Programmer's Guide to Creating User Interfaces
Table of Contents
Index
Chapter 26: Generic Display Attributes
26.1 Overview
26.1.1 How Attributes Define a Character's Appearance
26.1.2 The Need for Generic Attributes
26.1.3 How Generic Attributes Work
26.2 Operation
26.2.1 Call-by-name Library Routines
26.2.1.1 Parameter Listing
26.2.1.2 Requests for Information
26.2.1.2.1 Finding Out About the Current Environment
26.2.1.2.2 Converting Color Names to RGB Values
26.2.1.3 Colormap Operations
26.2.1.3.1 Finding Colors in the System Colormap
26.2.1.3.2 Creating an Alternative (Virtual) Colormap
26.2.1.3.3 Storing Colors in the Virtual Colormap
26.2.1.3.4 Reinstating the System Colormap
26.2.1.3.5 Querying the RGB Values in a Colormap Entry
26.2.1.4 Attribute Table Operations
26.2.1.4.1 Defining an Attribute's Meaning
26.2.1.4.2 Querying an Attribute's Meaning
26.2.2 A Simple Example of Application
26.2.3 Multiple Operations
26.2.4 Default Attribute Mappings and Compatibility
26.2.4.1 Display Attributes on a Monochrome Display
26.2.4.2 Display Attributes on a Color Display
26.2.4.3 Character Attribute Codes
26.2.4.4 Displaying Characters and Attributes
26.2.4.5 The User Attribute
26.2.5 New Programs
26.2.5.1 New Program Not Using Generic Attributes
26.2.5.2 New Programs Using Generic Attributes
26.3 Generic Attribute Routines
26.3.1 Description of Routines