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< .\" $FreeBSD: head/lib/libvgl/vgl.3 52681 1999-10-30 19:29:45Z mpp $
< .Dd October 28, 1999
---
> .\" $FreeBSD: head/lib/libvgl/vgl.3 53013 1999-11-08 11:37:46Z yokota $
> .Dd November 7, 1999
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> .Nm VGLBitmapAllocateBits ,
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> .Nm VGLBitmapCreate ,
> .Nm VGLBitmapDestroy ,
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> .Nm VGLKeyboardInit ,
> .Nm VGLKeyboardEnd ,
> .Nm VGLKeyboardGetCh ,
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> .Nm VGLPanScreen ,
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> .Nm VGLSetVScreenSize ,
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> .Ft int
> .Fn VGLKeyboardInit "int code"
> .Ft void
> .Fn VGLKeyboardEnd "void"
> .Ft int
> .Fn VGLKeyboardGetCh "void"
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> .Ft VGLBitmap *
> .Fn VGLBitmapCreate "int type" "int xsize" "int ysize" "byte *bits"
> .Ft void
> .Fn VGLBitmapDestroy "VGLBitmap *object"
> .Ft int
> .Fn VGLBitmapAllocateBits "VGLBitmap *object"
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> .Ft int
> .Fn VGLSetVScreenSize "VGLBitmap *object" "int vxsize" "int vysize"
> .Ft int
> .Fn VGLPanSreen "VGLBitmap *object" "int x" "int y"
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> .Fn VGLKeyboardInit
> set up the keyboard in the ``raw'' I/O mode and
> specify the key code to be used.
> .Em code
> must be
> .Em VGL_XLATEKEYS ,
> .Em VGL_CODEKEYS ,
> or
> .Em VGL_RAWKEYS .
> When
> .Em VGL_XLATEKEYS
> is specified, the keyboard translate the raw keyboard scan code into
> a character code.
> If
> .Em VGL_RAWKEYS
> is used, the raw keyboard scan code is read as is.
> .Em VGL_CODEKEYS
> is the intermediate key code; each key is assigned a unique code whereas
> more than one raw scan code may be generated when a key is pressed.
> .Pp
> .Fn VGLKeyboardEnd
> when you have finished using the keyboard, call this function.
> .Pp
> .Fn VGLKeyboardGetCh
> read one byte from the keyboard. As the keyboard I/O is in the ``raw''
> input mode, the function will not block even if there is no input data,
> and returns 0.
> .Pp
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> .Fn VGLBitmapCreate
> create a bitmap object and initialize it with the specified
> values and bit data.
> .Em type
> must be
> .Em MEMBUF
> for the in-memory bitmap.
> .Em bits
> may be NULL so that bitmap data may be associated later.
> .Pp
> There also is a macro,
> .Fn VGLBITMAP_INITIALIZER "type" "xsize" "ysize" "bits"
> to initialize a statically declared bitmap object.
> .Pp
> .Fn VGLBitmapDestroy
> free the bitmap data and the bitmap object.
> .Pp
> .Fn VGLBitmapAllocateBits
> allocate a bit data buffer for the specified object.
> .Pp
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> .Fn VGLSetVScreenSize
> change the virtual screen size of the display. Note that this
> function must be called when our vty is in the foreground.
> And
> .Em object
> must be
> .Em VGLDisplay .
> Passing a in-memory bitmap to this function results in error.
> .Pp
> The desired virtual screen width may not be achievable because
> of the video card hardware. In such case the video driver (and
> underlaying video BIOS) may choose the next largest values.
> Always examine
> .Em object->VXsize
> and
> .Em VYsize
> after calling this function, in order to see how the virtual screen
> is actually set up.
> .Pp
> In order to set up the largest possible virtual screen, you may
> call this function with arbitrary large values.
> .Pp
> .Dl VGLSetVScreenSize(10000, 10000);
> .Pp
> .Fn VGLPanSreen
> change the origin of the displayed screen in the virtual screen.
> Note that this function must be called when our vty is in the
> foreground.
> .Em object
> must be
> .Em VGLDisplay .
> Passing a in-memory bitmap to this function results in error.
> .Pp