Change WizardSmallBitmapImage in Inno Setup Uninstaller - windows

In installer, you can easily change the small bitmap in wizard's top right corner using this code:
[Setup]
WizardSmallImageFile=gfx\bitmap.bmp
Hovewer, how to change that same bitmap in uninstaller's wizard's top right corner?
There doesn't seem to be any parameter for this.
I think one of the solution is to let the installer extract the required bitmap into the {app} and then use this code:
procedure InitializeUninstallProgressForm;
var bitmap : string;
begin
bitmap := ExpandConstant('{app}\uninst.bmp');
uninstallProgressForm.WizardSmallBitmapImage.Bitmap.LoadFromFile(bitmap);
end;
However, I don't want to have that satelite bitmap hanging in my {app}, I want it to be compiled into the uninstaller. Is it possible to somehow compile that bitmap into the uninstaller? Or is there some other way how to change that bitmap in the uninstaller's wizard?

No, there is no way to compile additional files into the uninstaller.

Related

Winapi How do I draw a rectangle to a specific Window handle?

I'm Using a Wrapper Library in GMS2 That was made back in GM6 Days (gamemaker) Someone was able to wrap majority of the win32API to use in GM6-8. There is only 1 odd instance in where the WinAPI system seems to mess up when drawing the controls to the Main Application Window.
The desired goal is to draw an image to an Child window and draw a grid defining it's splitting according to the user input EX: 16x16 and having the user select squares VIA Mouse Click + Dragging over the boxes.
Unfortunately I have little to no experience in win32API so i'm a bit lost as to where to start.
Looking over the documentation it looks like he left majority of the script names of the DLL to mimic the format of that when calling in C++ or C (just my assumptions).
From His Documentation he has things like "Drawing System" Which Contains things like "Move Item","Add Line","Add Graphic Buffer" etc... and then other Graphic Buffer functions. But then theres the "Draw" functions which has things like "Draw Fill Rect , DrawSelectObj" etc... he doesn't really provide examples so i'm unsure as to how to use these things together to get my desired results. What is the difference between a drawing system and a draw function? Do I have to use them in conjunction, along with the Graphics Buffer?
Can Someone point in the right direction of the necessary steps to get it done? An Example without code and just the function equivalent will suffice, I just need to know out of which functions to use and then later bind it to the Child Window.
An Example Code from his demo is something like this
GbGradient2 = API_GB_Create (105,105); //Graphics Buffer
DcGradient2 = API_GB_GetDC (GbGradient2);
API_Draw_Gradient (DcGradient2,0,0,105,105,0,c_yellow,c_lime);
BrGradient2 = API_Draw_CreatePatternBrush (API_GB_GetBitmap (GbGradient2));
API_Draw_Gradient (DcGradient2,0,0,105,105,0,c_red,65535);
BrGradient3 = API_Draw_CreatePatternBrush (API_GB_GetBitmap (GbGradient2));
hRectangle = API_DS_AddRectangle (2,5,5,105,105); // Adds a rectangle(Drawing System)
hEllipse = API_DS_AddEllipse (2,5,5,105,105);
hNoPen = API_Draw_CreatePen (PS_NULL,0,0);
API_DS_SetItemBrush (hRectangle,BrGradient2); // Sets the brush
API_DS_SetItemBrush (hEllipse,BrGradient3);
API_DS_SetItemPen (hRectangle,hNoPen); // Sets the pen
API_DS_SetItemPen (hEllipse,hNoPen);
API_Draw_Gradient (GbGradient2,0,0,16,16,0,c_yellow,c_lime);
Lookin at it a little more it looks like the draw functions are linked to GDI somehow.
since GMS2 is a cross platform tool , its windows-only functionality gas been removed.
you can make a nice GUI for that porpose by using GMS2 objects , as you have a little Xp
about Win32 API,this will be easier than that big stuffy coding
here are some tips ,
creating a window object with a rectangle sprite
creating ui objects at the create event of above object
adding some code to the global mouse event

How do I change the transparency of an bitmap by percent in Delphi/FMX?

For a Firemokey project i'm working on a Bitmap, which should make a Bitmap on a TImage Component to get more transparent with the time. In order to do so, i want to use a procedure like the following, but it seems as if there is no way to create a change of the transparency as the following:
procedure changeBitmapTransperency(TransparencyInPercent : Integer);
begin
{Set transparency of the bitmap to (TransparencyInPercent) percent}
end;
So, my question is, if there is a way to do so. Thanks for your time and effort,
Max

Using Windows Vista/7 themes with g++

I have done an application with g++ using pure winapi, but every control looks very old. How can I use the new nice themes 7 and Vista offer? Everything I have read so far says that I must include an XML file saying explicitly that I want those themes, but I don't think that is possible with g++ . So, what should I do?
You do need to include a manifest to your project.
This is just a simple xml file that you add to your project as if it were a .cpp or .h file.
It will enable the nice visual styles, but you're not there yet!
The font is still the ms shell dlg which is not all that amazing.
To "extract" the standard font, you use the GetStockObject function with the DEFAULT_GUI_FONT flag
HFONT font = (HFONT) GetStockObject(DEFAULT_GUI_FONT);
To calculate the new dialog units for this font you can use this little snippet.
LONG units = GetDialogBaseUnits();
HDC hdc = GetDC(NULL);
SIZE size;
TEXTMETRIC tm;
HFONT font = (HFONT) GetStockObject(DEFAULT_GUI_FONT);
SelectObject(dc,font);
GetTextMetrics(dc,&tm);
GetTextExtentPoint32(hdc,"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz",52,&size);
float avgWidth = (size.cx/26+1)/2;
float avgHeight = (WORD)tm.tmHeight;
float dialogUnitWidth = 2*(avgWidth/LOWORD(units));
float dialogUnitHeight = 2*(avgHeight/HIWORD(units));
dialogUnitWidth and dialogUnitHeight now contain the dialog units in pixels.
See this article for more information.
I don't know g++. But if the result of this environment/language you get is a simple EXE and the controls that are used are standard Windows controls adding a manifest to the exe will do the job.
The easiest way is to create a valid manifest with the complete Name of the exe and add .manifest to the Name. (i.e. foo.exe.manifest)

How to see image data using opencv in visual studio?

I wrote an OPENCV project in VS2010 and the results were not the ones as I expected so I ran the debugger to see where is the problem. When I wanted to see the data inside the image loaded I didn't know how to do it so if I want to see the data inside my images what should I do?
It is pretty simple in matlab for seeing different channel of an image i.e.
a=imread('test.jpg');
p1 = a(:,:,1)
p2 = b(:,:,2)
.
.
In opencv I wrote the same thing but I don't know how to see all the element at once just like Matlab.
a= imread("test.jpg")
split(a,planes);
vector<Mat> T1;
T1 = planes[0];
// How can I see the data inside T1 when debugging the code ?
I think this is what you are looking for - it's a great Visual Studio add-on
https://bitbucket.org/sergiu/opencv-visualizers
Just download the installer, make sure VS is closed, run it, re-open VS and voila! Now, when you point to an OpenCV data structure, all kinds of nice info is showed.
Limitations: I saw some problems with multichannel images (it only shows the first channel) and it also has trouble displaying large matrices. If you want to see raw data in a big matrix, you can use the old good VS trick with debug variables: Stop at a breakpoint, go to Watch tab, and write there
((float*)myMat.data) ,10
Where float is the matrix type, myMat is your matrix, and 10 is the number of values you want to print. It will display the first 10 values at the memory location of myMat.data. If you do not correctly choose the data type, you'll see garbage. In my example, myMat is of type cv::Mat.
And never forget the power of visualizers:
imshow("Image", myMat);
If your data fits into an image. You can use the contrib module's colormap to enhance your visualizers.
I can't actually believe that nobody suggested Image Watch yet. It's the most amazing add-in ever. It shows you a view with all your Mat variables (images (gray and color), matrices) while debugging, there's useful stuff like zooming or contrast-stretching and you can even apply more complex functions directly in the plugin in real-time. It makes debugging of any kind of image operations a breeze and it's immensely helpful if you do calculations and linear algebra stuff with your cv::Mat matrices.
I recommend to use a NativeViewer extension. It actually displays the content of an image in a preview window, not only the properly formatted info.
If you don't want to use a plug-in or extension to Visual Studio, you can access the elements one by one in the debugging watch tab by typing this:
T1.data[T1.step.buf[0]*i + T1.step.buf[1]*j];
where i is the row you want to look at and j is the column.
after downloading imagewatch use the command in watch window
(imagesLoc._Myfirst)[0]
index of image in the vector
You can use the immediate window and the extenshion method like this one
/// <summary>
/// Displays image
/// </summary>
public static void Display (this Mat m, Rect rect = default, string windowName = "")
{
if (string.IsNullOrEmpty(windowName))
{
windowName = m.ToString();
}
var img = rect == default ? m : m.Crop(rect);
double coef = Math.Min(1600d / img.Width, 800d / img.Height);
Cv2.ImShow(windowName, img.Resize(new Size(coef * img.Width, (coef * img.Height) > 1 ? coef * img.Height : 1)));
Cv2.WaitKey();
}
Then you stop at a breakpoint and call yourImage.Display() in the immediate window.
If you can use CLion you can utilize the OpenCV Image Viewer plugin, which displays matrices while debugging just on click.
https://plugins.jetbrains.com/plugin/14371-opencv-image-viewer
Disclaimer: I'm an author of this plugin

Win32 CreatePatternBrush

MSDN displays the following for CreatePatternBrush:
You can delete a pattern brush without
affecting the associated bitmap by
using the DeleteObject function.
Therefore, you can then use this
bitmap to create any number of pattern
brushes.
My question is the opposite. If the HBRUSH is long lived, can I delete the HBITMAP right after I create the brush? IE: does the HBRUSH store its own copy of the HBITMAP?
In this case, I'd like the HBRUSH to have object scope while the HBITMAP would have method scope (the method that creates the HBRUSH).
The HBRUSH and HBITMAP are entirely independent. The handles can be deleted entirely independent from each other, and, once created, no changes to either object will effect the other.
The brush does have its own copy of the bitmap. This is easily see by deleting the bitmap after creating the brush and then using the brush (works fine)
Using GetObject to fill a LOGBRUSH structure will return the original BITMAP handle in member lbhatch, though, and not the copy's handle, unfortunately. And using GetObject on the returned bitmap handle fails if the bitmap is deleted.
Anyone any idea how to get the original bitmap dimensions from the brush in this case? I wish to create a copy of the pattern brush even though the original bitmap is deleted. I can get a copy of the original bitmap simply by painting with the brush, but I don't know it's size. I tried using SetbrushorgEx (hdc, -1,-1), hoping the -1's would be reduced modulo its dimensions when brush selected into device context and get values when I retrieve with GetBrushOrgEx. Doesn't work.
I think the bitmap must outlive the brush: the brush just references the existing bitmap rather than copying it.
You could always try it and see what happened.
I doubt that the CreatePatternBrush() API copies the bitmap you give it, since an HBITMAP is:
a GDI handle, the maximum number of which is limited, and
potentially quite large.
Win32 and GDI tend to be conservative about creating internal copies of your data, if only because when most of their APIs were created (CreatePatternBrush() dates to Windows 95, and many functions are older still), memory and GDI handles were in much more limited supply than they are now. (For example, Windows 95 was required to run well on a system with only 4MB of RAM.)

Resources