How can I properly set the starting screen for a specific form in Managed C++/cli?
The idea is to use the form_Load event, detect if a secondary screen is present and set the starting position.
I've seen some examples in C# but I can't use the Screen class in the same way, ie
This
Screen.AllScreens[1].WorkingArea.Location;
cannot be translated to this in c++
Screen::AllScreens[1]->WorkingArea->Location;
WorkingArea returns a Rectangle, which is a struct. Structs are value types, not reference types, therefore you use ., not ->.
int main(array<System::String ^> ^args)
{
Debug::WriteLine(Screen::AllScreens[1]->WorkingArea.Location);
// ^
return 0;
}
Output:
{X=0,Y=0}
Related
I try to make an interface for the device using WinForms. I have a class which stores all parameters and methods, like below:
// device.h:
class Device {
double parameter_a;
double parameter_b;
double setParameterA(double new_value);
double setParameterB(double new_value);
}
Then, I would create an instance and use it's methods to modify parameters by event handling and return either corrected value for UI Control or just 0 if everything is fine.
However, I found that this solution doesn't really make my code shorter, as I still have to modify UI inside my Form document, where all my controls are reachable (if errors / out of range values encountered).
What would I like to do is to somehow pass a kind of pointer to UI Control (like TextBox) to the function and make it like below:
void setParameterA(double new_value, *ui_ctrl_pointer* ) {
// simple value check
if (new_value > 0) {
// numToMStr() - function I have to convert numbers to managed string
*ui_ctrl_pointer*->Text = numToMStr(new_value);
return;
}
}
and modify the control inside the setParameterA() along with input control and setting my device.
1. Is it possible to make such a thing in C++-cli? (if so, what would ui_ctrl_pointer look like?)
2. Is this a correct approach or should I stick to the basic solution, which would force me to check for function output to determine what to do with value set by user inside my UI?
I am trying to use CvConnectedComp which is an output from cvFloodFill.
CvConnectedComp comp;
cvFloodFill(imgInput,seedPoint,
cvScalarAll(0),cvScalarAll(.1),cvScalarAll(1.),
&comp,CV_FLOODFILL_MASK_ONLY,imgMask);
I am able to use comp.rect for drawing the component, but comp.contour is NULL.I want to use it for further processing. I tried without mask also, but still it is same result.
Any idea will be appreciated.
Note: The deprecated OpenCV C API should only be used for the support of legacy code. New code should use the C++ API.
Looking at the code for OpenCV 3.0.0, cvFloodFill does not populate comp.contour; the only members it sets are .rect, .area, and .value. I don't know if it was always this way, but here's what's happening:
First, look at the signature for the C++ cv::floodFill:
int floodFill(InputOutputArray image, InputOutputArray mask, Point seedPoint,
Scalar newVal, Rect* rect=0, Scalar loDiff=Scalar(),
Scalar upDiff=Scalar(), int flags=4 )
Notice that there is no connected component structure here, only a Rect. The return value is the area of the region that is floodfilled.
This is the method that is called by cvFloodFill. The code passes &comp->rect to the C++ method where it is populated, uses the return value for comp->area an copies newVal into comp->value.
I am interested if it is possible to make variable name in PowerBuilder using a loop and a string. For example:
long ll_go
string lst_new
for ll_go = 1 to 8
lst_new = "text" + ll_go
lst_new.tag = 5500
next
So, it should give me variables text1, text2..,.,text8 and I would be able to assign values for them. Let me know if anybody succeeded, thanks in advance
Your description is lacking some term precision.
If you actually want to dynamically create new variables as "variable in a powerscript subroutine or function" this is simply not possible.
If instead you want to create dynamically some new controls statictext or textedit objects in a window or visual userobject this is possible:
use a local variable of the type of the new object you need to create, e.g. static text
make it a live object (instantiate) with create
set the object properties to whatever you need
"attach" the new object to its parent (either a window or a visual userobject - though any graphicobject is possible with using the win32api SetParent function) with the OpenUserObject() method. Note that you cannot simply add it directly to the parent's Control[] array.
you can also keep the object in your own array for later convenience access to the created objects instead of looping on the Control[] array
once the object is attached it its parent, you can reuse the local variable to create another one
Here is an example:
//put this in a button clicked() event on a window
//i_myedits is declared in instances variables as
//SingleLineEdit i_myedits[]
SingleLineEdit sle
int i
for i = 1 to 8
sle = create singlelineedit
sle.text = string(i)
sle.tag = "text_" + string(i)
sle.height = pixelstounits(20, ypixelstounits!)
sle.width = pixelstounits(100, xpixelstounits!)
parent.openuserobject(sle, pixelstounits(10, xpixelstounits!), pixelstounits(22 * i, ypixelstounits!))
i_myedits[i] = sle //keep our own reference
next
An exemple of values access:
//put that in another button clicked() event
SingleLineEdit sle
int i
string s_msg
for i = 1 to upperbound(i_myedits[])
sle = i_myedits[i]
if i > 1 then s_msg += "~r~n"
s_msg += "edit #" + string(i) + " (" + sle.tag + ") says '" + sle.text + "'"
next
messagebox("Edits values", s_msg)
As you can see, one practicality problem is that you cannot refer to these controls by constructing the control's name like "text"+2, instead you must access the my edits[] array or loop through the controls and test their .tag property if you set it to something specific.
I do not think that it is possible. Workaround could be an array maybe.
Br. Gábor
I'd see two ways to do this, but they aren't as easy as it seems that you were hoping:
1. Control Array
First method would be to go through the control arrays (on windows, tabs and user objects). I'd create a function that took the control name as a string, then another that overloaded the same function and took control name and an array of windowobject. The string-only method would just call the string/array method, passing the string through and adding the window.Control as the second parameter. The string/array method would go through the array, and for each element, get the ClassDefinition. Pull the name off of it, and parse it apart the way you want it to match the string parameter (e.g. for w_test`tab_first`tabpage_first`cb_here, do you want cb_here to match, or tab_first`tabpage_first`cb_here?). Deal with matches as appropriate. When you find a control of type tab or user object, call the string/array function again with the Control array from that object; deal with success/fail returns as appropriate.
2. DataWindow
What you're describing works extremely well with DataWindows, and their Describe() and Modify() functions. Since you pass these functions only a string, you can build not only the control names, but the values they're set to as you would build any string. In fact, you can build multiple Modify() strings together (delimited by a space) and make a single call to Modify(); this is not only faster, but reduces window flicker and visible activity.
Don't fall into the trap of thinking that, since your data isn't from a database, you can't use a DataWindow. Create an external DataWindow, and simply use it with one row inserted during the Constructor event.
As you might guess, I'd strongly favour the DataWindow approach. Not only is it going to perform better, but it's going to provide a lot more flexibility when you want to move on and tag more control types than just static text. (You'll have to do some type casting even with one control type, but if you want to get into multiples, you'll need to start a CHOOSE CASE to handle all your types.)
Good luck,
Terry
You can't create a variable name in a script because the variables have to be declared before you can use them. With PBNI it's possible to generate a name the way you describe and then get a reference to a variable of that name that already exists but I don't think that's what you want. If you want to keep track of additional properties for your controls, just inherit a new user object from whatever it is (sle, mle, etc.) and add the properties you want. Then you can place your user object on a window and use the properties. Another approach is to use the control's Tag property. It holds a string that you can put whatever you want in. PFC uses this technique. Terry's DataWindow solution is a good approach for storing arbitrary data.
Yes, and there are more than one way to skin a cat.
Sounds like you have several properties so I'd use an array of custom non visual user objects, or an array of structures. Otherwise you could probably use something from the .NET framework like a dictionary object or something like that, or a datawidnow using an external datasource, where you can refer to column names as col + ll_index.ToString().
SIMPLE Example:
Make custom NVO with following instance variables, plus getter/setter functions for each, name it n_single_field
// add the properties and recommend getter and setter functions
public string myTag
public string myText
public int myTabOrder
...
// To USE the NVO define an unbounded array
n_single_field fields[]
// to process the populated fields
integer li_x, li_max_fields
// loop through field 1 through max using array index for field number
li_max_fields = upperbound(fields)
for li_x = 1 to li_max_fields
fields[li_x].myTag = 'abc'
fields[li_x].myText = 'text for field number ' + li_x.ToString()
fields[li_x].myTabOrder = li_x * 10
next
Maybe I'm oversimplifying if so let me know, if there is a will there is always a way. ;)
I'm making a program using openGL with transparent objects in it, so obviously I have to paint those last. Unfortunately I was unaware of this requirement when beginning this project and now it would be a real pain to reorder it painting those at last.
I'm drawing objects by calling my drawing functions after translating and rotating the scene. There can be multiple translations and rotations before an actual drawing (e.g. first I draw the ground, then translate, then call the drawing of the house, which repeatedly translates and rotates, then calls the drawing of the walls and so on).
So my idea was saving the current modelview matrices in a list instead of painting the transparent objects when I normally would, then when I'm done with the opaque stuff, I iterate through my list and load each matrix and paint each object (a window, to be precise).
I do this for saving a matrix:
GLdouble * modelMatrix = (GLdouble *)malloc(16 * sizeof(GLdouble));
glGetDoublev(GL_MODELVIEW, modelMatrix);
addWindow(modelMatrix); // save it for later painting
And this is the "transparent stuff management" part:
/***************************************************************************
*** TRANSPARENT STUFF MANAGEMENT ******************************************
**************************************************************************/
typedef struct wndLst {
GLdouble * modelMatrix;
struct wndLst * next;
} windowList;
windowList * windows = NULL;
windowList * pWindow;
void addWindow(GLdouble * windowModelMatrix) {
pWindow = (windowList *)malloc(sizeof(windowList));
pWindow->modelMatrix = windowModelMatrix;
pWindow->next = windows;
windows = pWindow;
}
void clearWindows() {
while(windows != NULL) {
pWindow = windows->next;
free(windows->modelMatrix);
free(windows);
windows = pWindow;
}
}
void paintWindows() {
glPushMatrix(); // I've tried putting this and the pop inside the loop, but it didn't help either
pWindow = windows;
while(pWindow != NULL) {
glLoadMatrixd(pWindow->modelMatrix);
Size s;
s.height = 69;
s.width = 49;
s.length = 0.1;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_FALSE);
glColor4f(COLOR_GLASS, windowAlpha);
drawCuboid(s);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
pWindow = pWindow->next;
}
glPopMatrix();
}
/* INTERFACE
* paint all the components, that are not yet painted,
* then clean up.
*/
void flushComponents() {
paintWindows();
clearWindows();
}
/**************************************************************************/
I call flushComponents(); at the very end of my drawings.
The problem is, that the windows don't get in their place, instead I get weird-shaped blue objects randomly appearing and disappearing in my scene.
Am I doing something wrong? Or such matrix manipulations cannot even be used like this? Then what other method could I use for doing this?
Here is the full code if you need it: farm.zip Matrix-saving is at components.c line 1548, management is at line 142. It might not work on Windows without some minor hacking with the includes, which should probably be done in global.h.
Edit: I can only use C code and the glut library to write this program.
Edit 2: The problem is glGetDoublev not returning anything for some reason, it leaves the modelMatrix array intact. Though I still have no idea what causes this, I could make a workaround using bernie's idea.
OpenGL is not a math library. You should not use it for doing matrix calculations. In fact that part has been completely removed from OpenGL-3. Instead you should rely on a specialized matrix math library. That allows you to calculate the matrices for each object with ease, without jumping through the hoops of OpenGL's glGet… API (which was never meat for this kind of abuse). For a good replacement look at GLM: http://glm.g-truc.net/
Try adding glMatrixMode(GL_MODELVIEW) before your paintWindows() method. Perhaps you are not modifying the correct matrix.
The basic idea of your method is fine and is very similar to what I used for transparent objects. I would however advise for performance reasons against reading back the matrices from OpenGL. Instead, you can keep a CPU version of the current modelview matrix and just copy that to your window array.
As for your comment about push and pop matrix, you can safely put it outside the loop like you did.
edit
Strictly speaking, your method of rendering transparent objects misses one step: before rendering the list of windows, you should sort them back to front. This allows for overlapping windows to have the correct final color. In general, for 2 windows and a blending function:
blend( blend(scene_color, window0_color, window0_alpha), window1_color, window1_alpha )
!=
blend( blend(scene_color, window1_color, window1_alpha), window0_color, window0_alpha )
However, if all windows consist of the exact same uniform color (e.g. plain texture or no texture) and alpha value, the above equation is true (window0_color==window1_color and window1_alpha==window0_alpha) so you don't need to sort your windows. Also, if it's not possible to have overlapping windows, don't worry about sorting.
edit #2
Now you found something interesting with the erroneous matrix readback. Try it out with the following instead (you certainly don't need double precision):
GLfloat* modelMatrix = (GLfloat*)malloc(16 * sizeof(GLfloat)); // glass
glGetFloatv(GL_MODELVIEW, modelMatrix);
addWindow(modelMatrix); // save it for later painting
If that still doesn't work, you could directly store references to your houses in your transparent object list. During the transparent rendering pass, re-render each house, but only issue actual OpenGL draw calls for the transparent parts. In your code, putWallStdWith would take another boolean argument specifying whether to render the transparent or the opaque geometry. This way, your succession of OpenGL matrix manipulation calls would be redone for the transparent parts instead of read using glGetxxx(GL_MODEL_VIEW).
The correct way to do it however is to do matrix computation on the CPU and simply load complete matrices in OpenGL. That allows you to reuse matrices, control the operation precision, see the actual matrices easily, etc.
I have seen RocketDock redirect the minimize animation in Vista so windows minimize to the dock, and am just curious how this was done. Is the actual minimize animation redirected to the dock, or is something like a hook to stop Windows from minimizing the window and RocketDock has a custom animation when the window is minimized?
I am working on an open source multi-monitor taskbar project called "OpenMMT." I've recently discovered (through many headaches) how to accomplish this.
The following explanation assumes that you know how to go about using RegisterShellHookWindow.
On the window procedure that will receive the shell hooks, look for HSHELL_GETMINRECT.
Now, from here on out is where I had problems. According to MSDN, the lparam member passed contains a pointer to a "SHELLHOOK" object. Which is true, however, I could not get it to work for the simple fact that the "rc" member of that structure, is a RECT that differs from the actual RECT structure in the Windows header files. The RECT in the header files uses LONG for its members, were as on here, we want SHORT.
Anyways, here's a snippet on how I accomplished this.
Structures to define:
typedef struct {
SHORT left;
SHORT top;
SHORT right;
SHORT bottom;
} REALRECT, *LPREALRECT;
typedef struct {
HWND hWnd;
REALRECT rc;
} DOCUMENT_ME_RIGHT_MICROSOFT, *LPDOCUMENT_ME_RIGHT_MICROSOFT;
Then on the Window Procedure:
case HSHELL_GETMINRECT:
{
LPDOCUMENT_ME_RIGHT_MICROSOFT lpShellHook = (LPDOCUMENT_ME_RIGHT_MICROSOFT)lParam;
// lpShellHook now contains all the info. If you want to change the location
// of the animation, simply change the lpShellHook->rc members to point
// to the right coordinates and then return TRUE;
return TRUE;
}
When minimizing programs from my application I encountered some instances where the animation would default back to the original one. I resolved this by minimizing them like so:
void MinimizeApp(HWND hWnd) {
SetForegroundWindow(hWnd);
ShowWindowAsync(hWnd, SW_MINIMIZE);
}
If you want more info regarding my project or you just want to peek at the source, feel free to do so at https://github.com/Fafson/OpenMMT
The ptMinPosition member of the WINDOWPLACEMENT structure specifies the coordinates of the window when it is minimized, so SetWindowPlacement function can be used to that effect. But some testing shows the window should not have a task bar button for that to work (i.e. no WS_EX_APPWINDOW).
I don't know how RocketDock works, but I guess this could be achieved by installing a global WH_CBT hook, and acting upon (setting the ex_style and then setting minimized coordinates) HCBT_MINMAX notification.
You can use the AnimateWindow API function, and pass it e.g. AW_HOR_POSITIVE | AW_VER_POSITIVE to get a diagonal animation.
I'd start with a global hook catching WM_SYSCOMMAND/SC_MINIMIZE, and use AnimateWindow to target the top right corner.
If this doesn't provide the desired effect, the next step would be to use WM_PRINT/WM_PRINTCLIENT to get a copy of the window into a bitmap (I believe this is what AnimateWindow does internally), then hiding the window and doing my own animation.