LVectorBase::AttachToWindow
#include "ltwrappr.h"
virtual L_INT LVectorBase::AttachToWindow(hWnd, nEngine=VECTOR_ENGINE_GDI, dwFlags=VECTOR_ENGINE_DOUBLEBUFFER)
HWND hWnd; |
/* window handle */ |
L_INT nEngine; |
/* vector engine */ |
L_UINT32 dwFlags; |
/* flags */ |
Attaches a vector handle to a window.
Parameter |
Description |
|
hWnd |
Handle of the window to which the vector handle will be attached. |
|
nEngine |
The vector engine to associate with the specified vector handle. Possible values are: |
|
|
Value |
Meaning |
|
VECTOR_ENGINE_GDI |
Use GDI rendering. (No lights and shading). |
|
VECTOR_ENGINE_OPENGL |
Use OpenGL rendering. (Viewing only, drawings not editable). |
dwFlags |
Flags that modify the vector engine. Possible values are: |
|
|
Value |
Meaning |
|
VECTOR_ENGINE_DOUBLEBUFFER |
Use double buffering for flicker-free screen updates. |
Returns
SUCCESS |
The function was successful. |
< 1 |
An error occurred. Refer to Return Codes. |
Comments
This function will attach a vector handle to a window handle. All subsequent changes to the vector image will be reflected on the window.
Note: When you copy one vector to another using LVectorBase::Copy, and the source vector is attached to a window, the destination vector will NOT be attached to the same window automatically.
You can draw on the surface of any window using LVectorBase::Paint, but to use double buffering, you must attach the vector handle to a window.
Required DLLs and Libraries
LVKRN For a listing of the exact DLLs and Libraries needed, based on the toolkit version, refer to Files To Be Included With Your Application. |
See Also
Functions: |
LVectorBase::SetEngine, LVectorBase::Paint, LVectorBase::Copy |
Topics: |
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Example
For an example, refer to LVectorBase::Realize(&BitmapBase, bEraseBkgnd=TRUE).