1. RE: Help

Kusnirak wrote:
> 
> 
> Hello,
> 
> How to change a sequence to name of control.
> 
> for example...
> 
> I've a sequence "button1, button2, button3" and I want put som text in 
> control with the same name as a part of sequence..
> 
> setText(button1, "Test")
> 
> Bye Vlado

Vlado,

I think I followed you until the setText part.  I think you have to make 
your intentions more clear (but maybe it's just me...).  It seems 
incorrect to me that you are trying to reference your controls in this 
manner.  You should not depend on the actual names you use in your 
program nor should you have to.  

Is this something internal to your program where you are just trying to 
pass something to a routine_id?  If so, then just parse it appropriatly. 
 Parse on comma-space or whatever...

But I think a code snippet and/or example might be best to clarify what 
you'd like to do.

-- Brian

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2. RE: Help

Do you want this for DOS, Windows, or Linux?

jordah ferguson wrote:
> 
> Hi I'v asked before with no responce please can someone HELP?
> 
> Question: Does anyone know how to stretch a bitman (zoom in zoom out) 
> with not too much flicker?
> 
> Please someone help me Thanks Jor.
> 
> 
> ---------------------------------
> Do You Yahoo!?
> Yahoo! Auctions Great stuff seeking new owners! Bid now!
> 
>

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3. RE: Help

Heya, Martin.

Do you know if Exotica is using those API calls you listed for stretching
bitmaps?

> BOOL StretchBlt(
>
>     HDC hdcDest, // handle of destination device context
>     int nXOriginDest, // x-coordinate of upper-left corner of dest. rect.
>     int nYOriginDest, // y-coordinate of upper-left corner of dest. rect.
>     int nWidthDest, // width of destination rectangle
>     int nHeightDest, // height of destination rectangle
>     HDC hdcSrc, // handle of source device context
>     int nXOriginSrc, // x-coordinate of upper-left corner of
> source rectangle
>     int nYOriginSrc, // y-coordinate of upper-left corner of
> source rectangle
>     int nWidthSrc, // width of source rectangle
>     int nHeightSrc, // height of source rectangle
>     DWORD dwRop  // raster operation code
>    );
>
> int SetStretchBltMode(
>
>     HDC hdc, // handle of device context
>     int iStretchMode  // bitmap stretching mode
>    );

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4. RE: Help

I doubt it.  It wouldn't make sense to use GDI calls in a DX library.

-- Brian

C. K. Lester wrote:
> Heya, Martin.
> 
> Do you know if Exotica is using those API calls you listed for 
> stretching
> bitmaps?
> 
> > BOOL StretchBlt(
> >
> >     HDC hdcDest, // handle of destination device context
> >     int nXOriginDest, // x-coordinate of upper-left corner of dest. rect.
> >     int nYOriginDest, // y-coordinate of upper-left corner of dest. rect.
> >     int nWidthDest, // width of destination rectangle
> >     int nHeightDest, // height of destination rectangle
> >     HDC hdcSrc, // handle of source device context
> >     int nXOriginSrc, // x-coordinate of upper-left corner of
> > source rectangle
> >     int nYOriginSrc, // y-coordinate of upper-left corner of
> > source rectangle
> >     int nWidthSrc, // width of source rectangle
> >     int nHeightSrc, // height of source rectangle
> >     DWORD dwRop  // raster operation code
> >    );
> >
> > int SetStretchBltMode(
> >
> >     HDC hdc, // handle of device context
> >     int iStretchMode  // bitmap stretching mode
> >    );
> 
>

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5. RE: Help

Why wouldn't it make sense? :)

Explain GDI vs. API vs. DX.

Sorry, but I'm very ignorant when it comes to programming for Windows.

> 
> C. K. Lester wrote:
> > Heya, Martin.
> > 
> > Do you know if Exotica is using those API calls you listed for 
> > stretching
> > bitmaps?
> > 
> > > BOOL StretchBlt(
> > >
> > >     HDC hdcDest, // handle of destination device context
> > >     int nXOriginDest, // x-coordinate of upper-left corner of 
> dest. rect.
> > >     int nYOriginDest, // y-coordinate of upper-left corner of 
> dest. rect.
> > >     int nWidthDest, // width of destination rectangle
> > >     int nHeightDest, // height of destination rectangle
> > >     HDC hdcSrc, // handle of source device context
> > >     int nXOriginSrc, // x-coordinate of upper-left corner of
> > > source rectangle
> > >     int nYOriginSrc, // y-coordinate of upper-left corner of
> > > source rectangle
> > >     int nWidthSrc, // width of source rectangle
> > >     int nHeightSrc, // height of source rectangle
> > >     DWORD dwRop  // raster operation code
> > >    );
> > >
> > > int SetStretchBltMode(
> > >
> > >     HDC hdc, // handle of device context
> > >     int iStretchMode  // bitmap stretching mode
> > >    );
> > 
> > 
> 
>

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6. RE: Help

OK, you asked for it... (did some cut-n-pasting here)

-------------------------------------------------------------------
API = Application Programming Interface
Windows API
Purpose
The Microsoft® Windows® application programming interface (API) provides 
building blocks used by applications written for Microsoft Windows®, 
including Windows XP, Windows 2000, Windows NT®, Windows 95, Windows 98, 
and Windows Millennium Edition (Windows Me). You can provide your 
application with a graphical user interface; display graphics and 
formatted text; and manage system objects such as memory, files, and 
processes.

Where Applicable
The Windows API can be used in all Windows-based applications. The same 
functions are generally supported on 32-bit and 64-bit Windows.

Developer Audience
This API is designed for use by C/C++ programmers. Familiarity with the 
Windows graphical user interface and message-driven architecture is 
required. 

applications to use graphics and formatted text on both the video 
display and the printer. Windows-based applications do not access the 
graphics hardware directly. Instead, GDI interacts with device drivers 
on behalf of applications. 

Where Applicable
GDI can be used in all Windows-based applications.

Developer Audience
This API is designed for use by C/C++ programmers. Familiarity with the 
Windows graphical user interface and message-driven architecture is 
required. 

accelerators and sound cards. These APIs control what are called 
“low-level functions,” including graphics memory management and 
rendering; support for input devices such as joysticks, keyboards, and 
mice; and control of sound mixing and sound output. The low-level 
functions are grouped into components that make up DirectX: Microsoft 
Direct3D®, Microsoft DirectDraw®, Microsoft DirectInput®, Microsoft 
DirectMusic®, Microsoft DirectPlay®, Microsoft DirectSound®, and 
Microsoft DirectShow®.

DirectX provides developers with tools that help them get the best 
possible performance from the machines they use. It provides explicit 
mechanisms for applications to determine the current capabilities of 
your system’s hardware so they can enable optimal performance.

Before DirectX, developers creating multimedia applications for PCs had 
to customize their products so that the products would work well on the 
wide variety of hardware devices and configurations available on Windows 
machines. DirectX provides a “hardware abstraction layer” (HAL for 
short) that uses software drivers to communicate between game software 
and computer hardware. As a result, developers can use the single 
consistent paradigm of DirectX to implement their products across a wide 
range of hardware devices and configurations.


Hope this cleared things up...
-- Brian

 
C. K. Lester wrote:
> Why wouldn't it make sense? :)
> 
> Explain GDI vs. API vs. DX.
> 
> Sorry, but I'm very ignorant when it comes to programming for Windows.
> 
> > 
> > C. K. Lester wrote:
> > > Heya, Martin.
> > > 
> > > Do you know if Exotica is using those API calls you listed for 
> > > stretching
> > > bitmaps?
> > > 
> > > > BOOL StretchBlt(
> > > >
> > > >     HDC hdcDest, // handle of destination device context
> > > >     int nXOriginDest, // x-coordinate of upper-left corner of 
> > dest. rect.
> > > >     int nYOriginDest, // y-coordinate of upper-left corner of 
> > dest. rect.
> > > >     int nWidthDest, // width of destination rectangle
> > > >     int nHeightDest, // height of destination rectangle
> > > >     HDC hdcSrc, // handle of source device context
> > > >     int nXOriginSrc, // x-coordinate of upper-left corner of
> > > > source rectangle
> > > >     int nYOriginSrc, // y-coordinate of upper-left corner of
> > > > source rectangle
> > > >     int nWidthSrc, // width of source rectangle
> > > >     int nHeightSrc, // height of source rectangle
> > > >     DWORD dwRop  // raster operation code
> > > >    );
> > > >
> > > > int SetStretchBltMode(
> > > >
> > > >     HDC hdc, // handle of device context
> > > >     int iStretchMode  // bitmap stretching mode
> > > >    );
> > > 
> > >

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7. RE: Help

I hate to be redundant here but it looks like Topica cut out a bunch of 
the text in my last reply...

API = Application Programming Interface

Windows API
Purpose
The Microsoft Windows application programming interface (API) provides 
building blocks used by applications written for Microsoft Windows, 
including Windows XP, Windows 2000, Windows NT, Windows 95, Windows 98, 
and Windows Millennium Edition (Windows Me). You can provide your 
application with a graphical user interface; display graphics and 
formatted text; and manage system objects such as memory, files, and 
processes.

Where Applicable
The Windows API can be used in all Windows-based applications. The same 
functions are generally supported on 32-bit and 64-bit Windows.

Developer Audience
This API is designed for use by C/C++ programmers. Familiarity with the 
Windows graphical user interface and message-driven architecture is 
required.

   ----------

GDI = Grapics Device Interface

Windows GDI
Purpose
The Microsoft Windows graphics device interface (GDI) enables 
applications to use graphics and formatted text on both the video 
display and the printer. Windows-based applications do not access the 
graphics hardware directly. Instead, GDI interacts with device drivers 
on behalf of applications. 

Where Applicable
GDI can be used in all Windows-based applications.

Developer Audience
This API is designed for use by C/C++ programmers. Familiarity with the 
Windows graphical user interface and message-driven architecture is 
required. 

   ----------

DX = DirectX

DirectX gives software developers a consistent set of APIs (application 
programming interfaces) that provides them with improved access to the 
advanced features of high-performance hardware such as 3-D graphics 
accelerators and sound cards. These APIs control what are called 
"low-level functions", including graphics memory management and 
rendering; support for input devices such as joysticks, keyboards, and 
mice; and control of sound mixing and sound output. The low-level 
functions are grouped into components that make up DirectX: Microsoft 
Direct3D, Microsoft DirectDraw, Microsoft DirectInput, Microsoft 
DirectMusic, Microsoft DirectPlay, Microsoft DirectSound, and Microsoft 
DirectShow.

DirectX provides developers with tools that help them get the best 
possible performance from the machines they use. It provides explicit 
mechanisms for applications to determine the current capabilities of 
your system’s hardware so they can enable optimal performance.

Before DirectX, developers creating multimedia applications for PCs had 
to customize their products so that the products would work well on the 
wide variety of hardware devices and configurations available on Windows 
machines. DirectX provides a "hardware abstraction layer" (HAL for 
short) that uses software drivers to communicate between game software 
and computer hardware. As a result, developers can use the single 
consistent paradigm of DirectX to implement their products across a wide 
range of hardware devices and configurations.

   ----------

So to answer your question:  DirectX would use a function that would try 
to take advantage of the user's video hardware to get faster blits 
(using hardware stretching vs. software stretching).

Hope this cleared things up...
-- Brian

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