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
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!
>
>
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
> );
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
> > );
>
>
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
> > > );
> >
> >
>
>
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
> > > > );
> > >
> > >
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