Chapter 5: Programming commands
65
A776-PG00001 D 07/13
A776 (B780) Programming Guide
Merge watermark mode (ColorPOS
®
)
ASCII
GS 0x8C
n m
Hexadecimal
1D 8C
n m
Decimal
29 140
n m
Default
0 (off)
This command will insert the logo
m
as a repeated background image, similar to printing a visible watermark, into the
print stream. The space between repetitions of this usually shaded logo will be every
n*8
dot rows.
n
>0 = number of dot rows x8 to skip before repeating the merge action
m
specifies the index value of the logo. If no logo has been defined with this index then the command is ignored.
Note:
Horizontal placement of a watermark logo was fixed at the time the logo was Shaded or when it was downloaded as
a full width logo for watermark use. This command will be ignored if the current logo is not at full paper width size (see the
apply shading to logo command for preparing logos for watermark use).
The merge process is performed after all other image formation and takes whatever print raster data is ready to be
put on paper. It “adds” (computer logic OR) the mono or color bits to the print row. Generally, if the print dot was to be
white or same color as the watermark dot, the print dot will be the color of the watermark; otherwise it will be black.
Form and merge real-time surround graphic (ColorPOS
®
)
ASCII
GS 0x90
m x y o p q
Hexadecimal
1D 90
m x y o p q
Decimal
29 144
m x y o p q
This command will print a real-time graphic style designated by
m
.
m
= 0 rectangle,
m
=1 oval,
m
=2 ellipse (if printed
in a square area the ellipse becomes a circle),
m
= 3 is a 5 point star,
m
= 4 is a free hand underline,
m
= 5 is a free hand ellipse and other values of
m
reserved for future styles. This graphic is formed into a RAM based
graphics buffer, and the buffer state is set to “graphic merge pending”.
Whenever the buffer is in the pending merge state and print output is started, the state will be changed to frozen and
a merge process started (logically OR-ed graphic data) into the print lines that follow. The application determines how
close the graphic is to any printed character data by subsequent printing of blank lines or blank dot rows. The merge
process stops when the buffer is exhausted or its state changed (by a save graphics buffer as logo or new form and
merge real time surround graphics command). The form and merge real time surround graphics command can be
given multiple consecutive times, allowing the application to set up a multi-polygon background before starting its
printout with placed text or logo.
The geometric location points for this graphic are defined by a rectangular area start position of
x
bytes from the left
edge and
y
bytes from the top of the new line and times
o
bytes wide times
p
bytes in length. For the case of
m
=3 (star), the value passed for
o
is also used as the implicit
p
value (passed
value
is ignored), i.e. a square area. The
thickness of the graphic is defined by
q
dots. This will form a bit image in a RAM graphics buffer. Subsequent surround
graphic commands can be added into (logical OR process) with expanded size if needed) the graphics buffer until an
output action is issued. It is expected that area left white will then be (usually) filled in with text or other data that is to
be printed. Printing starts as soon as the first line of data or other printout arrives. After this printing is started, any new
surround graphics commands will set the graphics buffer to a merge pending state. Example:
Create different size stars
and an ellipse around a block of text.
The graphics buffer is at a frozen state at printer initialization or reset, with blank data in it.
Each the time this command is given, the current color and shade mode values (if any) are used for the surround
graphic, and may be changed before any subsequent surround graphics and/or printing output. This command may
be used in page mode.
Содержание A776 ColorPOS
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Страница 164: ...Appendix B Resident Character Sets 152 A776 B780 Programming Guide A776 PG00001 D 07 13 Code page 858 with Eurosymbol...
Страница 165: ...Appendix B Resident Character Sets A776 PG00001 D 07 13 A776 B780 Programming Guide 153 Code page 860 Portugese...
Страница 166: ...Appendix B Resident Character Sets 154 A776 B780 Programming Guide A776 PG00001 D 07 13 Code page 862 Hebrew...
Страница 167: ...Appendix B Resident Character Sets A776 PG00001 D 07 13 A776 B780 Programming Guide 155 Code page 863 French Canadian...
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Страница 171: ...Appendix B Resident Character Sets A776 PG00001 D 07 13 A776 B780 Programming Guide 159 Code page 1252 Windows Latin 1...
Страница 172: ...Code page 1255 Hebrew...
Страница 173: ...Code page KZ_1048 Kazakh Code Page KZ_1048 Kazakh...
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