<> <> <> <<>> DIRECTORY ImagerBasic USING [DeviceRectangle, Color, ConstantColor], ImagerDisplay USING [DisplayClass, DisplayData], ImagerMasks USING [Mask], ColorModels USING [Calibration], WindowManager USING [ScreenPos], Terminal USING [ColorMode, Virtual]; ImagerStdColorDisplay: CEDAR DEFINITIONS ~ BEGIN <> DisplayClass: TYPE ~ ImagerDisplay.DisplayClass; DisplayData: TYPE ~ ImagerDisplay.DisplayData; Color: TYPE ~ ImagerBasic.Color; Mask: TYPE ~ ImagerMasks.Mask; DeviceRectangle: TYPE ~ ImagerBasic.DeviceRectangle; ColorSequence: TYPE ~ RECORD[SEQUENCE length: NAT OF ImagerBasic.ConstantColor]; RGBSequence: TYPE ~ RECORD[SEQUENCE length: NAT OF RECORD[ r, g, b: [0..256) ] ]; ColorMapData: TYPE ~ RECORD [ pixelValueList: LIST OF CARDINAL, colorCalibration: ColorModels.Calibration, nextEntry: NAT, map: REF ColorSequence ]; ColorDisplayError: SIGNAL [reason: ATOM]; displaySide: WindowManager.ScreenPos; colorCalibration: ColorModels.Calibration; <> SetUpMapProc: TYPE ~ PROC[displayData: DisplayData]; <> LoadColorProc: TYPE ~ PROC [ color: ImagerBasic.ConstantColor, colorCalibration: ColorModels.Calibration, mapEntry: [0..1024) ]; <> CachedColorProc: TYPE ~ PROC[displayData: DisplayData, color: Color]; Create: PUBLIC PROC [vt: Terminal.Virtual, mode: Terminal.ColorMode, displayClass: DisplayClass, creationData: REF, bitsPerPixel: NAT, setUpMapProc: ImagerStdColorDisplay.SetUpMapProc] RETURNS [displayData: DisplayData]; DoUnderLock: PUBLIC PROC [displayData: DisplayData, action: PROC, rectangle: DeviceRectangle]; ApplyMask: PUBLIC PROC [displayData: DisplayData, color: Color, mask: Mask, sTranslate, fTranslate: INTEGER, cachedColorProc: ImagerStdColorDisplay.CachedColorProc]; PinPixelMap: PUBLIC PROC [vt: Terminal.Virtual, data: DisplayData, mode: Terminal.ColorMode]; <> ReleasePixelMap: PUBLIC PROC [vt: Terminal.Virtual, data: DisplayData]; MoveOverlay: PUBLIC PROC [vt: Terminal.Virtual, data: REF ANY]; SwitchBuffers: PUBLIC PROC []; LoadColorMap: PUBLIC PROC [vt: Terminal.Virtual, data: REF ANY, displayData: DisplayData, loadColor: ImagerStdColorDisplay.LoadColorProc]; END.