set Arc Parameters/Push and Set Arc Parameters | ===Set Arc Parameters/Push and Set Arc Parameters=== | ||
Set Background Color/Push and Set Background Color | ===Set Background Color/Push and Set Background Color=== | ||
Set Background Indexed Color/Push and Set Background Indexed Color | ===Set Background Indexed Color/Push and Set Background Indexed Color=== | ||
Set Background Mix/Push and Set Background Mix | ===Set Background Mix/Push and Set Background Mix=== | ||
Set Character Angle/Push and Set Character Angle | ===Set Character Angle/Push and Set Character Angle=== | ||
Set Character Break Extra/Push and Set Character Break Extra | ===Set Character Break Extra/Push and Set Character Break Extra=== | ||
Set Character Cell/Push and Set Character Cell | ===Set Character Cell/Push and Set Character Cell=== | ||
Set Character Direction/Push and Set Character Direction | ===Set Character Direction/Push and Set Character Direction=== | ||
Set Character Extra/Push and Set Character Extra | ===Set Character Extra/Push and Set Character Extra=== | ||
Set Character Precision/Push and Set Character Precision | ===Set Character Precision/Push and Set Character Precision=== | ||
Set Character Set/Push and Set Character Set | ===Set Character Set/Push and Set Character Set=== | ||
Set Character Shear/Push and Set Character Shear | ===Set Character Shear/Push and Set Character Shear=== | ||
Set Clip Path | ===Set Clip Path=== | ||
Set Color/Push and Set Color | ===Set Color/Push and Set Color=== | ||
Set Current Position/Push and Set Current Position | ===Set Current Position/Push and Set Current Position=== | ||
Set Extended Color/Push and Set Extended Color | ===Set Extended Color/Push and Set Extended Color=== | ||
Set Fractional Line Width/Push and Set Fractional Line Width | ===Set Fractional Line Width/Push and Set Fractional Line Width=== | ||
Set Indexed Color/Push and Set Indexed Color | ===Set Indexed Color/Push and Set Indexed Color=== | ||
Set Individual Attribute/Push and Set Individual Attribute | ===Set Individual Attribute/Push and Set Individual Attribute=== | ||
Set Line End/Push and Set Line End | ===Set Line End/Push and Set Line End=== | ||
Set Line Join/Push and Set Line Join | ===Set Line Join/Push and Set Line Join=== | ||
Set Line Type/Push and Set Line Type | ===Set Line Type/Push and Set Line Type=== | ||
Set Line Width/Push and Set Line Width | ===Set Line Width/Push and Set Line Width=== | ||
Set Marker Cell/Push and Set Marker Cell | ===Set Marker Cell/Push and Set Marker Cell=== | ||
Set Marker Precision/Push and Set Marker Precision | ===Set Marker Precision/Push and Set Marker Precision=== | ||
Set Marker Set/Push and Set Marker Set | ===Set Marker Set/Push and Set Marker Set=== | ||
Set Marker Symbol/Push and Set Marker Symbol | ===Set Marker Symbol/Push and Set Marker Symbol=== | ||
Set Mix/Push and Set Mix | ===Set Mix/Push and Set Mix=== | ||
Set Model Transform/Push and Set Model Transform | ===Set Model Transform/Push and Set Model Transform=== | ||
Set Pattern Reference Point/Push and Set Pattern Reference Point | ===Set Pattern Reference Point/Push and Set Pattern Reference Point=== | ||
Set Pattern Set/Push and Set Pattern Set | ===Set Pattern Set/Push and Set Pattern Set=== | ||
Set Pattern Symbol/Push and Set Pattern Symbol | Set Pattern Symbol/Push and Set Pattern Symbol | ||
Set Pick Identifier/Push and Set Pick Identifier | Set Pick Identifier/Push and Set Pick Identifier |
Revision as of 02:44, 2 April 2025
Reprint Courtesy of International Business Machines Corporation, © International Business Machines Corporation
This section describes the format of the graphics orders.
Graphics orders are used in the following circumstances:
- Using GpiGetData or GpiPutData functions for bulk transfer of part or all of graphics segment data (unless this is simply being copied without being changed).
- Editing segments with GpiQueryElement and GpiElement.
- Generating metafiles (other than through the Presentation Manager API), or examining their contents. The data part of Graphics Data structured fields within the metafile (see "Metafile Data Format" in the Presentation Manager Programming Reference) consists of graphics orders.
When primitive or attribute functions (plus certain other functions) are specified at the programming interface, and the drawing mode (see GpiSetDrawingMode) is set to drawandretain, graphics orders are constructed and placed in the current graphics segment. One API call often causes a single order to be generated. Sometimes, however, several orders are necessary: an example of this is where a GpiPolyLine call is issued, which specifies more strokes than there is room for, in a single order.
In either case, the order or orders generated by a single API call comprise a single element, unless the application specifically starts an element using the GpiBeginElement function. In this case the element consists of all of the orders generated between this and the following GpiEndElement function. A GpiQueryElement function returns the orders that comprise an element; the application may edit these, and return them to the segment with GpiElement. The Begin Element - End Element orders that surround a multi-order element in the segment are never passed between the application and the system on GpiQueryElement and GpiElement functions. No double word or word alignment can be assumed for orders either within segments or during editing
Introduction to Graphics Orders
In the retain and draw-and-retain drawing modes, specific GPI functions (primitive-drawing and attribute-setting functions, plus some others) cause graphics orders to be stored in the current segment. A graphics order is a sequence of one or more bytes of data that describe a graphics function. There is typically a one-to-one correspondence between a GPI function and a graphics order. You do not need to understand the various formats and contents of the graphics orders, unless:
- You are using GpiGetData or GpiPutData for bulk transfer of data that you want to edit.
- You are simply copying data from one segment to another.
- You are using GpiElement to add data to a segment, or GpiQueryElement to retrieve data from a segment.
- You are examining the contents of a metafile.
Both the graphics orders and the metafile structure are described in the Presentation Manager. This appendix describes the header file PMORD.H, which has been provided to allow you to manipulate the graphics orders more easily.
The Graphics-Orders Header File (PMORD.H)
A set of helper constants, macros, and structures has been provided to help you decode and encode graphics orders. These items are defined in the header file PMORD.H.
There are four types of graphics orders. The first byte of each order, regardless of the graphics-order type, is the order code itself, which either partially or completely describes what follows. Depending on the order type, the graphics order can contain further information.
The four types of graphics order are:
Byte Order The 1-byte order comprises a single byte:
BYTE 1 : order code.
2-Byte Order
The 2-byte order consists of two bytes:
BYTE 1 : order code BYTE 2 : associated value.
Long Order
The long order can comprise up to 257 bytes of information:
BYTE 1 : order code BYTE 2 : length of order (0 to 255) BYTE 3-257 : associated value bytes depending on the order code.
There is a special long order (Escape) where:
BYTE 3 : escape type BYTE 4 : escape identifier BYTE 5-257 : associated value bytes depending on the escape identifier.
Very Long Order
The very long order can comprise up to 65537 bytes of information:
BYTE 1 : order code BYTE 2 : order qualifier BYTE 3 : length of order (most significant byte) BYTE 4 : length of order (least significant byte - length of order is 0 to 65535) BYTE 5-65537 : associated value bytes depending on the order qualifier.
There is a special very long order (Escape) where :
BYTE 5 : escape type BYTE 6 : escape identifier BYTE 7-65537 : associated value bytes depending on the escape identifier.
Decoding Graphics Orders
The recommended way of decoding a buffer of graphics orders (in C language) is to use a pointer to address the first byte of the buffer, and then retrieve the graphics order it contains. To discover which of the four types of order you have, use the following macros:
- BYTE_ORDER (1-byte order)
- SHORT_ORDER (2-byte order)
- LONG_ORDER (long order)
- VLONG_ORDER (very long order).
These macros are defined in the header file PMORD.H. Each macro processes a single byte of data and returns a Boolean value (zero or nonzero). A zero value means that the order is not of that type. When you know the graphics-order type, you can establish the length of the order, and add the length to the pointer. You can then retrieve the next order in the buffer, and repeat the process until all data has been retrieved.
You can decode the graphics-order data itself by providing a routine for each of the order types, or a routine for each individual order:
- For a 1-byte graphic order, the decoding routine should simply return a length of 1.
- For a 2-byte graphic order, the decoding routine can use the overlay structure ORDER to decode the data. The routine should return a length of 2.
- For a long order, the decoding routine can use the overlay structure LORDER to decode the data. The length of the data is a variable value.
- For a very long order, the decoding routine can use the overlay structure VORDER to decode the data. The length of the data is a variable value.
The overlay structures ORDER, LORDER, and VORDER are defined in the header file PMORD.H.
You can build graphics orders using the same structures and order types that are used for decoding graphics orders.
Naming Conventions
The names of the graphics-order codes are in the form OCODE_Gxxx. The Gxxx abbreviation is the name of the individual order, and can be used for types, structures, and constants directly related to that order. In the header file, there is a comment on the same line as each of the orders that describes the order. For example, the Begin Area order (GBAR) is described in the header file as follows:
#define OCODE_GBAR 0x68 /* Begin area */ #define GBAR_BOUNDARY 0xC0
Note:
In some structures, an S or an L is added to the name to differentiate between the short-coordinate form (16-bit) and the long-coordinate form (32-bit). For example, the Set Arc Parameters order (GSAP) is as follows:
#define OCODE_GSAP 0x22 #define OCODE_GPSAP 0x62
typedef struct _ORDERS_GSAP { SHORT p; SHORT q; SHORT r; SHORT s; } ORDERS_GSAP;
typedef struct _ORDERL_GSAP { LONG p; LONG q; LONG r; LONG s; } ORDERL_GSAP;
In this example, the structures ORDERS_GSAP and ORDERL_GSAP are shared by GSAP (set arc parameters) and GPSAP (push and set arc parameters). As a rule, there is structure sharing between the set and push-and-set forms of graphics orders.
There is structure-sharing between the current-position and the given-position forms of some orders. For example, the orders GCARC (arc at current position) and GARC (arc at given position) share a structure.
Arc at a Given Position/Arc at Current Position
- Syntax
This order constructs an arc starting at a given position.
Arc at a Given Position (GARC) X'C6' (LEN, P0, P1, P2)
Arc at Current Position (GCARC) X'86' (LEN, P1, P2)
- Parameters
LEN (GLENGTH1) Length of following data.
P0 (GPOINT) Coordinate data of start point.
This parameter is only present in a Arc at a Given Position order.
P1 (GPOINT) Coordinate data of intermediate point.
P2 (GPOINT) Coordinate data of end point.
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