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-rw-r--r--include/gwin/button.h9
1 files changed, 2 insertions, 7 deletions
diff --git a/include/gwin/button.h b/include/gwin/button.h
index 21de74bd..a6b19333 100644
--- a/include/gwin/button.h
+++ b/include/gwin/button.h
@@ -70,26 +70,21 @@ extern "C" {
* @return NULL if there is no resultant drawing area, otherwise a window handle.
*
* @param[in] gb The GButtonObject structure to initialise. If this is NULL the structure is dynamically allocated.
- * @param[in] x,y The screen co-ordinates for the top left corner of the window
- * @param[in] width The width of the window
- * @param[in] height The height of the window
+ * @param[in] pInit The initialisation parameters
*
* @note The drawing color and the background color get set to the current defaults. If you haven't called
* @p gwinSetDefaultColor() or @p gwinSetDefaultBgColor() then these are White and Black respectively.
* @note The font gets set to the current default font. If you haven't called @p gwinSetDefaultFont() then there
* is no default font and text drawing operations will no nothing.
- * @note The dimensions and position may be changed to fit on the real screen.
* @note A button remembers its normal drawing state. If there is a window manager then it is automatically
* redrawn if the window is moved or its visibility state is changed.
- * @note The button is initially marked as invisible so that more properties can be set before display.
- * Call @p gwinSetVisible() to display it when ready.
* @note A button supports mouse and a toggle input.
* @note When assigning a toggle, only one toggle is supported. If you try to assign more than one toggle it will
* forget the previous toggle. When assigning a toggle the role parameter must be 0.
*
* @api
*/
-GHandle gwinCreateButton(GButtonObject *gb, coord_t x, coord_t y, coord_t width, coord_t height);
+GHandle gwinCreateButton(GButtonObject *gb, GWidgetInit *pInit);
/**
* @brief Set the colors of a button.