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<?xml version="1.0" encoding="UTF-8"?>
<!--
Documentation for LCL (Lazarus Component Library) and LazUtils (Lazarus
Utilities) are published under the Creative Commons Attribution-ShareAlike 4.0
International public license.
https://creativecommons.org/licenses/by-sa/4.0/legalcode.txt
https://gitlab.com/freepascal.org/lazarus/lazarus/-/blob/main/docs/cc-by-sa-4-0.txt
Copyright (c) 1997-2025, by the Lazarus Development Team.
-->
<fpdoc-descriptions>
<package name="lcl">
<!--
====================================================================
GraphUtil
====================================================================
-->
<module name="GraphUtil">
<short>Contains routines and types used when drawing graphics.</short>
<descr>
<p>
<file>graphutil.pp</file> contains routines and types used when drawing
graphics. They focus primarily on converting colors and drawing gradients,
scroll bars, and arrows.
</p>
<p>
It includes routines used to convert between both the HSL (hue, saturation,
lightness) and HSV (hue, saturation, brightness value) alternative
representations of the RGB color model.
</p>
<p>
HSV models the way different colors mix together, with the saturation
dimension resembling various tints of brightly colored paint, and the value
dimension resembling the mixture of those paints with varying amounts of
black or white paint.
</p>
<p>
HSL places saturated colors around a circle with a lightness value of 0.5,
where a lightness value of 0 or 1 is fully black or white (respectively).
</p>
<p>
GraphUtil is used in the Lazarus IDE, in LCL WidgetSet components, and
optional Lazarus components like FPReport, SynEdit, and TAChart.
</p>
<p>
<file>graphutil.pp</file> is part of the Lazarus Component Library
(<b>LCL</b>).
</p>
</descr>
<!-- unresolved type references Visibility: default -->
<element name="Types"/>
<element name="Math"/>
<element name="SysUtils"/>
<element name="Graphics"/>
<element name="LCLType"/>
<element name="LCLIntf"/>
<element name="GraphType"/>
<element name="ColorToGray">
<short>Converts a Lazarus TColor value to its grayscale equivalent.</short>
<descr></descr>
<seealso></seealso>
</element>
<element name="ColorToGray.Result">
<short>Byte contain the grayscale value for the specified color.</short>
</element>
<element name="ColorToGray.AColor">
<short>TColor value converted in the method.</short>
</element>
<element name="ColorToHLS">
<short>
Converts a TColor value to its Hue, Lightness, and Saturation values.
</short>
<descr></descr>
<errors/>
<seealso></seealso>
</element>
<element name="ColorToHLS.AColor">
<short>TColor value converted in the method.</short>
</element>
<element name="ColorToHLS.H">
<short>Hue value for the specified color.</short>
</element>
<element name="ColorToHLS.L">
<short>Lightness value for the specified color.</short>
</element>
<element name="ColorToHLS.S">
<short>Saturation value for the specified color.</short>
</element>
<element name="RGBtoHLS">
<short>
Converts RGB color values to Hue, Lightness, and Saturation values.
</short>
<descr></descr>
<errors/>
<seealso></seealso>
</element>
<element name="RGBtoHLS.R">
<short></short>
</element>
<element name="RGBtoHLS.G">
<short></short>
</element>
<element name="RGBtoHLS.B">
<short></short>
</element>
<element name="RGBtoHLS.H">
<short></short>
</element>
<element name="RGBtoHLS.L">
<short></short>
</element>
<element name="RGBtoHLS.S">
<short></short>
</element>
<element name="HLStoColor">
<short>
Converts Hue, Lightness, and Saturation values to a TColor value.
</short>
<descr></descr>
<errors/>
<seealso></seealso>
</element>
<element name="HLStoColor.Result">
<short></short>
</element>
<element name="HLStoColor.H">
<short></short>
</element>
<element name="HLStoColor.L">
<short></short>
</element>
<element name="HLStoColor.S">
<short></short>
</element>
<element name="HLStoRGB">
<short>
Converts Hue, Lightness, and Saturation values to a RGB color values.
</short>
<descr></descr>
<errors/>
<seealso></seealso>
</element>
<element name="HLStoRGB.H">
<short></short>
</element>
<element name="HLStoRGB.L">
<short></short>
</element>
<element name="HLStoRGB.S">
<short></short>
</element>
<element name="HLStoRGB.R">
<short></short>
</element>
<element name="HLStoRGB.G">
<short></short>
</element>
<element name="HLStoRGB.B">
<short></short>
</element>
<!-- HSV functions are copied from mbColorLib without changes -->
<element name="ColorToHSV">
<short>
Converts a TColor value to Hue, Saturation, and brightness Values.
</short>
<descr></descr>
<seealso></seealso>
</element>
<element name="ColorToHSV.c">
<short></short>
</element>
<element name="ColorToHSV.H">
<short></short>
</element>
<element name="ColorToHSV.S">
<short></short>
</element>
<element name="ColorToHSV.V">
<short></short>
</element>
<element name="HSVToColor">
<short>
Converts Hue, Saturation, and brightness values to a TColor value.
</short>
<descr></descr>
<seealso></seealso>
</element>
<element name="HSVToColor.Result">
<short></short>
</element>
<element name="HSVToColor.H">
<short></short>
</element>
<element name="HSVToColor.S">
<short></short>
</element>
<element name="HSVToColor.V">
<short></short>
</element>
<element name="RGBToHSV">
<short>Converts RGB values to Hue, Saturation, and brightness values.</short>
<descr></descr>
<seealso></seealso>
</element>
<element name="RGBToHSV.Result">
<short></short>
</element>
<element name="RGBToHSV.R">
<short></short>
</element>
<element name="RGBToHSV.G">
<short></short>
</element>
<element name="RGBToHSV.B">
<short></short>
</element>
<element name="RGBToHSV.H">
<short></short>
</element>
<element name="RGBToHSV.S">
<short></short>
</element>
<element name="RGBToHSV.V">
<short></short>
</element>
<element name="HSVtoRGB">
<short>Converts Hue, Saturation, and brightness values to RGB values.</short>
<descr></descr>
<seealso></seealso>
</element>
<element name="HSVtoRGB.H">
<short></short>
</element>
<element name="HSVtoRGB.S">
<short></short>
</element>
<element name="HSVtoRGB.V">
<short></short>
</element>
<element name="HSVtoRGB.R">
<short></short>
</element>
<element name="HSVtoRGB.G">
<short></short>
</element>
<element name="HSVtoRGB.B">
<short></short>
</element>
<element name="RGBtoHSVRange">
<short></short>
<descr></descr>
<seealso></seealso>
</element>
<element name="RGBtoHSVRange.R">
<short></short>
</element>
<element name="RGBtoHSVRange.G">
<short></short>
</element>
<element name="RGBtoHSVRange.B">
<short></short>
</element>
<element name="RGBtoHSVRange.H">
<short></short>
</element>
<element name="RGBtoHSVRange.S">
<short></short>
</element>
<element name="RGBtoHSVRange.V">
<short></short>
</element>
<element name="RGBtoHSVRange.">
<short></short>
</element>
<element name="HSVtoRGBRange">
<short></short>
<descr></descr>
<seealso></seealso>
</element>
<element name="HSVtoRGBRange.H">
<short></short>
</element>
<element name="HSVtoRGBRange.S">
<short></short>
</element>
<element name="HSVtoRGBRange.V">
<short></short>
</element>
<element name="HSVtoRGBRange.R">
<short></short>
</element>
<element name="HSVtoRGBRange.G">
<short></short>
</element>
<element name="HSVtoRGBRange.B">
<short></short>
</element>
<element name="HSVRangeToColor">
<short></short>
<descr></descr>
<seealso></seealso>
</element>
<element name="HSVRangeToColor.Result">
<short></short>
</element>
<element name="HSVRangeToColor.H">
<short></short>
</element>
<element name="HSVRangeToColor.S">
<short></short>
</element>
<element name="HSVRangeToColor.V">
<short></short>
</element>
<element name="HSVtoRGBTriple">
<short>
Converts Hue, Saturation, and brightness values to a TRGBTriple value
.</short>
<descr></descr>
<seealso></seealso>
</element>
<element name="HSVtoRGBTriple.Result">
<short></short>
</element>
<element name="HSVtoRGBTriple.H">
<short></short>
</element>
<element name="HSVtoRGBTriple.S">
<short></short>
</element>
<element name="HSVtoRGBTriple.V">
<short></short>
</element>
<element name="HSVtoRGBQuad">
<short>
Converts Hue, Saturation, and brightness values to a TRGBQuad value
.</short>
<descr></descr>
<seealso></seealso>
</element>
<element name="HSVtoRGBQuad.Result">
<short></short>
</element>
<element name="HSVtoRGBQuad.H">
<short></short>
</element>
<element name="HSVtoRGBQuad.S">
<short></short>
</element>
<element name="HSVtoRGBQuad.V">
<short></short>
</element>
<element name="GetHValue">
<short>Gets the Hue value from the specified TColor value.</short>
<descr></descr>
<seealso></seealso>
</element>
<element name="GetHValue.Result">
<short></short>
</element>
<element name="GetHValue.Color">
<short></short>
</element>
<element name="GetSValue">
<short>Gets the Saturation value from the specified TColor value.</short>
<descr></descr>
<seealso></seealso>
</element>
<element name="GetSValue.Result">
<short>Saturation value for the specified color.</short>
</element>
<element name="GetSValue.Color">
<short>Color examined in the routine.</short>
</element>
<element name="GetVValue">
<short>Gets the brightness value from the specified TColor value.</short>
<descr></descr>
<seealso></seealso>
</element>
<element name="GetVValue.Result">
<short>Brightness value for the specified color.</short>
</element>
<element name="GetVValue.Color">
<short>Color examined in the routine.</short>
</element>
<element name="DrawVerticalGradient">
<short>
Draws a gradient from top to bottom with parabolic color variation.
</short>
<descr/>
<seealso/>
</element>
<element name="DrawVerticalGradient.Canvas">
<short>Canvas where the gradient is drawn.</short>
</element>
<element name="DrawVerticalGradient.ARect">
<short>Rectangle that defines the drawing boundaries for the gradient.</short>
</element>
<element name="DrawVerticalGradient.TopColor">
<short>Color used at the top of the gradient.</short>
</element>
<element name="DrawVerticalGradient.BottomColor">
<short>Color used at the end or bottom of the gradient.</short>
</element>
<element name="DrawGradientWindow">
<short>Draws a window with a Title using gradient coloring.</short>
<descr/>
<seealso/>
</element>
<element name="DrawGradientWindow.Canvas">
<short>Canvas where the gradient is drawn.</short>
</element>
<element name="DrawGradientWindow.WindowRect">
<short>Rectangle for the window drawn using a gradient .</short>
</element>
<element name="DrawGradientWindow.TitleHeight">
<short>Height of the title bar in the window.</short>
</element>
<element name="DrawGradientWindow.BaseColor">
<short>Base color for the window.</short>
</element>
<element name="AntiAliasedStretchDrawBitmap">
<short>Stretch-draws a bitmap using anti-aliased drawing.</short>
<descr></descr>
<seealso></seealso>
</element>
<element name="AntiAliasedStretchDrawBitmap.SourceBitmap">
<short>Bitmap drawn in the routine.</short>
</element>
<element name="AntiAliasedStretchDrawBitmap.DestBitmap">
<short>Bitmap where the new image is drawn.</short>
</element>
<element name="AntiAliasedStretchDrawBitmap.DestWidth">
<short>Width for the resized image.</short>
</element>
<element name="AntiAliasedStretchDrawBitmap.DestHeight">
<short>Height for the resized image.</short>
</element>
<element name="BitmapGrayscale">
<short>
Converts a bitmap to grayscale taking filtering parameters into account.
</short>
<descr>
<p>
<var>BitmapGrayscale</var> is a procedure used to convert the specified
bitmap image to a grayscale image. It calculates the weighted average of the
RGB (Red, Green, Blue) color components of each pixel in the bitmap and
assigns it to each color component. Weighting is done by multiplication of
the RGB values with the corresponding filter factors in the RedFilter,
GreenFilter and BlueFilter arguments. The end result is an image where the
original colors are converted to various shades of gray.
</p>
<p>
<var>ABitmap</var> is the <var>TCustomBitmap</var> instance with the original
image data.
</p>
<p>
<var>RedFilter</var>, <var>GreenFilter</var> and <var>BlueFilter</var> are
multipliers (data type: single) for the red, green, blue color components of
each pixel when the average value of the three color components is
calculated. Usually these factors are between 0.0 and 1.0 and are selected to
suppress or enhance the contribution of the corresponding color channel to
the overall grayscale value. The combination 0.30, 0.59, 0.11 for the red,
green and blue components, respectively, is often chosen because it matches
the sensitivity of the human eye and thus results in a visual brightness
impression like in the original color image.
</p>
<p>
<b>Example Usage:</b>
</p>
<code>
BitmapGrayscale(Image1.Picture.Bitmap, 0.30, 0.59, 0.11); // Neutral filter
BitmapGrayscale(Image1.Picture.Bitmap, 1.00, 0.00, 0.00); // Red filter
BitmapGrayscale(Image1.Picture.Bitmap, 0.00, 1.00, 0.00); // Green filter
BitmapGrayscale(Image1.Picture.Bitmap, 0.00, 0.00, 1.00); // Blue filter
BitmapGrayscale(Image1.Picture.Bitmap, 0.00, 0.50, 0.50); // Cyan filter
BitmapGrayscale(Image1.Picture.Bitmap, 0.50, 0.00, 0.50); // Magenta filter
BitmapGrayscale(Image1.Picture.Bitmap, 0.50, 0.50, 0.00); // Yellow filter
</code>
</descr>
<seealso>
<link id="#lcl.graphics.TCustomBitmap">TCustomBitmap</link>
</seealso>
</element>
<element name="BitmapGrayscale.ABitmap">
<short>
Bitmap with the image data converted to grayscale in the routine.
</short>
</element>
<element name="BitmapGrayscale.RedFilter">
<short>
Weighting factor for the contribution of the Red color component to the final
grayscale image. It multiplies to the value of the Red component of each
pixel and thus controls the contribution of the Red color channel to the
resulting image. Having RedFilter = 0, for example, results in grayscale
shades in which all parts with Red color components are rendered darker.
</short>
</element>
<element name="BitmapGrayscale.GreenFilter">
<short>
Weighting factor for the contribution of the Green color component to the
final grayscale image. It multiplies to the value of the Green component of
each pixel and thus controls the contribution of the Green color channel to
the resulting image. Having GreenFilter = 0, for example, results in
grayscale shades in which all parts with Green color components are rendered
darker.
</short>
</element>
<element name="BitmapGrayscale.BlueFilter">
<short>
Weighting factor for the contribution of the Blue color component to the
final grayscale image. It multiplies to the value of the Blue component of
each pixel and thus controls the contribution of the Blue color channel to
the resulting image. Having BlueFilter = 0, for example, results in grayscale
shades in which all parts with Blue color components are rendered darker.
</short>
</element>
<element name="TScrollDirection">
<short>
Enumerated type that indicates the direction for scrollbar arrows.
</short>
<descr></descr>
<seealso></seealso>
</element>
<element name="TScrollDirection.sdLeft">
<short></short>
</element>
<element name="TScrollDirection.sdRight">
<short></short>
</element>
<element name="TScrollDirection.sdUp">
<short></short>
</element>
<element name="TScrollDirection.sdDown">
<short></short>
</element>
<element name="TArrowType">
<short>Indicates the drawing style for an arrow.</short>
<descr></descr>
<seealso></seealso>
</element>
<element name="TArrowType.atSolid">
<short>Arrow is drawn using a solid, filled color.</short>
</element>
<element name="TArrowType.atArrows">
<short>Arrow is drawn using chevrons.</short>
</element>
<element name="NiceArrowAngle">
<short></short>
<descr>
45*pi/180
</descr>
<seealso></seealso>
</element>
<element name="DrawArrow">
<short>
Draws a line with an arrow at the specified location on a canvas.
</short>
<descr>
<p>
<var>DrawArrow</var> is an overloaded procedure used to draw a line between
the specified points with an arrow at the ending point.
</p>
<p>
Overloaded variants of the routine allow the arguments to be specified using
various types. The variant with Direction, Location, Size, and ArrowType
arguments can draw a line with an arrow head in horizontal or vertical
directions only. The variant with the ArrowAngleRad argument allows the slope
for sides on the arrow head to be specified as a number of radians.
</p>
<p>
<var>Direction</var> is a <var>TScrollDirection</var> enumeration value, and
indicates the direction for the line and the arrow head. Allowed values
include: sdLeft, sdRight, sdUp, or sdDown.
</p>
<p>
<var>Location</var> is a <var>TPoint</var> instance which contains the
coordinates for the line starting point. This is the same as the
<var>p1</var> argument in an overloaded variant. <var>p2</var> is the ending
point for the line and the position where the tip of the arrow head is drawn.
</p>
<p>
<var>Size</var> contains the length of the line in pixels. It is used to
calculate both the ending point for the line starting at Location, and the
position where the tip of the arrow head is drawn.
</p>
<p>
<var>ArrowType</var> is a <var>TArrowType</var> enumeration value, and
indicates the drawing style used for the arrow head. atSolid causes the arrow
head to be drawn as a filled triangular polygon. atArrows causes two inclined
lines to be draw at the tip of the arrow head using the slope angle specified
in ArrowAngleRad.
</p>
<p>
<var>ArrowAngleRad</var> is a floating point value with the number of radians
for the slope on the sides of the arrow head. The default value for the
argument is defined in the NiceArrowAngle constant, and causes a 45 degree
angle to be used to draw the inclined sides on arrow head. Use
<b><angle>*pi/180</b> to convert an angle in degrees to radians.
</p>
</descr>
<seealso/>
</element>
<element name="DrawArrow.Canvas">
<short>Canvas where the line and arrow are drawn.</short>
</element>
<element name="DrawArrow.Direction">
<short>Direction for arrow head. Left, Right, Up, or Down.</short>
</element>
<element name="DrawArrow.Location">
<short>
TPoint instance with the canvas coordinates for the line starting point.
</short>
</element>
<element name="DrawArrow.Size">
<short>
Length of the line in pixels. Determines the ending point for the line and
the position where the tip of the arrow head is drawn.
</short>
</element>
<element name="DrawArrow.ArrowType">
<short>Drawing style for the arrow.</short>
</element>
<element name="DrawArrow.p1">
<short>
TPoint instance with the starting point for the line drawn in the routine.
</short>
</element>
<element name="DrawArrow.p2">
<short>
TPoint instance with the ending point for the line drawn in the routine. It is also the position where the tip of the arrow head is drawn.
</short>
</element>
<element name="DrawArrow.ArrowLen">
<short>
Length in pixels for the arrow head. It is used as an offset from the ending point in the opposite direction used for the line.
</short>
</element>
<element name="DrawArrow.ArrowAngleRad">
<short>
Angle specified in radians used to draw the sloped sides on the arrow head.
</short>
</element>
<element name="FloodFill">
<short>
A simple first-in-first-out circular buffer (queue) for flood-filling
contiguous voxels.
</short>
<descr>
<p>
<var>FloodFill</var> is a procedure which implements a simple
first-in-first-out circular buffer (queue) for flood-filling contiguous
voxels. This algorithm avoids stack problems associated simple recursive
algorithms described in the discussion at <url
href="http://steve.hollasch.net/cgindex/polygons/floodfill.html"/>. Please
note that the routine is slow because of its use of <var>Canvas.Pixels</var>.
</p>
<p>
Original author: Chris Rorden
</p>
</descr>
<seealso></seealso>
</element>
<element name="FloodFill.Canvas">
<short></short>
</element>
<element name="FloodFill.X">
<short></short>
</element>
<element name="FloodFill.Y">
<short></short>
</element>
<element name="FloodFill.lColor">
<short></short>
</element>
<element name="FloodFill.FillStyle">
<short></short>
</element>
<element name="ScaleImg">
<short>
Scales the specified bitmap image to the required dimensions.
</short>
<descr>
<p>
<var>ScaleImg</var> is a procedure used to scale the bitmap in
<var>AImage</var> to the dimensions in <var>AWidth</var> and
<var>AWidth</var>.
</p>
<p>
No actions are performed in the routine if the image already has the dimensions
specified in AWidth and AHeight.
</p>
<p>
ScaleImg calls the <var>CreateIntfImage</var> method in <var>AImage</var> to
get a <var>TLazIntfImage</var> instance with the original content. A temporary
<var>TLazCanvas</var> instance is created for the source image, and its
<var>StretchDraw</var> method is called to resize and draw the interface image
on its Canvas. AImage is updated with the resized content, and its
<var>Height</var> and <var>Width</var> properties are set to the parameter
values.
</p>
</descr>
<seealso>
<link id="#lcl.graphics.TRasterImage.CreateIntfImage">TRasterImage.CreateIntfImage</link>
<link id="#lcl.graphics.TRasterImage.LoadFromIntfImage">TRasterImage.LoadFromIntfImage</link>
<link id="#lcl.lazcanvas.TLazCanvas">TLazCanvas</link>
<link id="#lcl.intfgraphics.TLazIntfImage">TLazIntfImage</link>
</seealso>
</element>
<element name="ScaleImg.AImage">
<short>Bitmap image resized in the routine.</short>
</element>
<element name="ScaleImg.AWidth">
<short>New width requested for the image.</short>
</element>
<element name="ScaleImg.AHeight">
<short>New height requested for the image.</short>
</element>
<element name="ColorRGBToHLS">
<short>
Converts an RGB color value to Hue, Luminance, and Saturation values.
</short>
<descr></descr>
<errors/>
<seealso></seealso>
</element>
<element name="ColorRGBToHLS.clrRGB">
<short></short>
</element>
<element name="ColorRGBToHLS.Hue">
<short></short>
</element>
<element name="ColorRGBToHLS.Luminance">
<short></short>
</element>
<element name="ColorRGBToHLS.Saturation">
<short></short>
</element>
<element name="ColorHLSToRGB">
<short></short>
<descr></descr>
<errors/>
<seealso></seealso>
</element>
<element name="ColorHLSToRGB.Result">
<short></short>
</element>
<element name="ColorHLSToRGB.Hue">
<short></short>
</element>
<element name="ColorHLSToRGB.Saturation">
<short></short>
</element>
<element name="ColorHLSToRGB.Luminance">
<short></short>
</element>
<element name="ColorAdjustLuma">
<short></short>
<descr></descr>
<seealso></seealso>
</element>
<element name="ColorAdjustLuma.Result">
<short></short>
</element>
<element name="ColorAdjustLuma.clrRGB">
<short></short>
</element>
<element name="ColorAdjustLuma.n">
<short></short>
</element>
<element name="ColorAdjustLuma.fScale">
<short></short>
</element>
<element name="GetHighLightColor">
<short></short>
<descr></descr>
<errors/>
<seealso></seealso>
</element>
<element name="GetHighLightColor.Result">
<short></short>
</element>
<element name="GetHighLightColor.Color">
<short></short>
</element>
<element name="GetHighLightColor.Luminance">
<short></short>
</element>
<element name="GetShadowColor">
<short></short>
<descr></descr>
<errors/>
<seealso></seealso>
</element>
<element name="GetShadowColor.Result">
<short></short>
</element>
<element name="GetShadowColor.Color">
<short></short>
</element>
<element name="GetShadowColor.Luminance">
<short></short>
</element>
<element name="NormalizeRect">
<short>
Ensures that coordinates in the rectangle are in the correct order.
</short>
<descr></descr>
<seealso></seealso>
</element>
<element name="NormalizeRect.Result">
<short>Rectangle with the corrected values for its coordinates.</short>
</element>
<element name="NormalizeRect.R">
<short>Rectangle examined in the routine.</short>
</element>
<element name="WaveTo">
<short>
Draws a horizontal or vertical wave at the specified position to the given
device context.
</short>
<descr></descr>
<seealso></seealso>
</element>
<element name="WaveTo.ADC">
<short>Device context that is the target for the drawing operation.</short>
</element>
<element name="WaveTo.X">
<short>Horizontal position where the wave is drawn.</short>
</element>
<element name="WaveTo.Y">
<short>Vertical position where the wave is drawn.</short>
</element>
<element name="WaveTo.R">
<short>
Amplitude for changes in horizontal or vertical positions in the wave.
</short>
</element>
</module>
<!-- GraphUtil -->
</package>
</fpdoc-descriptions>
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