I had created a dialog with some controls -
IDD_DIALOG_EFFECTS DIALOGEX 0, 0, 168, 49
STYLE DS_SETFONT | WS_CHILD
FONT 8, "MS Sans Serif", 400, 0, 0x1
BEGIN
--- ---
--- ---
CTEXT "",3,200,120,60,60, WS_VISIBLE
END
In Header - file:
const int16 kItem = 3;
Now when I am trying to get the position and dimension of the control, it's not accurate.
// Retrieving the location and dimension of the control
RECT wRect_proxy;
GetWindowRect(GetDlgItem(hDlg, kItem), &wRect_proxy);
ScreenToClient (hDlg, (LPPOINT)&wRect_proxy);
ScreenToClient (hDlg, (LPPOINT)&(wRect_proxy.right));
// Output of the control as location and position that I am getting is:
wRect_proxy.left: 300 (Expected: 200)
wRect_proxy.top: 195 (Expected: 120)
wRect_proxy.right: 390 (Expected: 60)
wRect_proxy.bottom: 293 (Expected: 60)
I need to calculate width - height of the control. Seeking help ...
What you receive IS the height of the contro!
The RC file uses Dialog Base Units.
When the Dialog is created the specific font is used to find howmany Pixels are 1 DLU.
Internally MapDalogRect is used to convert the values from the RC file to the final number of Pixels.
Using MapDialogrect on CRect(0,0,4,8) gives you the base values of 1 DLU.
Now take the x-width multiply with 4 and divide by the "width" base units you just calculated. For the y-height multiply with 8 and divide by the
"height".
This can be easily done with MulDiv.
Thanks a Ton ... :)
As per your guidance and suggestion the snippet will be:
// Summarizing the code-snippet.
RECT wRect;
GetWindowRect(GetDlgItem(hDlg, kDProxyItem), &wRect);
ScreenToClient (hDlg, (LPPOINT)&wRect);
ScreenToClient (hDlg, (LPPOINT)&(wRect.right));
RECT pixel_rect;
pixel_rect.left = 0;
pixel_rect.top = 0;
pixel_rect.right = 4;
pixel_rect.bottom = 8;
bool b_check = MapDialogRect(hDlg, &pixel_rect);
LONG base_pix_width = pixel_rect.right;
LONG base_pix_height = pixel_rect.bottom;
// Calculating acctual X,Y coordinates with Width - Height of the Proxy Rectangle
RECT proxy_acc_dim;
proxy_acc_dim.left = (wRect.left * 4 / base_pix_width);
//or we can do the same by: MulDiv(wRect.left, 4, base_pix_width);
proxy_acc_dim.right = (wRect.right * 4 / base_pix_width) - proxy_acc_dim.left;
//or we can do the same by: MulDiv(wRect.right, 4, base_pix_width);
proxy_acc_dim.top = (wRect.top * 8 / base_pix_height);
//or we can do the same by: MulDiv(wRect.top, 8, base_pix_height);
proxy_acc_dim.bottom = (wRect.bottom * 8 / base_pix_height) - proxy_acc_dim.top;
//or we can do the same by: MulDiv(wRect.bottom, 8, base_pix_height);
proxy_acc_dim.left = proxy_rect.left;
proxy_acc_dim.top = proxy_rect.top;
proxy_acc_dim.right = proxy_rect.right - proxy_rect.left;
proxy_acc_dim.bottom = proxy_rect.bottom - proxy_rect.top;
It works fine. Hope it would be help full to others ...
Related
I have some code that positions windows to screen quadrants. It works fine on Windows XP, 7, and 8/8.1. However, on Windows 10, there is a weird gap between windows. The extra space surrounds the window on all 4 sides. I presume it has something to do with window borders, but can't figure out how to correct the problem. Any input would be highly appreciated. The code is as follows:
// Get monitor info
HMONITOR hm = MonitorFromWindow(hWnd, MONITOR_DEFAULTTONEAREST);
MONITORINFO mi;
mi.cbSize = sizeof(mi);
GetMonitorInfo(hm, &mi);
// Set screen coordinates and dimensions of monitor's work area
DWORD x = mi.rcWork.left;
DWORD y = mi.rcWork.top;
DWORD w = mi.rcWork.right - x;
DWORD h = mi.rcWork.bottom - y;
switch (corner) {
case 0: // Left top
SetWindowPos(hWnd, HWND_TOP, x, y, w / 2, h / 2, SWP_NOZORDER);
break;
case 1: // Right top
SetWindowPos(hWnd, HWND_TOP, x + w / 2, y, w / 2, h / 2, SWP_NOZORDER);
break;
case 2: // Right bottom
SetWindowPos(hWnd, HWND_TOP, x + w / 2, y + h / 2, w / 2, h / 2, SWP_NOZORDER);
break;
case 3: // Left bottom
SetWindowPos(hWnd, HWND_TOP, x, y + h / 2, w / 2, h / 2, SWP_NOZORDER);
break;
}
I managed to correct this effect by inflating target rectangle by a calculated margin like this:
static RECT GetSystemMargin(IntPtr handle) {
HResult success = DwmGetWindowAttribute(handle, DwmApi.DWMWINDOWATTRIBUTE.DWMWA_EXTENDED_FRAME_BOUNDS,
out var withMargin, Marshal.SizeOf<RECT>());
if (!success.Succeeded) {
Debug.WriteLine($"DwmGetWindowAttribute: {success.GetException()}");
return new RECT();
}
if (!GetWindowRect(handle, out var noMargin)) {
Debug.WriteLine($"GetWindowRect: {new Win32Exception()}");
return new RECT();
}
return new RECT {
left = withMargin.left - noMargin.left,
top = withMargin.top - noMargin.top,
right = noMargin.right - withMargin.right,
bottom = noMargin.bottom - withMargin.bottom,
};
}
And then doing
RECT systemMargin = GetSystemMargin(this.Handle);
targetBounds.X -= systemMargin.left;
targetBounds.Y -= systemMargin.top;
targetBounds.Width += systemMargin.left + systemMargin.right;
targetBounds.Height += systemMargin.top + systemMargin.bottom;
That worked for all windows I could test it with, except Explorer windows, which I hardcoded to exclude. If I'd do that expansion on Explorer near the screen edge, window ends up spilling a large area past it to the adjacent monitor.
The default font size of windows XP/7/8/8.1 is 100%, but in windows 10 the default is to display text and items in 125%. That affects directly all the window sizes.
Go to settings, display and you will find a scroller, move it to 100% and everything should display the same way as it did in Windows 8/7/XP
I am trying to get a uint8_t[] of a portion of the screen. The xy coordinates of the top left is 2,3 and of bottom right is 17,18.
This is the top 30x30 pixels of my screen with regular screenshot and photoshop crop:
And this is what 2,3 to 17,18 screenshot should look like via regular screenshot and Photoshop crop:
This is what I am getting as a result of my code:
My code is in js-ctypes but there is no ctypes errors. This is a winapi thing. So I didn't tag this with ctypes as they would be confused. This is the simplified code I am using, the error checks etc have been removed:
c1 = {x:2, y:3} // top left corner
c2 = {x:17, y:18} // bottom right corner
CreateDC('DISPLAY', null, null, null);
nBPP = GetDeviceCaps(hdcScreen, BITSPIXEL);
w = c2.x - c1.x; // width = 15
h = c2.y - c1.y; // height = 15
hdcMemoryDC = CreateCompatibleDC(hdcScreen);
bmi = BITMAPINFO();
bmi.bmiHeader.biSize = BITMAPINFOHEADER.size;
bmi.bmiHeader.biWidth = w;
bmi.bmiHeader.biHeight = -1 * h;
bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = nBPP; // nBPP is 32
bmi.bmiHeader.biCompression = BI_RGB;
hbmp = CreateDIBSection(hdcScreen, &bmi, DIB_RGB_COLORS, (void**)&pixelBuffer, null, 0);
SelectObject(hdcMemoryDC, hbmp);
BitBlt(hdcMemoryDC, 0, 0, w, h, hdcScreen, c1.x, c1.y, SRCCOPY);
Why portion of screen bits come out wrong? If I do a full screen shot it works fine.
Using Corona SDK for building iOS app, I want to align text to center, I read some discussion this can be done by 'setReferencePoint', I tried to make it, but failed, anybody can show me an example??
Here is my code:
message = display.newText("TEXT HERE!! TEXT HERE!! TEXT HERE!! TEXT HERE!! TEXT HERE!!", 140, 120, 240, 400, native.systemFontBold, 18 )
message:setReferencePoint(display.CenterReferencePoint)
message.x = 200
message:setTextColor(0, 126, 255)
g:insert(message)
Thanks!!
In Corona SDK, by default the reference point is display.CenterReferencePoint unless you are providing the X, Y values as parameters.
In your case - I think you should use -
message.x = X ---- X = center of object
message.y = Y ---- Y = center of object
you must use like this
skorX = cx - 10
nilaiSkorr = nilaiSkor + 0
if nilaiSkorr >= 10 then
skorX = cx - 20
elseif nilaiSkorr >= 100 then
skorX = cx - 30
end
local t = display.newText(nilaiSkor, skorX, cy + 3, native.systemFontBold, 30 )
t:setReferencePoint(display.CenterReferencePoint)
by using directshow.net i can able to record the video and with recording i am doing text overlay for this i configured sample grabber and in buffercb method i am working on frames here is the code..
int ISampleGrabberCB.BufferCB(double SampleTime, IntPtr pBuffer, int BufferLen)
{
Graphics g;
String s;
float sLeft;
float sTop;
SizeF d;
g = Graphics.FromImage(bitmapOverlay);
g.Clear(System.Drawing.Color.Transparent);
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
// Prepare to put the specified string on the image
g.DrawRectangle(System.Drawing.Pens.Transparent, 0, 0, 240 - 1, 176 - 1);
g.DrawRectangle(System.Drawing.Pens.Transparent, 1, 1, 240 - 3, 176 - 3);
d = g.MeasureString(m_String + "\n" + DateTime.Now.ToString("G"), fontOverlay);
sLeft = (240 - d.Width) / 2;
sTop = (176 - d.Height) / 2;
g.DrawString(m_String + "\n" + DateTime.Now.ToString("G"), fontOverlay, System.Drawing.Brushes.Black,
sLeft, sTop, System.Drawing.StringFormat.GenericTypographic);
// need to flip the bitmap so it's the same orientation as the
// video buffer
bitmapOverlay.RotateFlip(RotateFlipType.RotateNoneFlipY);
// create and copy the video's buffer image to a bitmap
Bitmap v;
v = new Bitmap(240, 176, 1056,
PixelFormat.Format24bppRgb, pBuffer);
g = Graphics.FromImage(v);
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
// draw the overlay bitmap over the video's bitmap
g.DrawImage(bitmapOverlay, 0, 0, bitmapOverlay.Width, bitmapOverlay.Height);
// dispose of the various objects
g.Dispose();
v.Dispose();
// Increment frame number. Done this way, frame are zero indexed.
m_Count++;
return 0;
}
my problem is,when i start program it shows me text overlay in preview window but when i open recorded file text overlay is not continues..i think i am missing some frames..on some frames overlay is their but its not continues..its flicking.
can any one help?
ok i got the problem!!
in the above code,BufferCB takes too long time to process the current video frame.its like let frame A is still in middle process before process complete frame B comes in.
so to minimize the processing in BufferCB i have remove the where bitmap image is set
this line of code i put into an function
g = Graphics.FromImage(bitmapOverlay);
g.Clear(System.Drawing.Color.Transparent);
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
// Prepare to put the specified string on the image
g.DrawRectangle(System.Drawing.Pens.Transparent, 0, 0, 240 - 1, 176 - 1);
g.DrawRectangle(System.Drawing.Pens.Transparent, 1, 1, 240 - 3, 176 - 3);
d = g.MeasureString(m_String + "\n" + DateTime.Now.ToString("G"), fontOverlay);
sLeft = (240 - d.Width) / 2;
sTop = (176 - d.Height) / 2;
g.DrawString(m_String + "\n" + DateTime.Now.ToString("G"), fontOverlay, System.Drawing.Brushes.Black,
sLeft, sTop, System.Drawing.StringFormat.GenericTypographic);
// need to flip the bitmap so it's the same orientation as the
// video buffer
bitmapOverlay.RotateFlip(RotateFlipType.RotateNoneFlipY);
and this function is called before media.run is called.
Hey guys, I got this error message when I tried to trigger the function below. Can anybody help me out? Thanks!
>> changeYuv('tilt.yuv',352,288,1:40,40);
??? Index exceeds matrix dimensions.
Error in ==> changeYuv at 32
j=histogram(imgYuv(:,:,1,k+1));
>> [x,y,z,a]=size(imgYuv)
x =
288
y =
352
z =
3
a =
40
The source code:
function [imgYuv, S]= changeYuv(fileName, width, height, idxFrame, nFrames)
% load RGB movie [0, 255] from YUV 4:2:0 file
fileId = fopen(fileName, 'r');
subSampleMat = [1, 1; 1, 1];
nrFrame = length(idxFrame);
for f = 1 : 1 : nrFrame
% search fileId position
sizeFrame = 1.5 * width * height;
fseek(fileId, (idxFrame(f) - 1) * sizeFrame, 'bof');
% read Y component
buf = fread(fileId, width * height, 'uchar');
imgYuv(:, :, 1,f) = reshape(buf, width, height).';
% read U component
buf = fread(fileId, width / 2 * height / 2, 'uchar');
imgYuv(:, :, 2,f) = kron(reshape(buf, width / 2, height / 2).', subSampleMat); % reshape and upsample
% read V component
buf = fread(fileId, width / 2 * height / 2, 'uchar');
imgYuv(:, :, 3,f) = kron(reshape(buf, width / 2, height / 2).', subSampleMat); % reshape and upsample
%histogram difference of Y component
for k=1:(nFrames-1)
h=histogram(imgYuv(:,:,1,k));
j=histogram(imgYuv(:,:,1,k+1));
X=abs(h-j)/256;
S(k)=sum(X);
end
end
fclose(fileId);
On every iteration of the outer loop, you appear to be growing imgYuv by one in the 4th dimension, starting from empty. But your inner loop always loops from 1 to nFrames-1. Therefore, it would seem to me like you're trying to access beyond the extent of imgYuv.
On an unrelated note, growing an array like this is typically very slow. You're much better off initialising imgYuv before you start, i.e. imgYuv = zeros([height,width,3,nFrames]).