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Max Winapi - My Windows Controls Dll


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#61 zephroelectro

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Posted 15 January 2007 - 02:58 AM

Thanx alot h0bbel, for the update. It works GREAT <_<

Keep up the dam good work :angry:

What other projects are you working on or thinking of doing?
If you don't mind me asking :huh:
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#62 Seeker

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Posted 15 January 2007 - 03:04 AM

The new version has solved my problems, and the drag and drop addition is sweet! Thanks again for everything you've done. Just let me know where I should slide the brown paper bag. <_<
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#63 h0bbel

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Posted 15 January 2007 - 07:52 AM

The new version has solved my problems, and the drag and drop addition is sweet!  Thanks again for everything you've done.  Just let me know where I should slide the brown paper bag.  :angry:

<{POST_SNAPBACK}>


Eh, what do you mean with sliding the brown paper bag ?
Sorry, I'm dutch :huh: <_<

Edited by h0bbel, 15 January 2007 - 07:53 AM.

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#64 Seeker

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Posted 15 January 2007 - 02:55 PM

<_< I just felt like somewhere down the line, you should be paid back in some way for your efforts. You know, covertly slip you something in a 'brown paper bag', lol. Sorry for my crazy American speech.
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#65 h0bbel

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Posted 16 January 2007 - 02:54 PM

:D  I just felt like somewhere down the line, you should be paid back in some way for your efforts.  You know, covertly slip you something in a 'brown paper bag', lol.  Sorry for my crazy American speech.

<{POST_SNAPBACK}>


Haha, never mind, i just learned a new expression. :)
But you don't have to pay for my DLL.
But if you really want to there's a PayPal donate button on my DLL page.
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#66 Seeker

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Posted 17 January 2007 - 06:28 PM

Oh, you thought I meant paying you back with money? :( Actually, when all of this finally pays off, I'll probably do just that on your donation page.

Are you still planning on adding a function to display an image in a static control or some other image handling and drawing functions? Also, I just noticed that I'm able to hide a control using API_Control_Show(Control ID,SW_HIDE), but there's no way to show the control after it has been hidden. Lastly, the help text for button controls are missing the button styles information. I know the style flags are in the styles scripts, but I just thought I should point that out.
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#67 h0bbel

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Posted 17 January 2007 - 07:09 PM

Oh, you thought I meant paying you back with money?  ;)  Actually, when all of this finally pays off, I'll probably do just that on your donation page.

Are you still planning on adding a function to display an image in a static control or some other image handling and drawing functions?  Also, I just noticed that I'm able to hide a control using API_Control_Show(Control ID,SW_HIDE), but there's no way to show the control after it has been hidden.  Lastly, the help text for button controls are missing the button styles information.  I know the style flags are in the styles scripts, but I just thought I should point that out.

<{POST_SNAPBACK}>


Ooh sorry i totally misunderstood :( :( :P :P
The button styles are already there, today a set checkbox state was required and then i discovered that the buttons had no styles, so the styles are there now, you just have to download the DLL again. :P
But the SW_SHOW flag should work, please reply again if that doesn't solve the API_Control_Show problem. ;)

Edited by h0bbel, 17 January 2007 - 07:11 PM.

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#68 Seeker

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Posted 17 January 2007 - 08:03 PM

Nah, I tried using SW_SHOW, and it didn't work.
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#69 h0bbel

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Posted 17 January 2007 - 08:25 PM

Nah, I tried using SW_SHOW, and it didn't work.

<{POST_SNAPBACK}>


I'll try to find a solution.
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#70 h0bbel

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Posted 17 January 2007 - 08:37 PM

Nah, I tried using SW_SHOW, and it didn't work.

<{POST_SNAPBACK}>


I'll try to find a solution.

<{POST_SNAPBACK}>


Already got it :(
I tried the control show function and discovered that the control is even hided when the SW_SHOW style was used.
I looked in the scripts and everything was fine.
Then i found the bug in the DLL function and fixed it.
You can download the fixed version now. :(
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#71 Seeker

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Posted 18 January 2007 - 12:00 AM

Yep, it's all good now. Many thanks.
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#72 pcnerd

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Posted 19 January 2007 - 12:17 AM

How do you open .rar files?
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#73 h0bbel

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Posted 19 January 2007 - 08:04 AM

How do you open .rar files?

<{POST_SNAPBACK}>


Omfg, again a rar question :GM007:
Rarlab.com
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#74 h0bbel

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Posted 22 January 2007 - 09:25 AM

Update to version 1.4.0.0
- Added the drawing system, a system that makes it easy to draw bitmaps,lines,rectangles,rounded rectangles and ellipses in you API Windows.
- Added a function to change the icon of an API window.

Hope the drawing system works for everyone :)
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#75 Seeker

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Posted 22 January 2007 - 07:16 PM

Hey, h0bbel. This new release is great! I just came back to these forums after about a week just to ask you a few more questions, but then I noticed you added all of these drawing functions and have to really thank you for those. On first examination, everything works quite nicely.

My question today has to do with child windows. If I for instance place a textbox on a window that is a child of Gamemaker's window, I am not able to click on that textbox to type inside of it.

I realized the only way I could type inside the textbox was to ( 1 ) use the API_Control_SetFocus() function to point to that textbox (by the way, might you add an API_Control_GetFocus() function, or can we only stick with the API_Check_Command() to see when a control is clicked?) or ( 2 ) use the API_Window_SetParent() function to set the textbox's window as a child of Gamemaker's. Simply making the textbox's window a Gamemaker child window at the moment it is created using the WS_CHILD style doesn't make the textbox clickable. I have to use the API_Window_SetParent() function. And this is all fine and good, but what happens is the window is created outside of Gamemaker's at game start, and I can see the window flash there for a second right before the SetParent() function kicks in and places the window inside of Gamemaker's.

I thought that maybe I could get around that flash by hiding the textbox's window when it is created, but there is no style flag for that (it's weird, there's a flag to make a window initially visible 'WS_VISIBLE', which it always seems to be anyway, but there's no flag to make a window initially invisible, as far as I could find) I then thought, well, if I can't get around the flash, I can just keep that window outside of Gamemaker (it's a tool window anyway). But then I saw that by keeping that window outside of Gamemaker's, there was no way to hide/minize the window when Gamemaker's window is minimized.

So my bottom line is, is it possible to make the textboxes on windows inside of Gamemaker's window clickable/editable without having to resort to any of my aforementioned methods? If not, then can you either ( A ) add a way to make a window invisible the moment it is created, or ( B ) add a window check function to see if a window is minimized?

Anyway, sorry to go on about things. :) All the basic elements of the form designer I'm working on (data management, control manipulation and properties, event handlers, etc.) are about halfway done. It's a fun project. Yesterday I just finished creating a cool custom treeview system using the API buttons, statics, edit boxes, and comboboxes.

Thanks again.

Edited by Seeker, 22 January 2007 - 07:17 PM.

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#76 Brandnew

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Posted 22 January 2007 - 08:02 PM

finally the bitmaps update I desired!! :):D thank you very much! :D
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#77 h0bbel

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Posted 22 January 2007 - 08:15 PM

Hey, h0bbel.  This new release is great!  I just came back to these forums after about a week just to ask you a few more questions, but then I noticed you added all of these drawing functions and have to really thank you for those.  On first examination, everything works quite nicely.

My question today has to do with child windows.  If I for instance place a textbox on a window that is a child of Gamemaker's window, I am not able to click on that textbox to type inside of it.

I realized the only way I could type inside the textbox was to ( 1 ) use the API_Control_SetFocus() function to point to that textbox (by the way, might you add an API_Control_GetFocus() function, or can we only stick with the API_Check_Command() to see when a control is clicked?) or ( 2 ) use the API_Window_SetParent() function to set the textbox's window as a child of Gamemaker's.  Simply making the textbox's window a Gamemaker child window at the moment it is created using the WS_CHILD style doesn't make the textbox clickable.  I have to use the API_Window_SetParent() function.  And this is all fine and good, but what happens is the window is created outside of Gamemaker's at game start, and I can see the window flash there for a second right before the SetParent() function kicks in and places the window inside of Gamemaker's.

I thought that maybe I could get around that flash by hiding the textbox's window when it is created, but there is no style flag for that (it's weird, there's a flag to make a window initially visible 'WS_VISIBLE', which it always seems to be anyway, but there's no flag to make a window initially invisible, as far as I could find)  I then thought, well, if I can't get around the flash, I can just keep that window outside of Gamemaker (it's a tool window anyway).  But then I saw that by keeping that window outside of Gamemaker's, there was no way to hide/minize the window when Gamemaker's window is minimized.

So my bottom line is, is it possible to make the textboxes on windows inside of Gamemaker's window clickable/editable without having to resort to any of my aforementioned methods?  If not, then can you either ( A ) add a way to make a window invisible the moment it is created, or ( B ) add a window check function to see if a window is minimized?

Anyway, sorry to go on about things.  :)  All the basic elements of the form designer I'm working on (data management, control manipulation and properties, event handlers, etc.) are about halfway done.  It's a fun project.  Yesterday I just finished creating a cool custom treeview system using the API buttons, statics, edit boxes, and comboboxes.

Thanks again.

<{POST_SNAPBACK}>


Hiding the window when it's created is possible, because the DLL automatically uses the WS_VISIBLE style, because typing WS_VISIBLE for every control would be nasty.
I think I'll add a WS_HIDDEN option which removes the standard WS_VISIBLE from the creation.

I think I will be working on the DLL again tomorrow.
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#78 h0bbel

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Posted 23 January 2007 - 03:43 PM

Hey, h0bbel.  This new release is great!  I just came back to these forums after about a week just to ask you a few more questions, but then I noticed you added all of these drawing functions and have to really thank you for those.  On first examination, everything works quite nicely.

My question today has to do with child windows.  If I for instance place a textbox on a window that is a child of Gamemaker's window, I am not able to click on that textbox to type inside of it.

I realized the only way I could type inside the textbox was to ( 1 ) use the API_Control_SetFocus() function to point to that textbox (by the way, might you add an API_Control_GetFocus() function, or can we only stick with the API_Check_Command() to see when a control is clicked?) or ( 2 ) use the API_Window_SetParent() function to set the textbox's window as a child of Gamemaker's.  Simply making the textbox's window a Gamemaker child window at the moment it is created using the WS_CHILD style doesn't make the textbox clickable.  I have to use the API_Window_SetParent() function.  And this is all fine and good, but what happens is the window is created outside of Gamemaker's at game start, and I can see the window flash there for a second right before the SetParent() function kicks in and places the window inside of Gamemaker's.

I thought that maybe I could get around that flash by hiding the textbox's window when it is created, but there is no style flag for that (it's weird, there's a flag to make a window initially visible 'WS_VISIBLE', which it always seems to be anyway, but there's no flag to make a window initially invisible, as far as I could find)  I then thought, well, if I can't get around the flash, I can just keep that window outside of Gamemaker (it's a tool window anyway).  But then I saw that by keeping that window outside of Gamemaker's, there was no way to hide/minize the window when Gamemaker's window is minimized.

So my bottom line is, is it possible to make the textboxes on windows inside of Gamemaker's window clickable/editable without having to resort to any of my aforementioned methods?  If not, then can you either ( A ) add a way to make a window invisible the moment it is created, or ( B ) add a window check function to see if a window is minimized?

Anyway, sorry to go on about things.  :)  All the basic elements of the form designer I'm working on (data management, control manipulation and properties, event handlers, etc.) are about halfway done.  It's a fun project.  Yesterday I just finished creating a cool custom treeview system using the API buttons, statics, edit boxes, and comboboxes.

Thanks again.

<{POST_SNAPBACK}>


Hiding the window when it's created is possible, because the DLL automatically uses the WS_VISIBLE style, because typing WS_VISIBLE for every control would be nasty.
I think I'll add a WS_HIDDEN option which removes the standard WS_VISIBLE from the creation.

I think I will be working on the DLL again tomorrow.

<{POST_SNAPBACK}>


Ok, uploaded the version with the WS_HIDDEN style.
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#79 Seeker

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Posted 23 January 2007 - 09:22 PM

Ah, thank you. But I see the WS_HIDDEN flag only works on controls. No possibility to have one that works on windows? That's what I was aiming for. It's a somewhat minor problem though.
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#80 h0bbel

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Posted 24 January 2007 - 05:34 AM

Ah, thank you.  But I see the WS_HIDDEN flag only works on controls.  No possibility to have one that works on windows?  That's what I was aiming for.  It's a somewhat minor problem though.

<{POST_SNAPBACK}>


Yes, it was possible.
I uploaded the modified version.
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