- Overview
- Prerequisite depending on the platform
- How to draw?
- Drawing in an Image control
- Drawing in an Image variable
Drawing in WINDEV, WEBDEV and WINDEV Mobile
Prerequisite depending on the platform Drawing in an Image control To draw in an Image control: - Initialize the drawing in the Image control (dStartDrawing). This initialization is used to allocate a specific memory area for the management of drawings.
- Draw with the drawing functions.
- Insert (if necessary) text into your drawings with dText.
- Perform (if necessary) zooms and copies of images with dCopyBlt.
- If necessary, save the drawing using the save functions (dSaveImageBMP, dSaveImageGIF, dSaveImageJPEG, dSaveImagePNG).
- If necessary, print the file using iPrintImage.
- Destroy (if necessary) the drawing found in memory with dEndDrawing.
Versions 17 and laterDrawing in an Image variable To draw in an Image variable, some rules must be complied with: - Declare an Image variable.
- Initialize the drawing in the variable (dStartDrawing). This initialization is used to allocate a specific memory area for the management of drawings.
- Draw with the drawing functions.
- Insert (if necessary) text into your drawings with dText.
- If necessary, save the drawing using the save functions (dSaveImageBMP, dSaveImageGIF, dSaveImageJPEG, dSaveImagePNG).
- If necessary, print the file using iPrintImage.
- Destroy (if necessary) the drawing found in memory with dEndDrawing.
New in version 17Drawing in an Image variable To draw in an Image variable, some rules must be complied with: - Declare an Image variable.
- Initialize the drawing in the variable (dStartDrawing). This initialization is used to allocate a specific memory area for the management of drawings.
- Draw with the drawing functions.
- Insert (if necessary) text into your drawings with dText.
- If necessary, save the drawing using the save functions (dSaveImageBMP, dSaveImageGIF, dSaveImageJPEG, dSaveImagePNG).
- If necessary, print the file using iPrintImage.
- Destroy (if necessary) the drawing found in memory with dEndDrawing.
Drawing in an Image variable To draw in an Image variable, some rules must be complied with: - Declare an Image variable.
- Initialize the drawing in the variable (dStartDrawing). This initialization is used to allocate a specific memory area for the management of drawings.
- Draw with the drawing functions.
- Insert (if necessary) text into your drawings with dText.
- If necessary, save the drawing using the save functions (dSaveImageBMP, dSaveImageGIF, dSaveImageJPEG, dSaveImagePNG).
- If necessary, print the file using iPrintImage.
- Destroy (if necessary) the drawing found in memory with dEndDrawing.
Related Examples:
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Unit examples (WINDEV): The drawing functions
[ + ] Using the main drawing functions of WINDEV to: - Initialize an Image control for drawing - Draw simple shapes - Write a text into a drawing - Change the color in a drawing
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Unit examples (WINDEV): Modifying the Hue, Saturation and Lightness
[ + ] Process on the images via the WLanguage dModifyHSL function. This function is used to modify the hue, the saturation and the lightness of an image.
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Training (WINDEV): WD Java Chart Designer
[ + ] WINDEV enables you to create some Java applications without even knowing Java. You program with a 5GL (WLanguage) and WINDEV generates the Java code. The drawing functions of WINDEV are available in Java generation. This example explains how to create charts with these drawing functions. Three types of charts are presented in this example: - the bar chart, - the scatter chart, - and the line chart.
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Cross-platform examples (WINDEV Mobile): WM Notes
[ + ] This example is using the drawing functions of WLanguage for Android and iOS. It allows you to draw graphic "notes" and to save them.
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Mobile (WINDEV Mobile): Pocket Notes
[ + ] This example is using the drawing functions of WLanguage. Summary of the example supplied with WINDEV Mobile: This example allows you to draw graphic "notes" and to save them. You have the ability to enter keywords in order to easily find your notes.
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Training (WEBDEV): WW_Drawing_HTML5
[ + ] WEBDEV includes some drawing functions in browser code, for the browsers that support the HTML5. standard. This educational example presents: - an array of drawings, - and an implementation: the visual choice by the Web user of the categories of seats when making a reservation for a show.
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Unit examples (WEBDEV): The drawing functions
[ + ] This example presents the main drawing functions of WEBDEV and it allows you to: - Initialize an Image control for drawing - Draw simple shapes - Write a text in a drawing - Change the color in a drawing
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Unit examples (WINDEV Mobile): The drawing functions
[ + ] Using the main drawing functions: - Initialize an Image control for drawing - Draw simple shapes - Write a text into a drawing - Define the color in a drawing
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