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why don't you ask in the forum at the bottom of the article you're refering instead ? the author would probably know the answer better than us.
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josip cagalj wrote: Does anyone know how to do this on VS2005?
VS2K5 automatically adds a manifest now, whereas VC++ 6 didn't. To add the XP style manifest info, rather than add a custom resource, go to Project Properties > Configuration Properties > Manifest Tool > Input and Output > Additional Manifest Files and specify your XML manifest file there.
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There are a lot of ways to make it work on VS2005 or 2008. This is mine:
1.- Add the InitCommonControls() call at the very beggining of your program.
2.- On the stdafx.h file, add this line: #include "commctrl.h"
On the properties of your project:
3.- On Linker/Manifest File make sure the generate manifest entry is set to "Yes"
4.- On Linker/Command Line add "comctl32.lib" (without the cuotes).
5.- On Manifest Tool/Input and Output, set the "Aditional Manifest File" to $(IntDir)\XPCommonControls.manifest
Finally create a new text file with this code and save it as "XPCommonControls.manifest" on the same folder than your .exe
<assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestversion="1.0">
<dependency>
<dependentassembly>
<assemblyidentity>
type="win32"
name="Microsoft.Windows.Common-Controls"
version="6.0.0.0"
processorArchitecture="X86"
publicKeyToken="6595b64144ccf1df"
language="*"/>
</assemblyidentity></dependentassembly>
</dependency>
</assembly>
Wish you luck
rotter
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I did as you told me, bur when building i get this error message:
Linking...<br />
Embedding manifest...<br />
.\Debug\XPCommonControls.manifest : general error c1010070: Failed to load and parse the manifest. The system cannot find the file specified.
When you said
rotter512 wrote: On Manifest Tool/Input and Output, set the "Aditional Manifest File" to $(IntDir)\XPCommonControls.manifest
did you mean I had to put file path instead of 'IntDir' like $(c:\..\..)\XPCommonControls.manifest, or just leave it as it is ($(IntDir)\XPCommonControls.manifest)?
Anyway in booth cases I get message "Failed to load and parse the manifest"
modified on Thursday, December 13, 2007 7:41:38 AM
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Hi,
I have written text to a device context using "dc.DrawText()" onto a transparent background. The text needs to move, but it leaves the old text on the DC, which just causes a long black smudge. As I mentioned, the background is transparent, so I cant just blit the background again.
I have noticed that calling ShowWindow(SW_HIDE); then re-showing it clears the text, however I make the text move from within the OnPaint method, which obviously causes problems if I hide/show it constantly.
Does anyone have any ideas as to how I can remove the text?
Thanks.
MS.
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Mr Simple wrote: however I make the text move from within the OnPaint method
Is it a good idea?
If the Lord God Almighty had consulted me before embarking upon the Creation, I would have recommended something simpler.
-- Alfonso the Wise, 13th Century King of Castile.
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Well, by 'move' i mean more 'repostitioned'. The location of the text is based upon a number of variables, the window itself is a large mishaped window.
How do you think I should be drawing the text?
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Well. I don't know exactly your needs. Anyway, I think the current text position has to be assigned outside the OnPaint method (for instance inside a timer) and then you have to invalidate both the latest text rectangle and the current text one and, finally, you have to call UpdateWindow to let OnPaint doing its job.
If the Lord God Almighty had consulted me before embarking upon the Creation, I would have recommended something simpler.
-- Alfonso the Wise, 13th Century King of Castile.
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How do you suggest I set the text from outside the paint method? Another reason I chose to use OnPaint is that I dont know how to do it without having the DC variable to use the .DrawText with!
@Nelek, I have tried both Invalidate (entire), InvalidateRect (text in rectangles), and InvalidateRgn (dc region) all to no avail!
Thank you for your time.
MS
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Of course drawing should happen inside OnPaint method.
Now suppose ('cause I don't know yet what are you trying to do...) you're doing a kind of animation of your text and, say rcCur is the current text rectangle.
Inside the timer procedure you can:
(1) Compute next position text rectangle rcNext .
(2) Invalidate both rcCur , rcNext rectangles.
(3) Set rcCur = rcNext .
(4) call UpdateWindow .
Point (4) makes OnPaint being called and your text position updated.
Hope that helps.
If the Lord God Almighty had consulted me before embarking upon the Creation, I would have recommended something simpler.
-- Alfonso the Wise, 13th Century King of Castile.
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Also, keep in mind - you don't need to preserve a DC between WM_PAINT messages.
The DC does not remember where you draw text - that's up to you to store.
A DC is more like a canvas - when you paint on it, that's it. If you want
to "move" something you've painted, you need to paint over the old item and
repaint the item at it's new location.
Mark
Mark Salsbery
Microsoft MVP - Visual C++
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Hi,
I am not (knowingly/intentionally) preserving the DC. I am able to get this to work over sections of the DC are not transparent (the redrawn image covers the old text) but I am unable to draw over the transparent old text because I dont know what lies underneath.
CPallini - I hope I am not coming across as stupid, but I still cannot get your suggestion to work. Please correct my thinking if it is wrong (see below);
Thank you for your time.
MS.
<br />
CRect rTextMain;
<br />
CRect rMoveTo;<br />
InvalidateRect(&rTextMain);
InvalidateRect(&rMoveTo);<br />
<br />
rMoveTo.top = val1; rMoveTo.left.......<br />
<br />
rTextMain = rMoveTo;<br />
UpdateWindow();
<br />
CFont newFont;<br />
newFont.CreateFont(15, 0, 0, 0, 400, 0, 0, 0, 0, 0, 0, 0, 0, _T("MS Sans Serif"));<br />
CFont *oldFont = dc.SelectObject(&newFont);<br />
<br />
CString sWords = "test";<br />
dc.DrawText(sWords, &rTextMain, DT_TOP | DT_LEFT)
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You've used rMoveTo before it's initialized. You shouldn't need
the second (rMoveTo) rect.
This should be enough:
CRect rTextMain;
InvalidateRect(&rTextMain);
rTextMain.top = val1; rTextMain.left.......
UpdateWindow();
CFont newFont;
newFont.CreateFont(15, 0, 0, 0, 400, 0, 0, 0, 0, 0, 0, 0, 0, _T("MS Sans Serif"));
CFont *oldFont = dc.SelectObject(&newFont);
CString sWords = "test";
dc.DrawText(sWords, &rTextMain, DT_TOP | DT_LEFT)
The WM_ERASEBKGND should take care of the invalidated rect.
Then the WM_PAINT handler should draw the text at the new location.
I don't see anything related to transparency or images.
Mark
Mark Salsbery
Microsoft MVP - Visual C++
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Hi,
Unfortunately I could not get this to work either. Do you have any other ideas? This is being run on Win CE by the way.
I didn't put the transparency stuff in the last post, but it comes just before the text is printed. A global region is made in the constructor with bits missing (missing bits are therefore transparent). The images are loaded into a CBitmap array. In OnPaint;
To display the BMP;
Create CDC from DC
CDC select object (global/main region)
CDC select object (bitmap)
TransparentBlt to DC;
TransparentBlt(dc.GetSafeHdc(), 0, 0, floatingBMP.bmWidth, floatingBMP.bmHeight, myCDC->GetSafeHdc(), 0, 0, floatingBMP.bmWidth, floatingBMP.bmHeight, 0x00ff00);// Transparency = lime green, altho this doesnt matter as the region has already been created to take this into account;
After this is the DrawText code which has already been show.
Any ideas?
Thanks
MS.
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Without knowing what's not working...
Mr Simple wrote: Create CDC from DC
How are you doing this? It should be a memory DC created with CDC::CreateCompatibleDC().
Mr Simple wrote: CDC select object (global/main region)
What's the purpose of the region - for clipping? Why select it into the source DC?
That looks suspicious...I would try commenting the region stuff out and see what happens.
Are you handling WM_ERASEBKGND? If so, what are you doing there?
What do you want to see and what is happening that is wrong?
Mark
Mark Salsbery
Microsoft MVP - Visual C++
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Hi,
I am using CreateCompatibleDC;
<br />
CPaintDC dc(this);
CDC *floatCDC = new CDC;<br />
floatCDC->CreateCompatibleDC(&dc);
I have removed the region code, and can report having it there made no difference to my application. I had read about it in a 'funky shaped window' article and assumed I needed it, obviously I was wrong
I am not handling WM_ERASEBKGND.
What I want to see is text moving on a transparent background. I have manged this to a degree, however when the text is moved, the old text remains underneath the new text. I think part of the problem is that I am drawing over the old text with a transparent image, so the old text is still visible.
Any other ideas?
Thank you for your time!
MS
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Here's a working example, moving text with a timer across a bitmap background.
This is implemented on a simple dialog with just an ok button. The same code would work in
a CWnd-derived class - In that case, WM_CREATE/OnCreate would be used instead of
OnInitDialog()...
#pragma once
#include <atlimage.h>
class CMovingTextDialog : public CDialog
{
DECLARE_DYNAMIC(CMovingTextDialog)
public:
CMovingTextDialog(CWnd* pParent = NULL);
virtual ~CMovingTextDialog();
enum { IDD = IDD_DIALOG2 }; <font color="Red">
protected:
virtual void DoDataExchange(CDataExchange* pDX);
DECLARE_MESSAGE_MAP()
public:
virtual BOOL OnInitDialog();
protected:
virtual void OnOK();
public:
CImage BkImage;
UINT_PTR MoveTimer;
CString TextStr;
CSize TextSize;
CRect TextRect;
afx_msg void OnPaint();
afx_msg BOOL OnEraseBkgnd(CDC* pDC);
afx_msg void OnTimer(UINT_PTR nIDEvent);
};
#include "stdafx.h"
#include "MFCTester.h"
#include "MovingTextDialog.h"
IMPLEMENT_DYNAMIC(CMovingTextDialog, CDialog)
CMovingTextDialog::CMovingTextDialog(CWnd* pParent )
: CDialog(CMovingTextDialog::IDD, pParent)
{
BkImage.Load(_T("e:\\test.bmp")); <font color="Red">
MoveTimer = 0;
TextStr = _T("Moving Text");
TextSize.cx = TextSize.cy = 0;
TextRect.SetRect(0,0,0,0);
}
CMovingTextDialog::~CMovingTextDialog()
{
}
void CMovingTextDialog::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
}
BEGIN_MESSAGE_MAP(CMovingTextDialog, CDialog)
ON_WM_PAINT()
ON_WM_ERASEBKGND()
ON_WM_TIMER()
END_MESSAGE_MAP()
BOOL CMovingTextDialog::OnInitDialog()
{
CDialog::OnInitDialog();
MoveTimer = ::SetTimer(*this, (UINT_PTR)12345, 10, NULL);
return TRUE;
}
void CMovingTextDialog::OnOK()
{
::KillTimer(*this, MoveTimer);
MoveTimer = 0;
CDialog::OnOK();
}
void CMovingTextDialog::OnPaint()
{
CPaintDC dc(this);
if (0 == TextSize.cx)
{
TextSize = dc.GetTextExtent(TextStr);
TextRect.SetRect(0, 0, TextSize.cx, TextSize.cy);
TextRect.InflateRect(4, 4);
}
dc.SetBkMode(TRANSPARENT);
dc.DrawText(TextStr, &TextRect, DT_LEFT | DT_TOP);
}
BOOL CMovingTextDialog::OnEraseBkgnd(CDC* pDC)
{
CRect ClientRect;
GetClientRect(&ClientRect);
BkImage.StretchBlt(*pDC, 0, 0, ClientRect.Width(), ClientRect.Height());
return TRUE;
}
void CMovingTextDialog::OnTimer(UINT_PTR nIDEvent)
{
if (0 != TextSize.cx)
{
InvalidateRect(&TextRect);
CRect ClientRect;
GetClientRect(&ClientRect);
TextRect.OffsetRect(2, 2);
if (TextRect.right > ClientRect.right || TextRect.bottom > ClientRect.bottom)
{
TextRect.SetRect(0, 0, TextSize.cx, TextSize.cy);
TextRect.InflateRect(4, 4);
}
UpdateWindow();
}
CDialog::OnTimer(nIDEvent);
}
What's different from what you are doing?
Mark
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Hello,
The only major difference is that I am not using CImage, as I need to be able to TransparentBlt which I have been told there are problems with on WinCE. I converted your code closer to my existing (using CBitmap, transparency, removing erase bkground) and it worked great. Then I made my existing code practically idential, and it still didn't work
The only thing I can find different is the way I create the window. I have a method in the class called "CreateFloaterWnd" (parent as parameter) which loads the bitmap, gets it's size, then calls CWnd::CreateEx, positioning itself relative to the parent's X/Y location.
I will try to convert it to use a dialog and see what happens. I still dont understand how this could be the problem though.
Thank you very much for your effort!!
MS.
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Hmmm I don't know about WinCE unfortunately.
CImage wraps a little GDI+ for loading and saving, and also wraps a
HBITMAP/DIBSection, which works with TransparentBlt() just fine (in
fact, the class has a TransparentBlt() method). Again, I'm not sure about
WinCE compatibility though.
If you have a little project that doesn't work that I can test on regular
Windows I'll check it out.
Good luck
Mark
Mark Salsbery
Microsoft MVP - Visual C++
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Hi,
Everything in normal windows can be done in CE, sometimes you just need to go about it a bit differently.
I have cut out everything from my project and managed to write a non-working class if you are interested. I wont have access to CE again until monday so wont be able to test the dialog thing yet.
Below is the code, it is very simple as you can probably see. Just call the .CreateTransparent(this); and you should get a nice streak down the form.
Once again, thanks for your help!
MS.
The .H;
<br />
class CNotWorking :<br />
public CWnd<br />
{<br />
public:<br />
CNotWorking(void);<br />
~CNotWorking(void);<br />
void CreateTransparent(CWnd *pParent);<br />
<br />
DECLARE_MESSAGE_MAP()<br />
afx_msg void OnPaint();<br />
afx_msg void OnTimer(UINT nIDEvent);<br />
<br />
private:<br />
CRect rTextRect;<br />
UINT tTicker;<br />
<br />
};
//////////
And the .CPP;
<br />
BEGIN_MESSAGE_MAP(CNotWorking, CWnd)<br />
ON_WM_PAINT()<br />
ON_WM_TIMER()<br />
END_MESSAGE_MAP()<br />
<br />
<br />
CNotWorking::CNotWorking(void)<br />
{<br />
rTextRect.SetRect(0, 0, 40, 20);<br />
tTicker = 0;<br />
<br />
}<br />
<br />
CNotWorking::~CNotWorking(void)<br />
{<br />
}<br />
<br />
void CNotWorking::CreateTransparent(CWnd *pParent)<br />
{<br />
CWnd::CreateEx(NULL, NULL, _T("Transparent"), WS_CHILD, 20, 20, 500, 500, pParent->GetSafeHwnd(), NULL);<br />
<br />
tTicker = ::SetTimer(*this, (UINT_PTR)12345, 20, NULL);<br />
<br />
ShowWindow(SW_SHOW);<br />
}<br />
<br />
void CNotWorking::OnPaint()<br />
{<br />
CPaintDC dc(this);
<br />
<br />
dc.SetBkMode(TRANSPARENT);<br />
CString textStr = "test";<br />
dc.DrawText(textStr, &rTextRect, DT_LEFT | DT_TOP);<br />
<br />
<br />
}<br />
<br />
void CNotWorking::OnTimer(UINT nIDEvent)<br />
{<br />
InvalidateRect(rTextRect);<br />
rTextRect.OffsetRect(0, 2);<br />
UpdateWindow();<br />
<br />
CWnd::OnTimer(nIDEvent);<br />
}
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Your code works for me.
In OnTimer(), I had to change
InvalidateRect(rTextRect);
to
InvalidateRect(&rTextRect);
Mark
Mark Salsbery
Microsoft MVP - Visual C++
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Mark Salsbery wrote: Your code works for me.
Really???
I have tried both but I still get the smudge either way (I have only tested on XP).
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Yes, really
The change I made wasn't even necessary, since CRect has a LPRECT
operator.
I'm testing on Vista.
Is it leaving a trail of pixels or does the entire text get left
behind on previous draws?
Mark
Mark Salsbery
Microsoft MVP - Visual C++
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The entire text gets left behind (in the image below I have used 'rTextRect.OffsetRect(0, 20);' to space them out a bit to show this).
http://i19.tinypic.com/8a4gh2w.jpg
Thanks
MS.
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