Important: The information in this document is obsolete and should not be used for new development.
Graphics Devices Reference
This section describes theGDevicerecord, the routines that manipulateGDevicerecords, and the'scrn'resource."Data Structures" shows the Pascal data structure for the
GDevicerecord, which contains information about a video device or offscreen graphics world. "Data Structures" also shows the data structure for theDeviceLoopFlagsdata type, which defines a set of options you can specify to theDeviceLoopprocedure."Routines for Graphics Devices" describes routines for creating, setting, and disposing of
GDevicerecords; getting the available graphics devices; and determining device characteristics. Your application generally never needs to create, set, or dispose ofGDevicerecords. However, you may find it useful for your application to getGDevicerecords to determine the capabilities of the user's screens. When zooming a window, for example, your application can useGDevicerecords to determine which screen contains the largest area of a window, and then determine the ideal window size for that screen. You may also wish to use theDeviceLoopprocedure, described in this chapter, if you want to optimize your application's drawing for graphics devices with different capabilities. "Application-Defined Routine" describes how you can define your own drawing procedure when optimizing your application's drawing for different graphics devices."Resource" describes the screen (
'scrn') resource. System software automatically creates and uses this resource; your application never needs it. The screen resource is documented here for your general information.
Subtopics
- Data Structures
- Routines for Graphics Devices
- Application-Defined Routine
- Resource