1. RE: Help
- Posted by Brian Broker <bkb at cnw.com> Mar 27, 2004
- 482 views
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
- Posted by Brian Broker <bkb at cnw.com> Jan 31, 2002
- 462 views
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
- Posted by "C. K. Lester" <cklester at yahoo.com> Jan 31, 2002
- 457 views
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
- Posted by Brian Broker <bkb at cnw.com> Jan 31, 2002
- 443 views
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
- Posted by "C. K. Lester" <cklester at yahoo.com> Jan 31, 2002
- 453 views
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
- Posted by Brian Broker <bkb at cnw.com> Jan 31, 2002
- 445 views
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
- Posted by Brian Broker <bkb at cnw.com> Jan 31, 2002
- 478 views
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