Textout with weird chars if using accents - Lazarus - winapi

I am converting a Marquee Component from Delphi to Lazarus.
I have a problem with textout.
If my chars has no accent all works well, but If I use accent chars I am get weird chars with this piece of code
{ Output the Text to the memory bitmap }
FScrollText:='não bastão'; ->I set it in my code only to test
TextOut(FMemoryBitmap.Canvas.Handle,FScrollScreenPos,0,PChar(FScrollPartString),Length(FScrollPartString)); --> Error I get weird chars on Screen
//Here I have strange chars on screen
Here is my complete procedure:
procedure TScrolling.DoScrolling(Restarting: Boolean);
var
ARect : TRect;
OutY : Integer;
begin
{ Set colors }
Canvas.Brush.Color := Color;
FMemoryBitmap.Canvas.Brush.Color := Color;
{ When restarting, set default values }
if Restarting then begin
Canvas.FillRect(ClientRect);
FScrollScreenPos := ClientWidth;
FScrollCurrentChar := 1;
FScrollPartString := '';
end;
try
{ Clear the bitmap }
ARect := Rect(0,0,FMemoryBitmap.Width,FMemoryBitmap.Height);
FMemoryBitmap.Canvas.FillRect(ARect);
{ Exit if there is no text to scroll }
if Length(FScrollText) > 0 then begin
{ Decrease the current output position }
Dec(FScrollScreenPos,FScrollAmount);
{ Remove text from the beginning until the scrolling position is around 0 }
if (FScrollScreenPos < 0) then begin
if Length(FScrollPartString) > 0 then while (FScrollScreenPos+TextWidth(FScrollPartString[1]) < 0) do begin
Inc(FScrollScreenPos,TextWidth(FScrollPartString[1]));
Delete(FScrollPartString,1,1);
end;
end;
{ Fill up text at the end until PartString is wider than the client rectangle }
while FScrollScreenPos+TextWidth(FScrollPartString) < ClientWidth do begin
FScrollPartString := FScrollPartString+FScrollText[FScrollCurrentChar];
Inc(FScrollCurrentChar);
if FScrollCurrentChar > Length(FScrollText) then FScrollCurrentChar := 1;
end;
{ Output the Text to the memory bitmap }
FScrollText:='não bastão'; --> Only to test
TextOut(FMemoryBitmap.Canvas.Handle,FScrollScreenPos,0,PChar(FScrollPartString),Length(FScrollPartString)); --> Error I get weird chars on Screen
{ Now draw the memory bitmap }
OutY := 0;
if FAutoCenter then OutY := (ClientHeight-FMemoryBitmap.Height) div 2;
BitBlt(Canvas.Handle,0,OutY,ClientWidth,FMemoryBitmap.Height,FMemoryBitmap.Canvas.Handle,0,0,SRCCOPY);
end;
except
end;
end;

Related

Take screenshot of a FMX form from another process, even if the form is not topmost / modal

I am currently trying to take a screenshot of a 2D Firemonkey (FMX) form from another process.
The following is using a well-known method based of GDI, using a BitBlt() to produce a bitmap, and WIC to save it to a PNG file.
{...}
uses
system.UITypes,
system.SysUtils,
system.Hash,
{$IF Defined(MSWINDOWS)}
winapi.Windows,
Winapi.Direct3D9,
WinApi.D3DX9,
Winapi.Wincodec,
WinApi.ActiveX,
{$ENDIF}
{ some internal units }
path.types,
path.utils,
os.utils;
{...}
Type
TWindowSnapshot = record
window_handle: THandle; // handle to window
process_id: Cardinal; // PID of the process
window_rect: TRect; // position of the window
title: string; // title
file_path: string; // path to the window's image file
end;
TWindowSnapshots = Tarray<TWindowSnapshot>;
procedure HRCHECK(r: HRESULT); inline;
begin
if r <> S_OK then abort;
end;
function pad(s,g:integer): integer; inline;
begin
dec(g);
result := (s + g) and not g;
end;
function WICSavePixelsToPng(r: TRect; stride: cardinal; pixels: PByte; filePath: string): HRESULT;
var
factory: IWICImagingFactory;
encoder: IWICBitmapEncoder;
frame: IWICBitmapFrameEncode;
encoderOptions: IPropertyBag2;
stream: IWICStream;
pf: TGUID;
coInit : HResult;
begin
result := E_INVALIDARG;
if not assigned(pixels) then exit;
if (filepath = '') then exit;
coInit := CoInitialize(nil);
pf := GUID_WICPixelFormat32bppBGRA;
result := CoCreateInstance(CLSID_WICImagingFactory, nil, CLSCTX_INPROC_SERVER, IWICImagingFactory, factory);
if result <> S_OK then exit;
result := factory.CreateStream(&stream);
if result <> S_OK then exit;
result := stream.InitializeFromFilename(PWideChar(filePath), GENERIC_WRITE);
if result <> S_OK then exit;
result := factory.CreateEncoder(GUID_ContainerFormatPng, TGUID.Empty, encoder);
if result <> S_OK then exit;
result := encoder.Initialize(stream, WICBitmapEncoderNoCache);
if result <> S_OK then exit;
result := encoder.CreateNewFrame(frame, encoderOptions);
if result <> S_OK then exit;
result := frame.Initialize(nil);
if result <> S_OK then exit;
result := frame.SetSize(r.width, r.height);
if result <> S_OK then exit;
result := frame.SetPixelFormat(pf);
if result <> S_OK then exit;
if pf <> GUID_WICPixelFormat32bppBGRA then
begin
assert(false,'ToDo');
end;
inc(pixels,(r.Left*4) + r.Top * stride);
result := frame.WritePixels(r.height, stride, stride * r.height, pixels);
if result <> S_OK then exit;
result := frame.Commit();
if result <> S_OK then exit;
result := encoder.Commit();
if (coInit <> 0) then
CoUninitialize();
end;
function take_window_snapshot_GDI(win_handle: THandle; PID: Cardinal; out cs: TWindowSnapshot; const image_folder: string): boolean;
var
Wr: TRect;
HdcSRC: HDC;
hDCDest: HDC;
hBmp: HBITMAP;
hOld: HGDIOBJ;
hFlags: Cardinal;
l: integer;
src_shot,dst_shot,lsrc,ldst: PByte;
sr: PRGBTriple;
dr: PRGBQuad;
buff_size: cardinal;
x,y, src_stride, dst_stride: integer;
bi: tagBITMAPINFO;
begin
result := false;
cs.window_handle := win_handle;
cs.title := '';
cs.window_rect := TRect.Empty;
cs.process_id := 0;
try
hFlags := GetWindowLong(win_handle,GWL_STYLE);
if (hFlags and (WS_DLGFRAME or WS_POPUP)) = 0 then exit;
if (hFlags and WS_VISIBLE) = 0 then exit;
GetWindowRect(win_handle,Wr);
if (Wr.Width = 0) or (Wr.Height = 0) then exit;
L := GetWindowTextLength(win_handle);
if L > 0 then
begin
setlength(cs.title,L);
GetWindowText(win_handle,pchar(cs.title),L+1);
end;
{ reserve memory for bitmaps }
src_stride := pad((wr.Width * 3),4);
dst_stride := pad((wr.Width * 4),4);
buff_size := src_stride * wr.Height;
getmem(src_shot,buff_size);
if not assigned(src_shot) then exit;
getmem(dst_shot,dst_stride * wr.Height);
if not assigned(src_shot) then
begin
freemem(src_shot);
exit;
end;
try
try
HdcSRC := GetWindowDC(win_handle);
HdcDest := CreateCompatibleDC(HdcSRC);
SetStretchBltMode(HdcDest, COLORONCOLOR);
HBmp := CreateCompatibleBitmap(HdcSRC,Wr.Width,wr.Height);
hOld := SelectObject(hDCDest,hBmp);
BitBlt(hDCDest,0,0,wr.width,wr.Height,HdcSRC,0,0,SRCCOPY);
{ target bitplane is 24 bits RGB }
bi := default(tagBITMAPINFO);
bi.bmiHeader.biSize := sizeof(TBitmapInfoHeader);
bi.bmiHeader.biWidth := wr.Width;
bi.bmiHeader.biHeight := wr.Height;
bi.bmiHeader.biPlanes := 1;
bi.bmiHeader.biBitCount := 24;
bi.bmiHeader.biCompression := BI_RGB;
GetDIBits(hDCDest,HBmp,0,wr.Height,src_shot,bi,DIB_RGB_COLORS);
{ now convert pixels to RGBA, in correct line order.
On Windows, last line is first in bitmap }
ldst := dst_shot;
lsrc := src_shot + (src_stride * wr.Height);
for y := 0 to wr.Height - 1 do
begin
dec(lsrc,src_stride);
sr := pointer(lsrc);
dr := pointer(ldst);
for x := 0 to wr.Width - 1 do
begin
dr.rgbBlue := sr.rgbtBlue;
dr.rgbRed := sr.rgbtRed;
dr.rgbGreen := sr.rgbtGreen;
dr.rgbReserved := 255;
inc(dr);
inc(sr);
end;
inc(ldst,dst_stride);
end;
{ save to PNG with WIC }
var tmp_name := Tpath.GetTempFileName('png',false,image_folder);
wr.Offset(-wr.Left,-wr.top);
if WICSavePixelsToPng(wr,dst_stride,dst_shot,tmp_name) = S_OK then
begin
result := true;
{ rename temp file name to new name if it doesn't exist already }
var new_name := Tpath.ExtractDirectory(tmp_name) + THashSHA1.GetHashStringFromFile(tmp_name) + '.png';
if not TPath.FileExists(new_name) then
begin
if Tfile.Rename(tmp_name,new_name) then
begin
cs.file_path := '';
end else begin
cs.file_path := new_name;
end;
end else begin
cs.file_path := new_name;
end;
end;
Tfile.Delete(tmp_name);
result := true;
finally
freemem(src_shot);
freemem(dst_shot);
end;
finally
SelectObject(hDCDest,hold);
DeleteDC(hDCDest);
ReleaseDC(win_handle,HdcSRC);
end;
except begin
result := false;
end;
end;
end;
This method is working for Delphi forms using VCL, however with forms using Firemonkey (FMX) 2D, it only produces bitmaps filled with BLACK (0) pixels.
I have tried an alternative using Direct3D9, that is working for Firemonkey form, however with a limitation I'll explain after the code snippet
function Take_window_snapshot_D3D(win_handle: THandle; PID: Cardinal; out cs: TWindowSnapshot; const image_folder: string): boolean;
var
D3D: IDirect3D9;
D3DDevice: IDirect3DDevice9;
mode: D3DDISPLAYMODE;
device: IDirect3DDevice9;
surface: IDirect3DSurface9;
parameters: D3DPRESENT_PARAMETERS;
rc: D3DLOCKED_RECT;
pitch: UINT;
shot: PByte;
shot_size: cardinal;
adapter: cardinal;
wr: TRect;
hCurWnd: THandle;
hCurThreadID: Cardinal;
L: integer;
hFlags: cardinal;
hr: HRESULT;
begin
result := false;
cs := default(TWindowSnapshot);
try
{ get the window type }
hFlags := GetWindowLong(win_handle,GWL_STYLE);
if (hFlags and (WS_DLGFRAME or WS_POPUP)) = 0 then exit;
if (hFlags and WS_VISIBLE) = 0 then exit;
{ size }
GetWindowRect(win_handle,Wr);
if (Wr.Width = 0) or (Wr.Height = 0) then exit;
{ title }
L := GetWindowTextLength(win_handle);
if L > 0 then
begin
setlength(cs.title,L);
GetWindowText(win_handle,pchar(cs.title),L+1);
end;
cs.window_handle := win_handle;
cs.window_rect := wr;
cs.process_id := PID;
{ Direct3D capture }
adapter := D3DADAPTER_DEFAULT;
D3D := Direct3DCreate9(D3D_SDK_VERSION);
HRCHECK(D3D.GetAdapterDisplayMode(adapter,mode));
parameters := default(D3DPRESENT_PARAMETERS);
parameters.Windowed := TRUE;
parameters.BackBufferCount := 1;
parameters.BackBufferHeight := mode.Height;
parameters.BackBufferWidth := mode.Width;
parameters.SwapEffect := D3DSWAPEFFECT_DISCARD;
parameters.hDeviceWindow := win_handle;
{ create device & capture surface }
HRCHECK(d3d.CreateDevice(adapter, D3DDEVTYPE_HAL, win_handle, D3DCREATE_SOFTWARE_VERTEXPROCESSING, #parameters, device));
{ create surface }
HRCHECK(device.CreateOffscreenPlainSurface(mode.Width, mode.Height, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surface, nil));
{ bring our window to front }
hCurWnd := GetForegroundWindow;
hCurThreadID := GetCurrentThreadId;
AttachThreadInput(PID,hCurThreadID,TRUE);
SetWindowPos(win_handle,HWND_TOPMOST,0,0,0,0,SWP_NOSIZE or SWP_NOMOVE);
SetWindowPos(win_handle,HWND_NOTOPMOST,0,0,0,0,SWP_SHOWWINDOW or SWP_NOSIZE or SWP_NOMOVE);
SetForegroundWindow(win_handle);
SetFocus(win_handle);
SetActiveWindow(win_handle);
AttachThreadInput(PID,hCurThreadID,false);
{ Obtain stride value to allocate buffer }
HRCHECK(surface.LockRect(rc,nil,0));
pitch := rc.Pitch;
HRCHECK(surface.UnlockRect());
shot_size := pitch*mode.Height;
getmem(shot,shot_size);
if not assigned(shot) then abort;
try
{ get surface data }
HRCHECK(device.GetFrontBufferData(0, surface));
{ copy surface data }
HRCHECK(surface.LockRect(rc,nil,0));
move(rc.pBits^,shot^,shot_size);
HRCHECK(surface.UnlockRect());
{ save snapshot to file using WIC, using a temporary file name first }
var tmp_name := Tpath.GetTempFileName('png',false,image_folder);
if WICSavePixelsToPng(wr,pitch,shot,tmp_name) = S_OK then
begin
result := true;
{ rename temp file name to new name if it doesn't exist already }
var new_name := Tpath.ExtractDirectory(tmp_name) + THashSHA1.GetHashStringFromFile(tmp_name) + '.png';
if not TPath.FileExists(new_name) then
begin
if Tfile.Rename(tmp_name,new_name) then
begin
cs.file_path := '';
end else begin
cs.file_path := new_name;
end;
end else begin
cs.file_path := new_name;
end;
end;
Tfile.Delete(tmp_name);
finally
FreeMem(shot);
end;
except
result := false;
end;
end;
The limitation that I have with the D3D method is that in reality I don't take a snapshot of a specific window but I take a snapshot of the entire screen that I crop after to take only the window of my interest.
For that, I must bring first the target window to front, but in some case this may not be possible. For instance if the target form is behind a modal form, it might be partially or totally hidden, as one can see below
So, my question : Is it possible to take a snapshot / print a single Firemonkey 2D form from another process, even if the form is not modal / partially covered by another form.
(Sorry for an answer here rather than a comment, which I can't do.)
I know little about working with different processes, but do you realise that FMX has a snapshot ability built in?
TControl.MakeScreenshot returns a bitmap of the control (with child controls). So if you can call that from the other process and return the result, that might solve your problem.
However, this won't meet your needs if you literally need the whole form including the non-client area, as a form doesn't have that method. If the contents of the form are all you need, and you have a control (e.g. a TLayout) filling the form and containing all the child controls, you could use the .MakeScreenshot of that bottom control.
And yes, .MakeScreeshot works even if something else is covering the form.

If statement inside repeat until loop

I'm creating a toggle button using the SwinGame library. Right now I'm struggling with actually making it toggle. That bit looks like this:
var
clr: Color;
clicked: Boolean;
boolcheck: String;
begin
OpenGraphicsWindow('Toggle button test', windowsWidth, windowsHeight);
clr := ColorWhite;
clicked := true;
boolcheck := 'true';
repeat
ClearScreen(clr);
ProcessEvents();
//Play button and Pause button
if (ButtonClicked(buttonX-buttonRadius, buttonY-buttonRadius, buttonRadius*2, buttonRadius*2) = true) and (clicked = true) then
begin
clr := ColorRed;
clicked := false;
boolcheck := 'false';
DrawAButton();
end
else if (ButtonClicked(buttonX-buttonRadius, buttonY-buttonRadius, buttonRadius*2, buttonRadius*2) = true) and (clicked = false) then
begin
clr := ColorBlue;
clicked := true;
boolcheck := 'true';
DrawADifferentButton();
end;
DrawText(echo, ColorBlack, 'arial.ttf', 14, 55, 55);
RefreshScreen();
until WindowCloseRequested();
end;
Basically I intended to make it so if the user clicks on this area of the window via ButtonClicked() (a SwinGame function), and the clicked variable is false, then the background color will be red, if not then blue. But for some reason I could only change it to red, blue did not appear at all. I did some troubleshooting by creating a boolcheck variable and I saw the variable was constantly being put at true, I did see it change to false for a fraction of a second then back to true....But I did not put the clicked variable initial definition inside the loop, so why isn't it staying false?
EDIT: Here's the definition to the ButtonClicked function
function ButtonClicked(posX, posY: Single; w, h: Integer): Boolean;
var
x, y: Single;
begin
x := MouseX();
y := MouseY();
result := false;
if MouseClicked(LeftButton) then
begin
if (x >= posX) and (x <= w + posX) and (y >= posY) and (y <= h + posY) then
begin
result := true;
end;
end;
end;
Ok, thanks to #lurker 's suggestion, I've solved it. After spending some time thinking about #lurker 's suggestion, I realized that once the procedure gets reset, it'll start off with clicked being at 0 again. So what I had to do, was making the the ButtonClicked check a function that returns 1 or 0, or true or false into clicked in Main(). That way clicked will always be updated, and the procedure won't be reset with clicked being at 0 all the time.
function Toggle(clicked): Integer;
if ButtonClicked(buttonX-buttonRadius, buttonY-buttonRadius, buttonRadius*2, buttonRadius*2) then
if (clicked := true) then
begin
clr := ColorRed;
result := false;
DrawAButton();
end
else
begin
clr := ColorBlue;
result := true;
DrawADifferentButton();
end;
then in `Main()` I would call it as follow:
//Stuffs
begin
clicked := true;
repeat
clicked := Toggle(clicked);
//Other stuffs

How to avoid flickering when animating GUI components in Lazarus

I'm moving a TMemo object left and right in my GUI application. The problem is, is that the letters in my TMemo are flickering as soon as the movement starts.
I've looked this up, and, apparently, setting the DoubleBuffering property of my main form should've helped me, but it didn't. So I tried setting that property to true on all objects that were moving, but flickering was still present.
Are there any ways to achieve flicker-free animations of GUI components in Lazarus? I'm a novice in Lazarus, so I'm kind of blindly googling for solutions right now. I would really appreciate some help.
To provide further context, here's how I animate my TMemo: I've got a TTimer with an interval value of 10, and its OnTimer event moves my TMemo left and right contiguously. To make the movement slightly smoother, I added a simple cosine interpolation function.
In the end here's the code:
procedure TServerSideForm.ControlPanelHideTimerTimer(Sender: TObject);
begin
if (hideAnimVal < 1) then
begin
hideAnimVal := hideAnimVal + 0.025;
end
else
begin
MemoHideTimer.Enabled:=false;
end;
// hideStart - starting position of my TMemo, hideEnd - end position of my TMemo
hideCurr := Round(CosineInterpolation(hideStart, hideEnd, hideAnimVal));
Memo.Left:=hideCurr;
end;
Cosine interpolation:
function CosineInterpolation(Val1, Val2, Angle: Double): Double;
var
Percent: Double;
begin
Percent := (1-Cos(Angle*PI))/2;
Result := (Val1 * (1 - Percent) + Val2 * Percent);
end;
I would try to move an image instead:
var
Memo1dc: hdc;
Cnv: TCanvas;
Rct: TRect;
implementation
procedure TForm1.MemoHideTimerTimer(Sender: TObject);
begin
if Memo1.Visible then
begin
Memo1dc := GetDC(Memo1.Handle);
Cnv.Handle := Memo1dc;
Rct.Height := Memo1.Height;
Rct.Width := Memo1.Width;
Image1.Left := Memo1.Left;
Image1.Top := Memo1.Top;
Image1.Width := Memo1.Width;
Image1.Height := Memo1.Height;
Image1.Canvas.CopyRect(Rct, Cnv, Rct);
Memo1.Visible := False;
Image1.Visible := True;
end;
if (hideAnimVal < 1) then
begin
hideAnimVal := hideAnimVal + 0.025;
end
else
begin
MemoHideTimer.Enabled := False;
end;
// hideStart - starting position of my TMemo, hideEnd - end position of my TMemo
hideCurr := Round(CosineInterpolation(hideStart, hideEnd, hideAnimVal));
Image1.Left := hideCurr;
if MemoHideTimer.Enabled = False then
begin
Memo1.Left := Image1.Left;
Memo1.Visible := True;
Image1.Visible := False;
end;
end;
procedure TForm1.FormCreate(Sender: TObject);
begin
Cnv := TCanvas.Create;
end;

Read / write different Records data from / to Untyped files in Pascal?

I've a programming project in my college.
Using a File type for storing data is allowed, and I did exactly like this one: pascal-programming
And, here's what I achieved so far:
I tried to write the Records data into Untyped files instead and it worked
I want to override a function with dynamic parameter (e.g: I can switch which Record I want to process, in this case there's 2 different "Records").
Open(var f: File; var data)
data = represent can receive "anything". cmiiw
The reason why I did this, I don't think it's a good idea to recreate the same function over and over, e.g: when using 3 or more different "Records"
I also encountered a problem that the files can't store or backup the actual binary files to the temporary "Records" variable, it always give the 0 values.
go to my github source code
my solution here doesn't provide any generic related procedures (check the last sentences):
program test_untyped;
{ A crude database recording }
uses crt;
type
Temployee = record
name : string[20];
address : string[40];
phone : string[15];
age : byte;
salary : longint;
end;
arr_employee = array[1..100] of Temployee;
var
F : File;
c : char;
// r : Temployee;
r, realR : arr_employee;
s : string;
i, j, n : integer;
procedure fRead;
begin
seek(F, 0);
i := 0;
repeat
clrscr;
inc(i);
writeln('increment: ', i); readln;
writeln('File position : ',filepos(F));
blockRead(F, r[i], sizeOf(Temployee));
writeln('Name = ', r[i].name); { Input data }
writeln('Address = ', r[i].address);
writeln('Phone = ', r[i].phone);
writeln('Age = ', r[i].age);
writeln('Salary = ', r[i].salary);
write('Show data again (Y/N) ?');
repeat
c:=upcase(readkey); { Ask user : Input again or not }
until c in ['Y','N'];
writeln(c);
// realR[i] := r[i]; // backup, to show later
until c='N';
end; // end fRead
procedure fWrite;
begin
seek(F, filesize(F));
repeat
clrscr;
inc(i);
writeln('berapa nilai i: ', i);
writeln('File position : ',filepos(F));
write('Name = '); readln(r[i].name); { Input data }
write('Address = '); readln(r[i].address);
write('Phone = '); readln(r[i].phone);
write('Age = '); readln(r[i].age);
write('Salary = '); readln(r[i].salary);
blockWrite(F, r[i], sizeOf(Temployee)); { Write data to file }
write('Input data again (Y/N) ?');
repeat
c:=upcase(readkey); { Ask user : Input again or not }
until c in ['Y','N'];
writeln(c);
until c='N';
end;
// procedure fDelete;
// var
// nama: string;
// delElement: integer;
// tempR: Temployee;
// begin
// seek(F, 0);
// write('search your data by name: '); readln(nama);
// while not eof(F) do
// begin
// writeln('file position: ', filePos(F));
// blockRead(F, tempR, sizeOf(Temployee));
// if (nama = tempR.name) then
// begin
// delElement := filePos(F);
// end else
// begin
// // seek(F, )
// blockWrite(F, tempR, sizeOf(Temployee));
// end;
// end;
// end; // end fDelete
procedure fDisplay;
begin
writeln('nilai i saat ini: ', i); readln;
for j := 1 to i do
begin
clrscr;
writeln('Name = ', r[j].name); { Input data }
writeln('Address = ', r[j].address);
writeln('Phone = ', r[j].phone);
writeln('Age = ', r[j].age);
writeln('Salary = ', r[j].salary);
readln;
end;
end;
begin
clrscr;
// write('Input file name to record databases : '); readln(s);
s := 'coba1.dat';
assign(F,s); { Associate it }
{$I-}
reset(F, sizeOf(Temployee)); { First, open it }
{$I+}
n:=IOResult;
if n<>0 then { If it's doesn't exist then }
begin
{$I-}
rewrite(F, sizeOf(Temployee)); { Create it }
{$I+}
n:=IOResult;
if n<>0 then
begin
writeln('Error creating file !'); halt;
end;
end
else
begin { If it exists then }
n:=filesize(F); { Calculate total record }
// seek(F,n); { Move file pointer PAST the last record }
end;
fileMode := 2;
reset(F, sizeOf(Temployee));
fRead;
fWrite;
// fDelete;
fDisplay;
close(F);
end.
I'm wondering is the Pascal can be any good to use a generic programming? at least for this semester using Pascal in my college XD
Thank you and Best Regards,
EDIT:
Pascal still doesn't support Generic Programming 'till the day I posted this question. So sad, really.
You might wanna consider read this references instead.
I don't understand the main issue here, but would suggest using a typed file instead of an untyped one.
An untyped file is much harder to maintain, and provides (in my eyes) no benefits.
Consider the code:
type
Temployee = record
name : string[20];
address : string[40];
phone : string[15];
age : byte;
salary : longint;
end;
VAR
fEmployee : File Of Temployee;
Employees : ARRAY[0..100] Of Temployee;
Employee : Temployee;
PROCEDURE OpenEmployeeFile(CONST TheFileName:AnsiString);
BEGIN
AssignFile(fEmployee,TheFileName);
IF FileExistsUTF8(TheFileName) { *Converted from FileExists* }
THEN Reset(fEmployee)
ELSE Rewrite(fEmployee);
END;
PROCEDURE CloseEmployeeFile;
BEGIN
Close(fEmployee);
END;
FUNCTION ReadEmployee(Position:WORD): Temployee;
BEGIN
Seek(fEmployee,Position);
Read(fEmployee,Result);
END;
PROCEDURE WriteEmployee(CONST Employee:Temployee; Position:WORD);
BEGIN
Seek(fEmployee,Position);
Write(fEmployee,Employee);
END;
Error handling not implemented.
Code samples as a guideline, not complete.
It provides a basic skeleton for opening and closing the employee-file, as well as reading and writing at specific positions (specific records) in the file.
Open file.
Write all the records you want.
Close file.
Or.
Open file.
Read all the records you want.
Close file.

Update fonts recursively on a Delphi form

I'm trying to iterate all the controls on a form and enable ClearType font smoothing. Something like this:
procedure TForm4.UpdateControls(AParent: TWinControl);
var
I: Integer;
ACtrl: TControl;
tagLOGFONT: TLogFont;
begin
for I := 0 to AParent.ControlCount-1 do
begin
ACtrl:= AParent.Controls[I];
// if ParentFont=False, update the font here...
if ACtrl is TWinControl then
UpdateControls(Ctrl as TWinControl);
end;
end;
Now, is there a easy way to check if ACtrl have a Font property so i can pass the Font.Handle to somethink like:
GetObject(ACtrl.Font.Handle, SizeOf(TLogFont), #tagLOGFONT);
tagLOGFONT.lfQuality := 5;
ACtrl.Font.Handle := CreateFontIndirect(tagLOGFONT);
Thank you in advance.
You use TypInfo unit, more specifically methods IsPublishedProp and GetOrdProp.
In your case, it would be something like:
if IsPublishedProp(ACtrl, 'Font') then
ModifyFont(TFont(GetOrdProp(ACtrl, 'Font')))
A fragment from one of my libraries that should put you on the right path:
function ContainsNonemptyControl(controlParent: TWinControl;
const requiredControlNamePrefix: string;
const ignoreControls: string = ''): boolean;
var
child : TControl;
iControl: integer;
ignored : TStringList;
obj : TObject;
begin
Result := true;
if ignoreControls = '' then
ignored := nil
else begin
ignored := TStringList.Create;
ignored.Text := ignoreControls;
end;
try
for iControl := 0 to controlParent.ControlCount-1 do begin
child := controlParent.Controls[iControl];
if (requiredControlNamePrefix = '') or
SameText(requiredControlNamePrefix, Copy(child.Name, 1,
Length(requiredControlNamePrefix))) then
if (not assigned(ignored)) or (ignored.IndexOf(child.Name) < 0) then
if IsPublishedProp(child, 'Text') and (GetStrProp(child, 'Text') <> '') then
Exit
else if IsPublishedProp(child, 'Lines') then begin
obj := TObject(cardinal(GetOrdProp(child, 'Lines')));
if (obj is TStrings) and (Unwrap(TStrings(obj).Text, child) <> '') then
Exit;
end;
end; //for iControl
finally FreeAndNil(ignored); end;
Result := false;
end; { ContainsNonemptyControl }
There's no need to use RTTI for this. Every TControl descendant has a Font property. At TControl level its visibility is protected but you can use this workaround to access it:
type
THackControl = class(TControl);
ModifyFont(THackControl(AParent.Controls[I]).Font);
One other thing worth mentioning. Every control has a ParentFont property, which - if set - allows the Form's font choice to ripple down to every control. I tend to make sure ParentFont is set true wherever possible, which also makes it easier to theme forms according to the current OS.
Anyway, surely you shouldn't need to do anything to enable ClearType smoothing? It should just happen automatically if you use a TrueType font and the user has enabled the Cleartype "effect".
Here's a C++Builder example of TOndrej's answer:
struct THackControl : TControl
{
__fastcall virtual THackControl(Classes::TComponent* AOwner);
TFont* Font() { return TControl::Font; };
};
for(int ControlIdx = 0; ControlIdx < ControlCount; ++ControlIdx)
{
((THackControl*)Controls[ControlIdx])->Font()->Color = clRed;
}

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