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DavidCrow wrote: How do I go about doing this (since WM_GETTEXTLENGTH is giving me the latter)?
You're working in C++?
If so, you must have a pointer to the start of the character buffer, so you can send it to the AS/400. Just hunt through byte by byte until you hit a zero, counting as you go.
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The only way I know to calculate the number of bytes of DBCS string in a given encoding is:
1. Translate the string to Unicode (MultiByteToWideChar)
2. Translate the Unicode string to the previous encoding (WideCharToMultiByte) this function return the size of DBCS string in bytes.
This work (in all the case that I know of) .
Good luck.
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Hi,
I want to create GroupBox on dialog box dynamically, can any one help me how to do that..?
Thanks
Venkatesh.
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Group boxes are actually buttons with the BS_GROUPBOX[^] style set. I hope that helps.
> The problem with computers is that they do what you tell them to do and not what you want them to do. <
> Life: great graphics, but the gameplay sux. <
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Well, I sure know it helps me a ton! Thank you!
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Yourwelcome. Nice to see old posts can still be helpful.
> The problem with computers is that they do what you tell them to do and not what you want them to do. <
> //TODO: Implement signature here<
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hi if u got to how to create groupbox dynamicaly pls let me know
Thanks
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I use visual studio 2005 MFC dialog based
I try to use these method to help but it doesn't give me a correct position.
void CMy3DGUIDlg::OnStnClickedPic1()
{
CWnd* prnt = GetDlgItem(IDC_PIC1);
CPoint p1;
GetCursorPos(&p1);
ClientToScreen(&p1);
prnt->ScreenToClient(&p1);
CDC *pdc = prnt->GetDC();
pdc->MoveTo(0,0);
pdc->LineTo(p1.x,p1.y);
}
Thank you for helping
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z01e wrote: ...but it doesn't give me a correct position.
Position of what?
Have you tried GetMessagePos() ?
"Old age is like a bank account. You withdraw later in life what you have deposited along the way." - Unknown
"The brick walls are there for a reason...to stop the people who don't want it badly enough." - Randy Pausch
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There you have use mouse related events...
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See the documentation of GetCursorPos[^], it tells you:
Retrieves the cursor's position, in screen coordinates.
z01e wrote: GetCursorPos(&p1);
ClientToScreen(&p1);
With this you are getting the cursor position in screen coordinates and then you are converting it to screen cordinates.
> The problem with computers is that they do what you tell them to do and not what you want them to do. <
> Life: great graphics, but the gameplay sux. <
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so what function should i use to get coordinate in picture control?
p.s. sorry ,i'm very newbie for mfc. It would be kind if you could explain clearly.
Thank you
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Well, you can either try this (using GetMessagePos()[^] as DavidCrow already suggested):
CPoint Pt(GetMessagePos());
or
POINT Pt;
GetCursorPos(&Pt);
picture_control.ScreenToClient(&Pt);
> The problem with computers is that they do what you tell them to do and not what you want them to do. <
> Life: great graphics, but the gameplay sux. <
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thank you very much Code-o-mat.
and how can i keep these lines after i draw because in just a few second
all lines are disappear.
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I'm not sure what you mean, but if my guess is correct, you are drawing onto the picture control with the mouse. In this case, you will either have to remember what lines you have drawn, this aproach is more complicated, or simply, draw ONTO the bitmap in memory also, not just the window, this is probably easier done. Create a memory DC, select the bitmap into it and use MoveTo/LineTo to draw your lines. Don't forget to clean up after you are done drawing.
> The problem with computers is that they do what you tell them to do and not what you want them to do. <
> Life: great graphics, but the gameplay sux. <
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i try to search MemDC but i don't understand. T_T
can i have example of MemDC and where do i put these function in if i want to show these lines on the image(old) until i load new image, these lines will gone?
thanks for your help
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Well, if you load a new bitmap into your picture control then yes, the lines will be gone. And for the memdc, you can do something like this:
CDC MemDC;
MemDC.CreateCompatibleDC(dc_of_picture_control);
CBitmap *origBitmap = MemDC.SelectObject(pointer_to_bitmap_you_want_to_draw_to);
MemDC.MoveTo(0, 0);
MemDC.LineTo(line_to_x, line_to_y);
MemDC.SelectObject(origBitmap);
MemDC.DeleteDC();
> The problem with computers is that they do what you tell them to do and not what you want them to do. <
> Life: great graphics, but the gameplay sux. <
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void CMyGUIDlg::OnStnClickedPic1()
{
CWnd* prnt = GetDlgItem(IDC_PIC1);
CDC *pdc = prnt->GetDC();
CDC MemDC;
MemDC.CreateCompatibleDC(pdc);
CBitmap *origBitmap = (CBitmap*)MemDC.SelectObject(&m_pic1); //m_pic1.SetBitmap("LenaRGB.BMP");
MemDC.MoveTo(0, 0);
MemDC.LineTo(100,100 );
MemDC.SelectObject(origBitmap);
MemDC.DeleteDC();
}
T_T still can't do it. i try what you said but it is still no line after i minimize it.
hope you not bored me yet i'm sorry but thank you very much
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What is m_pic1? Isn't it a CStatic that shows your bitmap? If it is, don't select THAT into the DC (you shouldn't be able to do that i think), ask it for its bitmap and select that. So if it is a CStatic or derivative, try using GetBitmap[^] like:
...
CBitmap TempBmp;
TempBmp.Attach(m_pic1.GetBitmap());
CBitmap *origBitmap = MemDC.SelectObject(&TempBmp);
...
MemDC.SelectObject(origBitmap);
TempBmp.Detach();
...
> The problem with computers is that they do what you tell them to do and not what you want them to do. <
> Life: great graphics, but the gameplay sux. <
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still doesnt work - -
but thank you very much
i load image by using this.
void CPictureBox::ShowBitmap(CPaintDC *pdc)
{
//Create a device context to load the bitmap into
CDC dcMem;
dcMem.CreateCompatibleDC(pdc);
//Get the Display area available
CRect lRect;
GetClientRect(lRect);
lRect.NormalizeRect();
//select the bitmap into compatible device context
CBitmap* pOldBitmap = (CBitmap*)dcMem.SelectObject(&m_bmpBitmap);
//m_bmpBitmap.SetBitmapDimension(lRect.Width(),lRect.Height());
//copy & resize the window to the dialog window
pdc->StretchBlt(0,0,lRect.Width(),lRect.Height(),&dcMem,0,0,bm.bmWidth,bm.bmHeight,SRCCOPY);
}
void CPictureBox::OnPaint()
{
CPaintDC dc(this); // device context for painting
RECT rect;
GetClientRect(&rect);
dc.FillSolidRect(&rect, RGB(255,255,255));
if(m_sBitmap!="")
ShowBitmap(&dc);
}
void CPictureBox::SetBitmap(CString strBitmap)
{
m_sBitmap = strBitmap;
HBITMAP hBitmap = (HBITMAP) ::LoadImage(AfxGetInstanceHandle(),
m_sBitmap, IMAGE_BITMAP, 0, 0,
LR_LOADFROMFILE | LR_CREATEDIBSECTION);
// Do we have a valid handle for the loaded image?
if (hBitmap)
{
// Delete the current bitmap
if (m_bmpBitmap.DeleteObject())
m_bmpBitmap.Detach(); // If there was a bitmap, detach it
// Attach the currently loaded bitmap to the bitmap object
m_bmpBitmap.Attach(hBitmap);
}
m_bmpBitmap.GetBitmap(&bm); //Get Bitmap Structure
Invalidate();
}
maybe this is why it doesn't work.and i dont know what should i do with it to make this work. T_T
anyway thanks to you.
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I believe -according to what i see in the code you gave- you have to select m_bmpBitmap into the memory-dc when you draw the lines.
Btw i see you are using StretchBlt, that will cause problems with drawing those lines, but first try to get it to keep the lines first.
> The problem with computers is that they do what you tell them to do and not what you want them to do. <
> Life: great graphics, but the gameplay sux. <
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thank you for all your help.
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I have a static function in that I have some array members, that function will be called from so many places, I want to know that when ever the process of the function is over means all the member variables will be get released from memory or will Occupy the space.
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rr_ramesh71 wrote: I have some array member
What kind of array it is ?
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