|Published by Patrice TERRIER|
|A new "TUTOR 06" window has been added to the project.|
1 - The use of clones which allows to reuse the same image as many times as necessary to create multiple sprites, which all share the same unique bitmap.
GAIN: memory optimization and display acceleration in case of complex animations.
2 - The same background image is used both in the WINDEV window and in the GDImage control, the initial appearance of which is preserved when the window size changes. The whole GUI is homogeneous because there is no visible delimitation between the fields.
3 - 360 ° text rotation using a private font (no need to install it first in Windows).
In the "TUTOR_05" window, the audio volume X thumb location is not updated correctly when the main window is resized.
To solve this problem replace the code from the "ResizeGDImageCtrl" procedure with the code below:
IF IsWindow(gP.hGDImage) THEN
MoveWindow(gP.hGDImage, GDImage_Template..X, GDImage_Template..Y, GDImage_Template..Width, GDImage_Template..Height, True)
// We must compute the correct thumb x location
x, y, w, h is int
ZD_GetObjectBound(ID_PROGRESS_HORZ, w, h)
ZD_GetObjectXY(ID_PROGRESS_HORZ, x, y); x += w
ZD_GetObjectXY(ID_THUMB_HORZ, h, y)
ZD_GetObjectBound(ID_THUMB_HORZ, w, h); x -= w / 2
ZD_SetObjectXY(ID_THUMB_HORZ, x, y, True) // Update the X coordinate
TUTOR 1 to 6 (New window TUTOR 06)
This project uses 5 windows to illustrate step by step the use of GDImage in a WINDEV application.
The code is compatible WD17+, but indeed GDImage64.dll works with all the WINDEV versions.
Because the procedural native code is much faster than any IL or p-code, it is able tp perform real time processing (see the oscilloscope in TUTOR_05).
To navigate from TUTOR_01 to TUTOR_05, you will have to change the "first window" in the project tree view.
|Illustrations, screen shots|
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