lazcanvas: TLazCanvas is a non-native Canvas which can draw to an image in a TLazIntfImage.intfgraphics: TLazIntfImage is an image which attaches itself to a TRawImage and takes care of converting between TFPColor and the real pixel format of the TRawImage.graphtype: TRawImage is the storage and description of a memory area which contains an image.In Windows it is very fast because Windows allows creating a locally allocated image which can receive drawings from a Windows Canvas.īesides these there are also non-native drawing classes located in the units: TRasterImage (usually used via its descendant TBitmap) is a memory area reserved for drawing graphics, but it is created for maximum compatibility with the native Canvas and therefore in LCL-Gtk2 in X11 it is located in the X11 server, which makes pixel access via the Pixels property extremely slow. TFont, TBrush and TPen describe how the drawing of various operations will be executed in the Canvas. It cannot exist alone and must either be attached to something visible (or at least which may possibly be visible), such as a visual control descending from TControl, or be attached to an off-screen buffer from a TRasterImage descendent (TBitmap is the most commonly used). TCanvas is a class capable of executing drawings. These classes are: TBitmap, TCanvas, TFont, TBrush, TPen, TPortableNetworkGraphic, etc. The native classes are mostly located in the unit Graphics of the LCL. Native graphics classes are the most traditional way of drawing graphics in the LCL and are also the most important one, while the non-native classes are complementary, but also very important. The Lazarus Component Library (LCL) provides two kinds of drawing class: Native classes and non-native classes. Introduction to the Graphics model of the LCL Graphics libraries - here you can see the main graphic libraries you can use to develop. 12.2 Example 2: Drawing on controls of Form.12.1 Example 1: Drawing on loaded JPEG with TImage.7.3 Create a custom control which draws itself.7.1.3 Painting on the volatile visual area of the TImage.7.1.2 Painting on the bitmap of a TImage.7 Motion Graphics - How to Avoid flickering.6.8 Using the non-native StretchDraw from LazCanvas.6.7 Conversion between TLazIntfImage and TBitmap.6.4 Creating and drawing a transparent bitmap for a TImage.6.3 Loading a TLazIntfImage into a TImage.6 Working with TLazIntfImage, TRawImage and TLazCanvas.5.1 Loading/Saving an image from/to the disk.5 Working with TBitmap and other TGraphic descendents.4.3 Drawing text with sharp edges (non antialiased).4.2 Drawing text to an exactly fitting width.2 Introduction to the Graphics model of the LCL.
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