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DatMCEyeBall

2D water simulation using a C++ dll

11 posts in this topic

#1 ·  Posted (edited)

I wrote this a while ago and only recently implemented shading.

The current shading algorithm could use some improvements.

Most of the source is based from here

The .dll source is also in the archive (made with Visual Studio 2012 Express).

2D Water simulation using a C++ dll.7z

If you use a x64 bit OS then:

For anyone having trouble running this on a x64 OS, set #AutoIt3Wrapper_UseX64=n (OP code assumes you are running x86 AutoIt).

 

EDIT:

Added an example using a .gif file (split into frames).

Edited by DatMCEyeBall
3 people like this

"Just be fred, all we gotta do, just be fred."  -Vocaliod

"That is a Hadouken. A KAMEHAMEHA would have taken him 13 days and 54 episodes to form." - Roden Hoxha

@tabhooked

Clock made of cursors ♣ Desktop Widgets ♣ Water Simulation

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#2 ·  Posted (edited)

I can't get it run. msvcp110d.dll was missing but after downloaded it, nothing happens when starting the script.

Tested on Win 8.1 and 3.3.10.2.

Br,

UEZ

Edited by UEZ

Please don't send me any personal message and ask for support! I will not reply!

Selection of finest graphical examples at Codepen.io

The own fart smells best!
Her 'sikim hıyar' diyene bir avuç tuz alıp koşma!
¯\_(ツ)_/¯  ٩(●̮̮̃•̃)۶ ٩(-̮̮̃-̃)۶ૐ

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#4 ·  Posted (edited)

Cool, works now. I will check whether it can be loaded from memory and use it for my watermark app.

Btw, I tried several times to learn C++ using MS VS but it is a overkill with plenty of features which I don't need when being a C++ noob besides to use the IDE environment.

A mentor would be nice...

Br,

UEZ

Edited by UEZ

Please don't send me any personal message and ask for support! I will not reply!

Selection of finest graphical examples at Codepen.io

The own fart smells best!
Her 'sikim hıyar' diyene bir avuç tuz alıp koşma!
¯\_(ツ)_/¯  ٩(●̮̮̃•̃)۶ ٩(-̮̮̃-̃)۶ૐ

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#5 ·  Posted (edited)

Cool, works now. I will check whether it can be loaded from memory and use it for my watermark app.

Look at the first line of WaterSim.au3 (the Global Enum line).

Check the UseBuffer1 flag in the params structure (forgot the Enum's name) if so use the HM (height map) #1 if not use #2

Add to the data (+=) at the specified location an amount (it's a height map used by the .dll so add a number like 512 or more - depends on what you prefer)

The height map is a 1D array, I think the main .au3 file still has a _PixelIndexFromXY (or similar) function, use it to convert XY co-ordinates into the index of the array. 

Call the NewFrame function to draw and flatten the water.

I can write you something special instead. If you want me to do so then please PM me.

A mentor would be nice...

Mentor?  :sorcerer:

C++ for dummies(link to .pdf) is what I used to learn it, VS is just there for convenience.

Edited by DatMCEyeBall

"Just be fred, all we gotta do, just be fred."  -Vocaliod

"That is a Hadouken. A KAMEHAMEHA would have taken him 13 days and 54 episodes to form." - Roden Hoxha

@tabhooked

Clock made of cursors ♣ Desktop Widgets ♣ Water Simulation

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#6 ·  Posted (edited)

I mean rather to load the DLL from the memory.


Thanks for the Dummy stuff but I've already a lot of C++ documentations (incl. this).  :whistle: 

Br,
UEZ

Edited by UEZ
1 person likes this

Please don't send me any personal message and ask for support! I will not reply!

Selection of finest graphical examples at Codepen.io

The own fart smells best!
Her 'sikim hıyar' diyene bir avuç tuz alıp koşma!
¯\_(ツ)_/¯  ٩(●̮̮̃•̃)۶ ٩(-̮̮̃-̃)۶ૐ

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#8 ·  Posted (edited)

For anyone having trouble running this on a x64 OS, set #AutoIt3Wrapper_UseX64=n (OP code assumes you are running x86 AutoIt).

I'm adding this to the OP.

 

I mean rather to load the DLL from the memory.

Thanks for the Dummy stuff but I've already a lot of C++ documentations (incl. this).   :whistle:

What exactly is bothering you with MS VS C++?

If you have a problem then Google it - that's what I do.

Edited by DatMCEyeBall

"Just be fred, all we gotta do, just be fred."  -Vocaliod

"That is a Hadouken. A KAMEHAMEHA would have taken him 13 days and 54 episodes to form." - Roden Hoxha

@tabhooked

Clock made of cursors ♣ Desktop Widgets ♣ Water Simulation

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Your demo reminds me something... 

Nice work and nice effects !  :thumbsup:


AutoIt 3.3.14.2 X86 - SciTE 3.6.0WIN 8.1 X64 - Other Example Scripts

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#10 ·  Posted

I'm adding this to the OP.

 
 

What exactly is bothering you with MS VS C++?

If you have a problem then Google it - that's what I do.

 

I find it hard to use the editor - it is so oversized compared to SciTE. Anyhow, if I find enough motivation I will try again.

 

Br,

UEZ


Please don't send me any personal message and ask for support! I will not reply!

Selection of finest graphical examples at Codepen.io

The own fart smells best!
Her 'sikim hıyar' diyene bir avuç tuz alıp koşma!
¯\_(ツ)_/¯  ٩(●̮̮̃•̃)۶ ٩(-̮̮̃-̃)۶ૐ

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#11 ·  Posted

If you try searching on Youtube for "Microsoft Visual Studio 2012 C++ tutorial":

http://www.youtube.com/watch?v=xoExJLVroZc


"Just be fred, all we gotta do, just be fred."  -Vocaliod

"That is a Hadouken. A KAMEHAMEHA would have taken him 13 days and 54 episodes to form." - Roden Hoxha

@tabhooked

Clock made of cursors ♣ Desktop Widgets ♣ Water Simulation

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Main GUI #Region - Pallete Mixer GUI Global $aGUIPallete[1] = ["id|hWnd"] Global Enum $hGUIPallete = 1, $idSliderRPosition, $idSliderRValue, $idSliderRSpread, $idSliderGPosition, $idSliderGValue, _ $idSliderGSpread, $idSliderBPosition, $idSliderBValue, $idSliderBSpread, $idBtnResetPallete, $iGUIPalleteLast ReDim $aGUIPallete[$iGUIPalleteLast] $aGUIPallete[$hGUIPallete] = GUICreate("Pallete Mixer", 338, 260, -1, -1) GUISetOnEvent($GUI_EVENT_CLOSE, "_GUIPallete_Hide") $aGUIPallete[$idSliderRPosition] = GUICtrlCreateSlider(8, 132, 97, 33, $TBS_ENABLESELRANGE) GUICtrlSetLimit(-1, 20, -20) ;~ GUICtrlSetOnEvent(-1, "_GUIPallete_SettingsChange") $aGUIPallete[$idSliderRValue] = GUICtrlCreateSlider(48, 56, 33, 73, BitOR($TBS_VERT, $TBS_ENABLESELRANGE)) GUICtrlSetLimit(-1, 128, 0) ;~ GUICtrlSetOnEvent(-1, "_GUIPallete_SettingsChange") $aGUIPallete[$idSliderRSpread] = GUICtrlCreateSlider(8, 168, 97, 33, $TBS_ENABLESELRANGE) GUICtrlSetLimit(-1, 24, 2) ;~ GUICtrlSetOnEvent(-1, "_GUIPallete_SettingsChange") $aGUIPallete[$idSliderGPosition] = GUICtrlCreateSlider(120, 132, 97, 33, $TBS_ENABLESELRANGE) GUICtrlSetLimit(-1, 20, -20) ;~ GUICtrlSetOnEvent(-1, "_GUIPallete_SettingsChange") $aGUIPallete[$idSliderGValue] = GUICtrlCreateSlider(160, 56, 33, 73, BitOR($TBS_VERT, $TBS_ENABLESELRANGE)) GUICtrlSetLimit(-1, 128, 0) ;~ GUICtrlSetOnEvent(-1, "_GUIPallete_SettingsChange") $aGUIPallete[$idSliderGSpread] = GUICtrlCreateSlider(120, 168, 97, 33, $TBS_ENABLESELRANGE) GUICtrlSetLimit(-1, 24, 2) ;~ GUICtrlSetOnEvent(-1, "_GUIPallete_SettingsChange") $aGUIPallete[$idSliderBPosition] = GUICtrlCreateSlider(232, 132, 97, 33, $TBS_ENABLESELRANGE) GUICtrlSetLimit(-1, 20, -20) ;~ GUICtrlSetOnEvent(-1, "_GUIPallete_SettingsChange") GUICtrlSetData(-1, 9) $aGUIPallete[$idSliderBValue] = GUICtrlCreateSlider(272, 56, 33, 73, BitOR($TBS_VERT, $TBS_ENABLESELRANGE)) GUICtrlSetLimit(-1, 128, 0) ;~ GUICtrlSetOnEvent(-1, "_GUIPallete_SettingsChange") $aGUIPallete[$idSliderBSpread] = GUICtrlCreateSlider(232, 168, 97, 33, $TBS_ENABLESELRANGE) GUICtrlSetLimit(-1, 24, 2) GUICtrlSetData(-1, 11) ;~ GUICtrlSetOnEvent(-1, "_GUIPallete_SettingsChange") GUICtrlCreateLabel("RED", 46, 200, 30, 20) GUICtrlCreateLabel("GREEN", 150, 200, 38, 20) GUICtrlCreateLabel("BLUE", 268, 200, 30, 20) $aGUIPallete[$idBtnResetPallete] = GUICtrlCreateButton("Reset", 136, 236, 67, 17) GUICtrlSetOnEvent(-1, "_GUIPallete_Reset") GUISetAccelerators($aAccelKeys) Global Const $hDCPallete = _WinAPI_GetDC($aGUIPallete[$hGUIPallete]) Global Const $hHBitmapPallete = _WinAPI_CreateCompatibleBitmap($hDCPallete, 320, 40) Global Const $hDC_backbufferPallete = _WinAPI_CreateCompatibleDC($hDCPallete) Global Const $DC_objPallete = _WinAPI_SelectObject($hDC_backbufferPallete, $hHBitmapPallete) Global Const $hBackbufferPallete = _GDIPlus_GraphicsCreateFromHDC($hDC_backbufferPallete) Global $hBrushPallete = _GDIPlus_BrushCreateSolid(0xFF000000) ;~ _GDIPlus_GraphicsSetSmoothingMode($hBackbuffer, $GDIP_SMOOTHINGMODE_HIGHQUALITY) ;Sets the graphics object rendering quality (antialiasing) _GUIPallete_Update() _GUIPallete_Reset() #EndRegion - Pallete Mixer GUI #Region - Plasma Editor GUI Global $aGUIPlasmaEditor[1] = ["id|hWnd"] Global Enum $hGUIPlasmaEditor = 1, $idCmbPlasmaSelector, $idCmbPlasmaDisplay, $idBtnPlasmaAdd, $idBtnPlasmaDel, $idCmbPlasmaShape, $idSliderPlasmaSpread, $idCmbPlasmaSpread, $idSliderPlasmaRotation, $idCmbPlasmaRotation, $idSliderPlasmaPosition, $idCmbPlasmaPosition, $iGUIPlasmaEditorLast ReDim $aGUIPlasmaEditor[$iGUIPlasmaEditorLast] $aGUIPlasmaEditor[$hGUIPlasmaEditor] = GUICreate("Plasma Editor", 419, 323, -1, -1) GUISetOnEvent($GUI_EVENT_CLOSE, "_GUIPlasmaEditor_Hide") GUICtrlCreateLabel("Display", 16, 8, 95, 17) GUICtrlSetFont(-1, 8, 800, 0, "MS Sans Serif") $aGUIPlasmaEditor[$idCmbPlasmaDisplay] = GUICtrlCreateCombo("", 16, 24, 121, 25, BitOR($CBS_DROPDOWN, $CBS_AUTOHSCROLL)) GUICtrlSetData(-1, "All Combined|Selected Plasma", "All Combined") GUICtrlSetOnEvent(-1, "_GUIPlasmaEditor_PlasmaDisplay") GUICtrlCreateLabel("Selected Plasma", 24, 96, 120, 17) GUICtrlSetFont(-1, 8, 800, 0, "MS Sans Serif") $aGUIPlasmaEditor[$idBtnPlasmaAdd] = GUICtrlCreateButton("Add Plasma", 160, 16, 113, 33) GUICtrlSetOnEvent(-1, "_GUIPlasmaEditor_PlasmaAddRem") GUICtrlSetState(-1, $GUI_DISABLE) $aGUIPlasmaEditor[$idBtnPlasmaDel] = GUICtrlCreateButton("Remove Plasma", 296, 16, 113, 33) GUICtrlSetOnEvent(-1, "_GUIPlasmaEditor_PlasmaAddRem") GUICtrlSetState(-1, $GUI_DISABLE) GUICtrlCreateGroup("Plasma Controls", 8, 64, 401, 249) GUICtrlSetFont(-1, 8, 800, 0, "MS Sans Serif") $aGUIPlasmaEditor[$idCmbPlasmaSelector] = GUICtrlCreateCombo("", 24, 112, 121, 25, BitOR($CBS_DROPDOWN, $CBS_AUTOHSCROLL)) GUICtrlSetData(-1, "Plasma #1|Plasma #2|Plasma #3|Plasma #4", "Plasma #1") GUICtrlSetOnEvent(-1, "_GUIPlasmaEditor_PlasmaSelect") GUICtrlCreateLabel("Shape", 174, 96, 35, 17) $aGUIPlasmaEditor[$idCmbPlasmaShape] = GUICtrlCreateCombo("", 174, 112, 113, 25, BitOR($CBS_DROPDOWN, $CBS_AUTOHSCROLL)) GUICtrlSetData(-1, "Horizontal|Vertical|Diagonal|Circular", "Horizontal") GUICtrlSetOnEvent(-1, "_GUIPlasmaEditor_PlasmaSetShape") GUICtrlCreateLabel("Spread", 24, 145, 38, 17) $aGUIPlasmaEditor[$idSliderPlasmaSpread] = GUICtrlCreateSlider(16, 160, 257, 25, $TBS_FIXEDLENGTH) GUICtrlSetLimit(-1, 255, 5) $aGUIPlasmaEditor[$idCmbPlasmaSpread] = GUICtrlCreateCombo("", 280, 160, 113, 25, BitOR($CBS_DROPDOWN, $CBS_AUTOHSCROLL)) GUICtrlSetData(-1, "Static|Oscillate", "Static") GUICtrlSetOnEvent(-1, "_GUIPlasmaEditor_PlasmaSetSpread") GUICtrlCreateLabel("Rotation", 24, 201, 44, 17) GUICtrlSetState(-1, $GUI_DISABLE) $aGUIPlasmaEditor[$idSliderPlasmaRotation] = GUICtrlCreateSlider(16, 216, 257, 25, $TBS_FIXEDLENGTH) GUICtrlSetState(-1, $GUI_DISABLE) $aGUIPlasmaEditor[$idCmbPlasmaRotation] = GUICtrlCreateCombo("", 280, 216, 113, 25, BitOR($CBS_DROPDOWN, $CBS_AUTOHSCROLL)) GUICtrlSetData(-1, "Static|Oscillate", "Static") GUICtrlSetOnEvent(-1, "_GUIPlasmaEditor_PlasmaSetRotation") GUICtrlSetState(-1, $GUI_DISABLE) GUICtrlCreateLabel("Position", 24, 257, 41, 17) GUICtrlSetState(-1, $GUI_DISABLE) $aGUIPlasmaEditor[$idSliderPlasmaPosition] = GUICtrlCreateSlider(16, 272, 257, 25, $TBS_FIXEDLENGTH) GUICtrlSetLimit(-1, 127, -127) GUICtrlSetState(-1, $GUI_DISABLE) $aGUIPlasmaEditor[$idCmbPlasmaPosition] = GUICtrlCreateCombo("", 280, 272, 113, 25, BitOR($CBS_DROPDOWN, $CBS_AUTOHSCROLL)) GUICtrlSetData(-1, "Static|Oscillate", "Static") GUICtrlSetOnEvent(-1, "_GUIPlasmaEditor_PlasmaSetPosition") GUICtrlSetState(-1, $GUI_DISABLE) GUICtrlCreateGroup("", -99, -99, 1, 1) _GUIPlasmaEditor_PlasmaSettingsLoad($iSelectPlasma) ;_GUIPlasmaEditor_PlasmaControlsLock() GUISetAccelerators($aAccelKeys) #EndRegion - Plasma Editor GUI #Region - Initialization and Main Loop GUIRegisterMsg($WM_GETMINMAXINFO, "_WM_GETMINMAXINFO") GUIRegisterMsg($WM_NOTIFY, "_WM_NOTIFY") GUISetState(@SW_SHOW, $aGUI[$hGUI]) While 1 If $bIsPlaying And Not $bIsDrawing Then _DrawScreen(_RenderPlasma()) Sleep(10) WEnd #EndRegion - Initialization and Main Loop #Region - Main GUI Functions Func _DrawScreen($aPixels) ;If Function called while Drawing Return 0 If $bIsDrawing Then Return 0 ;Set Drawing Status Indictaor $bIsDrawing = True ;Create Timer for Drawing Performance/Duration Local $hTimer = TimerInit() ;Erase Bitmap Graphic _GDIPlus_GraphicsClear($hBackbuffer, 0xFFFFFFFF) ;Capture Client Window Size $aWinClientSize = WinGetClientSize($aGUI[$hGUI]) ;Setup Variables Local $iPixelIndex = 0 Local $iCol = $iCols Local $iRow = $iRows Local $iWidth = $aWinClientSize[0] / $iCol Local $iHeight = $aWinClientSize[1] / $iRow ;Draw Pixel Grid (Top-Left to Bottom Right) For $iY = 0 To $iRow - 1 For $iX = 0 To $iCol - 1 Local $dARGB = $aPixels[$iPixelIndex] ;Set Brush Color _GDIPlus_BrushSetSolidColor($hBrush, $dARGB) ;Draw "Pixel" _GDIPlus_GraphicsFillRect($hBackbuffer, $iX * $iWidth, $iY * $iHeight, $iWidth, $iHeight, $hBrush) ;Increment Pixel Counter $iPixelIndex += 1 If $iPixelIndex = UBound($aPixels) Then $iPixelIndex = 0 Next Next ;Draw Bitmap to Screen _WinAPI_BitBlt($hDC, 0, 0, $aWinClientSize[0], $aWinClientSize[1], $hDC_backbuffer, 0, 0, $SRCCOPY) ;blit drawn bitmap to GUI ;FPS Counter $hTimer = TimerDiff($hTimer) ;~ ConsoleWrite("Whole Process time: " & Round($hTimer / 1000, 3) & @CRLF) If $bIsPlaying Then If TimerDiff($hTimerFPS) >= 998 Then Local $iFPS = Round(1000 / $hTimer, 2) WinSetTitle($aGUI[$hGUI], "", $sTitle & " (" & $iFPS & " FPS) " & $iCols & " x " & $iRows) $hTimerFPS = TimerInit() EndIf Else ;Show FPS in Window Title WinSetTitle($aGUI[$hGUI], "", $sTitle) EndIf $bIsDrawing = False EndFunc ;==>_DrawScreen Func _Exit() ; Clean up resources _GUIPallete_Exit() GUIDelete($aGUIPallete[$hGUIPallete]) GUIDelete($aGUIPlasmaEditor[$hGUIPlasmaEditor]) GUIDelete($aGUI[$hGUI]) _GDIPlus_BrushDispose($hBrush) _GDIPlus_GraphicsDispose($hBackbuffer) _WinAPI_SelectObject($hDC, $DC_obj) _WinAPI_DeleteObject($hHBitmap) _WinAPI_ReleaseDC($hGUI, $hDC) _GDIPlus_Shutdown() DllClose($hDLL) Exit EndFunc ;==>_Exit Func _PlayToggle() ;Toggle Play State If Not $bIsPlaying Then ;Start Playing $bIsPlaying = True $hTimerFPS = TimerInit() GUICtrlSetData($aGUI[$idMnuFilePlay], "&Pause") Else ;Stop Playing $bIsPlaying = False GUICtrlSetData($aGUI[$idMnuFilePlay], "&Play") EndIf EndFunc ;==>_PlayToggle Func _RenderPlasma() ;Setup Variables Local $aWorkPallete = $aPallete Local $iRow = $iRows Local $iCol = $iCols Local $iGridSize = $iRow * $iCol Local $aPixels[$iGridSize] Local $iIndex = 0 Local $iPlasma = 0 Local $iPlasmas Local $iDisplayPlasmaNumber = $iDisplayPlasma Local $iSine, $iSpread, $iPosition ;Loop Through Pixel Grid and Calculate Plasma(s) For $iY = 0 To $iRow - 1 For $iX = 0 To $iCol - 1 $iPlasmas = 0 If Not $iDisplayPlasmaNumber Then For $iZ = 0 To UBound($aPlasmas) - 1 $iSine = $aPlasmas[$iZ][0] ;Spread Motions If $aPlasmas[$iZ][4] Then $aPlasmas[$iZ][4] += ($aPlasmas[$iZ][1] * 0.00001125) $iSpread = -7*Sin($aPlasmas[$iZ][4])+9 Else $iSpread = $aPlasmas[$iZ][1] EndIf $iPosition = $aPlasmas[$iZ][2] $iPlasma = Execute("128.0 + (128.0 * Sin(" & $aPlasmaShapes[$iSine] & " / " & $iSpread & "))") $iPlasmas += $iPlasma Next Else $iSine = $aPlasmas[$iDisplayPlasmaNumber - 1][0] ;Spread Motions If $aPlasmas[$iDisplayPlasmaNumber - 1][4] Then $aPlasmas[$iDisplayPlasmaNumber - 1][4] += ($aPlasmas[$iDisplayPlasmaNumber - 1][1] * 0.005) $iSpread = Sin($aPlasmas[$iDisplayPlasmaNumber - 1][4])/2 Else $iSpread = $aPlasmas[$iDisplayPlasmaNumber - 1][1] EndIf $iPosition = $aPlasmas[$iDisplayPlasmaNumber - 1][2] ;$iPlasmas = Execute("128.0 + (128.0 * Sin(" & $aPlasmaShapes[$aPlasmas[$iDisplayPlasmaNumber - 1][0]] & " / " & $aPlasmas[$iDisplayPlasmaNumber - 1][1] & ") - " & $aPlasmas[$iDisplayPlasmaNumber - 1][2] & ")") $iPlasmas = Execute("128.0 + (128.0 * Sin(" & $aPlasmaShapes[$iSine] & " / " & $iSpread & "))") EndIf $iPlasma = Int($iPlasmas) ;Account for Pallete Shift $iPlasma += $iPalleteShift ;Wrap Pixel Pallete Color If $iPlasma >= 256 Then Do $iPlasma -= 256 Until $iPlasma < 256 EndIf If $iPlasma <= -1 Then Do $iPlasma += 256 Until $iPlasma > -1 EndIf ;Set Pixel Color value from Pallete $aPixels[$iIndex] = $aWorkPallete[$iPlasma] ;Increment Pixel Index Counter $iIndex += 1 If $iIndex = $iGridSize Then $iIndex = 0 Next Next ;Pallete Shift Logic If $bPalleteShift Then $iPalleteShift += $iPalletShiftDirection If $iPalleteShift >= 256 Then $iPalleteShift = 0 If $iPalleteShift <= -1 Then $iPalleteShift = 255 EndIf Return $aPixels EndFunc ;==>_RenderPlasma Func _WM_GETMINMAXINFO($hwnd, $Msg, $wParam, $lParam) ;Only Control Size of Main GUI If $hwnd <> $aGUI[$hGUI] Then Return Default $tagMaxinfo = DllStructCreate("int;int;int;int;int;int;int;int;int;int", $lParam) DllStructSetData($tagMaxinfo, 7, $iWinMinWidth) ; min X DllStructSetData($tagMaxinfo, 8, $iWinMinHeight) ; min Y Return 0 EndFunc ;==>_WM_GETMINMAXINFO Func _WM_NOTIFY($hwnd, $iMsg, $wParam, $lParam) #forceref $hWnd, $iMsg, $wParam Local $hWndFrom, $iIDFrom, $iCode, $tNMHDR $tNMHDR = DllStructCreate($tagNMHDR, $lParam) $hWndFrom = HWnd(DllStructGetData($tNMHDR, "hWndFrom")) $iIDFrom = DllStructGetData($tNMHDR, "IDFrom") $iCode = DllStructGetData($tNMHDR, "Code") ;Local $tInfo If Not _IsPressed("01", $hDLL) Then Return Default Switch $iIDFrom Case $aGUIPallete[$idSliderRPosition] Switch $iCode Case $NM_CUSTOMDRAW _GUIPallete_ColorSet(0, -1, GUICtrlRead($iIDFrom)) EndSwitch Return 0 Case $aGUIPallete[$idSliderRValue] Switch $iCode Case $NM_CUSTOMDRAW _GUIPallete_ColorSet(0, GUICtrlRead($iIDFrom)) EndSwitch Return 0 Case $aGUIPallete[$idSliderRSpread] Switch $iCode Case $NM_CUSTOMDRAW _GUIPallete_ColorSet(0, -1, "", GUICtrlRead($iIDFrom)) EndSwitch Return 0 Case $aGUIPallete[$idSliderGPosition] Switch $iCode Case $NM_CUSTOMDRAW _GUIPallete_ColorSet(1, -1, GUICtrlRead($iIDFrom)) EndSwitch Return 0 Case $aGUIPallete[$idSliderGValue] Switch $iCode Case $NM_CUSTOMDRAW _GUIPallete_ColorSet(1, GUICtrlRead($iIDFrom)) EndSwitch Return 0 Case $aGUIPallete[$idSliderGSpread] Switch $iCode Case $NM_CUSTOMDRAW _GUIPallete_ColorSet(1, -1, "", GUICtrlRead($iIDFrom)) EndSwitch Return 0 Case $aGUIPallete[$idSliderBPosition] Switch $iCode Case $NM_CUSTOMDRAW _GUIPallete_ColorSet(2, -1, GUICtrlRead($iIDFrom)) EndSwitch Return 0 Case $aGUIPallete[$idSliderBValue] Switch $iCode Case $NM_CUSTOMDRAW _GUIPallete_ColorSet(2, GUICtrlRead($iIDFrom)) EndSwitch Return 0 Case $aGUIPallete[$idSliderBSpread] Switch $iCode Case $NM_CUSTOMDRAW _GUIPallete_ColorSet(2, -1, "", GUICtrlRead($iIDFrom)) EndSwitch Return 0 Case $aGUIPlasmaEditor[$idSliderPlasmaSpread] Switch $iCode Case $NM_CUSTOMDRAW $aPlasmas[$iSelectPlasma][1] = 0.2 * GUICtrlRead($iIDFrom) EndSwitch Return 0 Case $aGUIPlasmaEditor[$idSliderPlasmaRotation] Switch $iCode Case $NM_CUSTOMDRAW EndSwitch Return 0 Case $aGUIPlasmaEditor[$idSliderPlasmaPosition] Switch $iCode Case $NM_CUSTOMDRAW $aPlasmas[$iSelectPlasma - 1][2] = GUICtrlRead($iIDFrom) EndSwitch Return 0 EndSwitch Return 0 EndFunc ;==>_WM_NOTIFY Func _Zoom() Local $bPlaying = $bIsPlaying If $bPlaying Then $bIsPlaying = False Local $iCtrlID = @GUI_CtrlId Switch $iCtrlID Case $aGUI[$idMnuOptionsZoomOut] $iCols += 2 $iRows += 2 If $iCols >= 4 * 8 Then $iCols = 4 * 8 If $iRows >= 4 * 8 Then $iRows = 4 * 8 Case $aGUI[$idMnuOptionsZoomIn] $iCols -= 2 $iRows -= 2 If $iCols <= 4 Then $iCols = 4 If $iRows <= 4 Then $iRows = 4 EndSwitch If $bPlaying Then $bIsPlaying = $bPlaying EndFunc ;==>_Zoom #EndRegion - Main GUI Functions #Region - Pallete Mixer GUI Functions Func _GUIPallete_ColorSet($iColor, $iValue = -1, $iPosition = "", $iSpread = "") If $iValue >= 0 Then $aPalleteSettings[$iColor][2] = (128.0 - $iValue) If $iPosition Then $aPalleteSettings[$iColor][0] = (0.25 * $iPosition) If $iSpread Then $aPalleteSettings[$iColor][1] = ($iSpread ^ 2) Return _GUIPallete_Update() EndFunc ;==>_GUIPallete_ColorSet Func _GUIPallete_Draw() ;Draw Color Pallete in Palette Mixer GUI _GDIPlus_GraphicsClear($hBackbufferPallete, 0xFF000000) Local $iX = 0 For $iColor = 1 To 256 Local $dARGB = $aPallete[$iColor - 1] ;Set Brush Color _GDIPlus_BrushSetSolidColor($hBrushPallete, $dARGB) ;Draw Color Bar to Bitmap _GDIPlus_GraphicsFillRect($hBackbufferPallete, $iX, 0, 320 / 256, 40, $hBrushPallete) $iX += (320 / 256) Next ;Write Bitmap to Screen Return _WinAPI_BitBlt($hDCPallete, 8, 8, 320, 40, $hDC_backbufferPallete, 0, 0, $SRCCOPY) ;blit drawn bitmap to GUI EndFunc ;==>_GUIPallete_Draw Func _GUIPallete_Exit() ; Clean up resources GUIDelete() _GDIPlus_BrushDispose($hBrushPallete) _GDIPlus_GraphicsDispose($hBackbufferPallete) _WinAPI_SelectObject($hDCPallete, $DC_objPallete) _WinAPI_DeleteObject($hHBitmapPallete) _WinAPI_ReleaseDC($aGUIPallete[$hGUIPallete], $hDCPallete) Return 1 EndFunc ;==>_GUIPallete_Exit Func _GUIPallete_Hide() Return GUISetState(@SW_HIDE, $aGUIPallete[$hGUIPallete]) EndFunc ;==>_GUIPallete_Hide Func _GUIPallete_Reset() $aPalleteSettings = $aPalleteDefaults GUICtrlSetData($aGUIPallete[$idSliderRPosition], $aPalleteSettings[0][0] / 0.25) GUICtrlSetData($aGUIPallete[$idSliderRValue], 128 - $aPalleteSettings[0][2]) GUICtrlSetData($aGUIPallete[$idSliderRSpread], Sqrt($aPalleteSettings[0][1])) GUICtrlSetData($aGUIPallete[$idSliderGPosition], $aPalleteSettings[1][0] / 0.25) GUICtrlSetData($aGUIPallete[$idSliderGValue], 128 - $aPalleteSettings[1][2]) GUICtrlSetData($aGUIPallete[$idSliderGSpread], Sqrt($aPalleteSettings[1][1])) GUICtrlSetData($aGUIPallete[$idSliderBPosition], $aPalleteSettings[2][0] / 0.25) GUICtrlSetData($aGUIPallete[$idSliderBValue], 128 - $aPalleteSettings[2][2]) GUICtrlSetData($aGUIPallete[$idSliderBSpread], Sqrt($aPalleteSettings[2][1])) Return _GUIPallete_Update() EndFunc ;==>_GUIPallete_Reset Func _GUIPallete_ShiftToggle() ;Toggle Pallete Shift Local $iCtrlState = GUICtrlRead(@GUI_CtrlId) If BitAND($iCtrlState, $GUI_CHECKED) Then ;Disable PalleteShift $bPalleteShift = False GUICtrlSetState(@GUI_CtrlId, $GUI_UNCHECKED) Else ;Enable PalleteShift $bPalleteShift = True GUICtrlSetState(@GUI_CtrlId, $GUI_CHECKED) EndIf EndFunc ;==>_GUIPallete_ShiftToggle Func _GUIPallete_Show() GUISetState(@SW_SHOW, $aGUIPallete[$hGUIPallete]) _GUIPallete_Draw() EndFunc ;==>_GUIPallete_Show Func _GUIPallete_Update() ;Re-Calculate Work Color Pallete For $iStep = 0 To 255 Local $iR = Int($aPalleteSettings[0][2] + ($aPalleteSettings[0][2] * Sin((3.1415 * $iStep / $aPalleteSettings[0][1]) - $aPalleteSettings[0][0]))) Local $iG = Int($aPalleteSettings[1][2] + ($aPalleteSettings[1][2] * Sin((3.1415 * $iStep / $aPalleteSettings[1][1]) - $aPalleteSettings[1][0]))) Local $iB = Int($aPalleteSettings[2][2] + ($aPalleteSettings[2][2] * Sin((3.1415 * $iStep / $aPalleteSettings[2][1]) - $aPalleteSettings[2][0]))) $aPallete[$iStep] = "0xFF" & Hex($iR, 2) & Hex($iG, 2) & Hex($iB, 2) Next Return _GUIPallete_Draw() EndFunc ;==>_GUIPallete_Update #EndRegion - Pallete Mixer GUI Functions #Region - Plasma Editor GUI Functions Func _GUIPlasmaEditor_Hide() GUISetState(@SW_HIDE, $aGUIPlasmaEditor[$hGUIPlasmaEditor]) EndFunc ;==>_GUIPlasmaEditor_Hide Func _GUIPlasmaEditor_PlasmaAddRem() EndFunc ;==>_GUIPlasmaEditor_PlasmaAddRem Func _GUIPlasmaEditor_PlasmaDisplay() Local $sSelection = GUICtrlRead($aGUIPlasmaEditor[$idCmbPlasmaDisplay]) If $sSelection = "All Combined" Then $iDisplayPlasma = 0 Else $iDisplayPlasma = _GUICtrlComboBox_GetCurSel($aGUIPlasmaEditor[$idCmbPlasmaSelector])+1 EndIf Return $iDisplayPlasma EndFunc ;==>_GUIPlasmaEditor_PlasmaDisplay Func _GUIPlasmaEditor_PlasmaSelect() Local $sSelection = GUICtrlRead($aGUIPlasmaEditor[$idCmbPlasmaSelector]) $iSelectPlasma = _GUICtrlComboBox_GetCurSel($aGUIPlasmaEditor[$idCmbPlasmaSelector]) _GUIPlasmaEditor_PlasmaDisplay() Return _GUIPlasmaEditor_PlasmaSettingsLoad($iSelectPlasma) EndFunc ;==>_GUIPlasmaEditor_PlasmaSelect Func _GUIPlasmaEditor_PlasmaSetPosition() EndFunc ;==>_GUIPlasmaEditor_PlasmaSetPosition Func _GUIPlasmaEditor_PlasmaSetRotation() EndFunc ;==>_GUIPlasmaEditor_PlasmaSetRotation Func _GUIPlasmaEditor_PlasmaSetShape() $aPlasmas[$iSelectPlasma][0] = _GUICtrlComboBox_GetCurSel($aGUIPlasmaEditor[$idCmbPlasmaShape]) EndFunc ;==>_GUIPlasmaEditor_PlasmaSetShape Func _GUIPlasmaEditor_PlasmaSetSpread() $aPlasmas[$iSelectPlasma][4] = _GUICtrlComboBox_GetCurSel($aGUIPlasmaEditor[$idCmbPlasmaSpread]) EndFunc ;==>_GUIPlasmaEditor_PlasmaSetSpread Func _GUIPlasmaEditor_PlasmaSettingsLoad(ByRef $iPlasma) GUICtrlSetData($aGUIPlasmaEditor[$idSliderPlasmaSpread],$aPlasmas[$iPlasma][1]/0.2) _GUICtrlComboBox_SetCurSel($aGUIPlasmaEditor[$idCmbPlasmaShape],$aPlasmas[$iPlasma][0]) If $aPlasmas[$iPlasma][4] Then _GUICtrlComboBox_SetCurSel($aGUIPlasmaEditor[$idCmbPlasmaSpread],1) Else _GUICtrlComboBox_SetCurSel($aGUIPlasmaEditor[$idCmbPlasmaSpread],0) EndIf Return 1 EndFunc ;==>_GUIPlasmaEditor_PlasmaSettingsLoad Func _GUIPlasmaEditor_Show() GUISetState(@SW_SHOW, $aGUIPlasmaEditor[$hGUIPlasmaEditor]) EndFunc ;==>_GUIPlasmaEditor_Show #EndRegion - Plasma Editor GUI Functions edit: Minor tweaks
    • timmalos
      By timmalos
      Hey all.
      I'm trying to know when my user clicks on a Rect drawn via GDI+. Everything is almost working except I have a strange behaviour in the "order" clicks are fired.
      I created a simplified code to help :
      #include <GDIPlus.au3> #include <GUIConstantsEx.au3> #include <WindowsConstants.au3> #include <StaticConstants.au3> #include <WinAPI.au3> #include <Array.au3> Opt("GUIOnEventMode", 1) ;0=disabled, 1=OnEvent mode enabled _GDIPlus_Startup() Global $hGUI, $hGraphics Global $iWidth = 1024, $iHeight = 762 createGUI() draw() While 1 Sleep(10) WEnd Func createGUI() $hGUI = GUICreate("Current CasparCG Output", $iWidth,$iHeight) GUISetOnEvent($GUI_EVENT_CLOSE, "SpecialEvents") GUISetBkColor(0x000000) GUISetState(@SW_SHOW) $hGraphics = _GDIPlus_GraphicsCreateFromHWND($hGUI) _GDIPlus_GraphicsSetSmoothingMode($hGraphics, $GDIP_SMOOTHINGMODE_HIGHQUALITY) ;sets the graphics object rendering quality (antialiasing) EndFunc ;==>Example Func draw() ;_WinAPI_draw($hGUI,"","",BitOR($RDW_ERASE,$RDW_INVALIDATE,$RDW_UPDATENOW)) _GDIPlus_GraphicsClear($hGraphics) $hFamily = _GDIPlus_FontFamilyCreate("Arial") $hFont = _GDIPlus_FontCreate($hFamily, 15, 1) $hPen = _GDIPlus_PenCreate(0xFFFEDCFF, 2) ;color format AARRGGBB (hex) $hFormat = _GDIPlus_StringFormatCreate() _GDIPlus_StringFormatSetAlign($hFormat, 1) _GDIPlus_StringFormatSetLineAlign($hFormat, 1) $hBrushString = _GDIPlus_BrushCreateSolid(0xFFFFFFFF) Local $hBrush = _GDIPlus_BrushCreateSolid(0xFFFF00FF) ;color format AARRGGBB (hex) For $i = 1 to 2 Local $x = 0.25 Local $y = 0.25 Local $w = 0.5 Local $h = 0.5 Local $title = "Layer "&$i If $x >= -1 And $x <= 1 Then $x *= $iWidth If $y >= -1 And $y <= 1 Then $y *= $iHeight If $w >= -1 And $w <= 1 Then $w *= $iWidth If $h >= -1 And $h <= 1 Then $h *= $iHeight $hItem = GUICtrlCreateLabel("", $x,$y,$w,$h) GUICtrlSetBkColor(-1, $GUI_BKCOLOR_TRANSPARENT) GUICtrlSetOnEvent($hItem,"_gui_layer_clicked") ConsoleWrite("Created label with handle="&$hItem&" $i= " & $i&@CRLF) _GDIPlus_GraphicsFillRect($hGraphics, $x, $y, $w, $h,$hBrush) _GDIPlus_GraphicsDrawRect($hGraphics, $x, $y, $w, $h,$hPen) $tLayout = _GDIPlus_RectFCreate($x, $y, $w, $h) $aInfo = _GDIPlus_GraphicsMeasureString($hGraphics, $title, $hFont, $tLayout, $hFormat) _GDIPlus_GraphicsDrawStringEx($hGraphics, $title, $hFont, $aInfo[0], $hFormat, $hBrushString) Next _GDIPlus_BrushDispose($hBrush) _GDIPlus_PenDispose($hPen) _GDIPlus_FontDispose($hFont) _GDIPlus_StringFormatDispose($hFormat) _GDIPlus_FontFamilyDispose($hFamily) _GDIPlus_BrushDispose($hBrushString) Return 1 EndFunc Func _gui_layer_clicked() ConsoleWrite("Clicked on " & @GUI_CtrlId&@CRLF) EndFunc Func SpecialEvents() Select Case @GUI_CtrlId = $GUI_EVENT_CLOSE ; Clean up resources _GDIPlus_GraphicsDispose($hGraphics) _GDIPlus_Shutdown() Exit EndSelect EndFunc ;==>SpecialEvents What happens there :
      We have two rectangles, with the one labelled "2" is front and, the one labelled "1" in background. However when we click, the fired label is the one created first (in the background) and not the second one (in the front).
      Is it normal ?
      If yes, is there any way to change this order ? If I create another label after a first one on the same coords, I would the second one to be fired instead of the first one (This is a simplified code I can't just invert the label order creation easily)
       
      Thanks for your help
       
    • Xandy
      By Xandy
      I wanted to start using SDL2 libraries in C++.
      This is a Hello World project that covers some of the essentials of programming with SDL2.
      I will use it when I forget how to create an SDL2 project.
      Loads a scrolling background image for world. Mouse position, left click, and double click example. Hotkeys and cooldown timers to prevent hotkey spam. Plays background music. (ALT + P) Plays sound effects changing sprite type. (numpad: /, *, -, +) Features a Player class for multiplayer. Player collision detection. Uses a Window class from Lazyfoo for maximize button, fullscreen ext.. Built using MSVS 2013 (free).  All dlls and libraries included and linked (for MSVS) using relative paths. You can probably run the SDL2_HelloWorld.sln without setting up any libraries. Note SDL_Net is setup but not used. Delta time used to create consistent frame rate across machines. Player animation sprite sheet:  
      Demo: Slimy's First Kiss
      Download Source and project: http://songersoft.com/programming/sdl2_helloworld/sdl2_helloworld_about.phtml
      This isn't meant to be amazing.  It's just to help get started with SDL2.
      I will consider any criticism.
      main.cpp
      // This example HelloWorld followed this video: // https://www.youtube.com/watch?v=M4Jgz0wEQxY // Turned into this // https://www.youtube.com/watch?v=yRpen8jOa08&list=PL77-op_SRaiEuC0YC43ZAUJJwL_G_C2z8&index=15 // Window class was copied from Lazyfoo // http://lazyfoo.net/tutorials/SDL/35_window_events/index.php #include <iostream> #include <string> #include "SDL.h" #include "SDL_image.h" #include "SDL_ttf.h" #include "SDL_mixer.h" #include "SDL_net.h" #include "Player.h" #include "Window.h" using namespace std; // Prototypes SDL_Texture *LoadTexture(string filepath, SDL_Renderer *renderTarget); void logSDLError(const string); SDL_Rect sdlrect(int, int, int, int); SDL_Surface *OptimizedSurface(string filepath, SDL_Surface *windowSurface); // if(okAlt) either Alt key is pressed OrKeyALT #define okAlt (k[SDL_SCANCODE_RALT] || k[SDL_SCANCODE_LALT]) int main(int argc, char *argv[]) { // Needed for the initialize block Window window; SDL_Renderer *renderTarget = nullptr; // Initialize SDL2 if (SDL_Init(SDL_INIT_EVERYTHING) < 0) { logSDLError("SDL_Init "); } // Initialize SDL_image if (!(IMG_Init(IMG_INIT_PNG) & IMG_INIT_PNG)) { cout << "Could not initialize SDL_image: " << IMG_GetError() << std::endl; SDL_Delay(5500); } // Initialize TTF if (TTF_Init() < 0) cout << "TTF_Init " << TTF_GetError() << endl; //Create window if (!window.init("SDL2 Hello World", 640, 480, "../../Graphics/iconbmp.bmp")) { printf("Window could not be created! SDL Error: %s\n", SDL_GetError()); } else { //Create renderer for window renderTarget = window.createRenderer(); if (renderTarget == NULL) { printf("Renderer could not be created! SDL Error: %s\n", SDL_GetError()); } } // Audio if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048) < 0) { cout << "Mix_OpenAudio: " << Mix_GetError() << endl; } // Load sounds: Run chunk if less than 10 sec, music if greater (generally) //Mix_Music *bgm = Mix_LoadMUS("../../Sounds/overworld.mid"); // Can't Pause MIDI Mix_Music *bgm = Mix_LoadMUS("../../Sounds/bensound-goinghigher.mp3"); cout << Mix_GetError() << endl; // Font and text SDL_Texture *text_texture = nullptr; SDL_Color textColor = { 144, 77, 255, 255 }; TTF_Font *font = TTF_OpenFont("../../Graphics/Fonts/VCR_OSD_MONO.ttf", 20); if (font) { SDL_Surface *textSurf = TTF_RenderText_Solid(font, "Hello world", textColor); text_texture = SDL_CreateTextureFromSurface(renderTarget, textSurf); SDL_FreeSurface(textSurf); } else cout << TTF_GetError() << endl; SDL_Rect textRect = { 0, 0, 0, 0 };// Position of text on window // Get the size of the text_texture SDL_QueryTexture(text_texture, NULL, NULL, &textRect.w, &textRect.h); const int playerMax = 8; int players = 2; float prevTime = 0, currentTime = 0, deltaTime = 0; bool fullscreen_toggle = 0; int i = 0, ii = 0; int redraw = 1; bool done = 0; // Load player sprite sheet and background texture SDL_Texture *spritesheet_texture = LoadTexture("../../Graphics/DW3_Char_SpriteSheet.png", renderTarget); SDL_Texture *bg_texture = LoadTexture("../../Graphics/dw3-over.png", renderTarget); int bg_texture_w = 0, bg_texture_h = 0; // Point k to Keyboard state (only needs done here, not in main loop) const Uint8 *k = SDL_GetKeyboardState(NULL); SDL_Event windowEvent; // Stop keys spamming (like music ON / OFF) float key_cooldown_timer_max = 500.0f, key_cooldown_timer = 0; SDL_Rect cameraRect = { 0, 0, window.getWidth(), window.getHeight()}; // Construct default players Player player[playerMax]; // Customize players (texture and position) for (i = 0; i < players; i++)//(sprite texture, position x, position y) player[i].Player_new(spritesheet_texture, window.getWidth() / 2 + i * 16, window.getHeight() / 2); // Get the size of bg_texture SDL_QueryTexture(bg_texture, NULL, NULL, &bg_texture_w, &bg_texture_h); // Main message loop while (!done) { prevTime = currentTime; currentTime = SDL_GetTicks(); deltaTime = (currentTime - prevTime) / 1000.0f; while (SDL_PollEvent(&windowEvent) != 0) { // Check for events if (windowEvent.type == SDL_QUIT) { // Window Exit done = 1; } else if(windowEvent.type == SDL_MOUSEBUTTONDOWN) { // Mouse buttons if (windowEvent.button.clicks == 2) { // Double left click redraw = 1; } else if (windowEvent.button.button == SDL_BUTTON_LEFT) { // Single left click redraw = 1; } // Output mouse position cout << "Mouse: " << windowEvent.button.x << " " << windowEvent.button.y << endl; } }// if(SDL_PollEvent(&windowEvent)) if (okAlt) { // Either ALT key if (k[SDL_SCANCODE_RETURN]) { // ALT + ENTER, toggle fullscreen // Consider matching current window resolution to closest preset array of valid full screen resolutions. fullscreen_toggle = 1; } if (k[SDL_SCANCODE_P]) { if (SDL_GetTicks() - key_cooldown_timer > key_cooldown_timer_max) { // Action cooldown timer is ready. Avoids ON / OFF flicker // Play Music if (!Mix_PlayingMusic()) { cout << "PLAY"; Mix_PlayMusic(bgm, -1); } else if (Mix_PausedMusic()) { cout << "RESUME"; Mix_ResumeMusic(); } else { cout << "PAUSE"; Mix_PauseMusic(); } key_cooldown_timer = SDL_GetTicks(); } }// SDL_SCANCODE_P if (k[SDL_SCANCODE_S]) { // Stop Music Mix_HaltMusic(); } }// okAlt //Handle window events fullscreen_toggle = window.handleEvent(windowEvent, renderTarget, fullscreen_toggle); // Player Update and IntersectsWith for (i = 0; i < players; i++) { player[i].Update(deltaTime, k); for (ii = 0; ii < players; ii++) { if(i != ii)// Not self player[i].IntersectsWith(player[ii]); } } // Camera cameraRect.x = player[0].GetOriginX() - window.getWidth() / 2; cameraRect.y = player[0].GetOriginY() - window.getHeight() / 2; // Normalize if (cameraRect.x < 0) cameraRect.x = 0; if (cameraRect.y < 0) cameraRect.y = 0; if (cameraRect.x + cameraRect.w >= bg_texture_w) cameraRect.x = bg_texture_w - window.getWidth(); if (cameraRect.y + cameraRect.h >= bg_texture_h) cameraRect.y = bg_texture_h - window.getHeight(); redraw = 1; // Don't judge me if (redraw) { // Redraw should definatly pretty much be at the end of loop // Clear window SDL_RenderClear(renderTarget); // Copy camera from bg_texture SDL_RenderCopy(renderTarget, bg_texture, &cameraRect, NULL); // Draw players for (i = 0; i < players; i++) player[i].Draw(renderTarget, cameraRect); // Print text SDL_RenderCopy(renderTarget, text_texture, NULL, &textRect); // Show the rendered content SDL_RenderPresent(renderTarget); redraw = 0; }// if(redraw) }// while(true) // Free windows window.free(); SDL_DestroyTexture(bg_texture); SDL_DestroyTexture(spritesheet_texture); SDL_DestroyTexture(text_texture); TTF_CloseFont(font); // Free Renderers SDL_DestroyRenderer(renderTarget); // Free music Mix_FreeMusic(bgm); // Close systems Mix_Quit(); TTF_Quit(); IMG_Quit(); SDL_Quit(); return EXIT_SUCCESS; }// main() SDL_Texture *LoadTexture(string filepath, SDL_Renderer *renderTarget) { // Create texture SDL_Texture *texture = nullptr; // Load surface SDL_Surface *surface = IMG_Load(filepath.c_str()); if (surface == NULL) { // surface didn't load logSDLError("LoadTexture surface "); } else { SDL_SetColorKey(surface, SDL_TRUE, SDL_MapRGB(surface->format, 0, 0, 0)); texture = SDL_CreateTextureFromSurface(renderTarget, surface); //SDL_SetTextureColorMod(texture, 120, 150, 140); if (texture == NULL) logSDLError("LoadTexture texture "); } SDL_FreeSurface(surface); return texture; } void logSDLError(const string msg){ cout << msg << " Error: " << SDL_GetError() << endl; SDL_Delay(4000); } SDL_Rect sdlrect(int x, int y, int w, int h) { SDL_Rect rect = {x, y, w, h}; return rect; } SDL_Surface *OptimizedSurface(string filepath, SDL_Surface *windowSurface) { SDL_Surface *optimizedSurf = nullptr; SDL_Surface *surface = IMG_Load(filepath.c_str()); if (surface == NULL) { cout << "Error: " << endl; } else { optimizedSurf = SDL_ConvertSurface(surface, windowSurface->format, 0); if (optimizedSurf == NULL) cout << "Error: " << endl; } SDL_FreeSurface(surface); return optimizedSurf; } Player.h
      #pragma once #include <iostream> #include "SDL.h" #include <String> #include "SDL_mixer.h" using namespace std; enum player_control { ePlayer_control_up, ePlayer_control_down, ePlayer_control_left, ePlayer_control_right, ePlayer_control_type_minus, ePlayer_control_type_plus }; class Player { private: SDL_Rect cropRect; SDL_Texture *texture; int spritesheet_texture_w, spritesheet_texture_h;//size of spritesheet texture bool isActive;//animation timer SDL_Scancode keys[6]; int frame_w, frame_h;//16, 16 float frameTimerMax; float frameTimer;//0..frameTimerMax int frame;//0..1 int frameMax;//2 int way;//0..3 int classType;//0..53 float moveSpeed; float cast_cooldown_max; Mix_Chunk *soundEffect; int originX, originY; int radius; Uint32 key_cooldown_timer; string name; public: void Player_new(SDL_Texture *spritesheet_texture, int x, int y); Player(); ~Player(); void Update(float delta, const Uint8 *keyState); void Draw(SDL_Renderer *renderTarget, SDL_Rect cameraRect); bool IntersectsWith(Player &p); int GetOriginX(); int GetOriginY(); int GetRadius(); SDL_Rect positionRect; }; Player.cpp
      #pragma once #include "Player.h" #include "SDL_image.h" #include "SDL_mixer.h" #include <iostream> #include <String> #include <cmath> using namespace std; Player::Player() { cropRect = {0, 0, 16, 16}; texture = nullptr; spritesheet_texture_w = spritesheet_texture_h = 0;//size of spritesheet texture isActive = false;//animation timer keys[6]; frame_w = frame_h = 16;//16, 16 frameTimerMax = 0.5f; frameTimer = 0;//0..frameTimerMax frame = 0;//0..1 frameMax = 2;//2 way = 0;//0..3 classType = 0;//0..53 moveSpeed = 200.0f; radius = frame_w / 2; soundEffect = nullptr; key_cooldown_timer = 0; cast_cooldown_max = 190.0f; static int playerNumber = 0; playerNumber++; name = "Player:" + to_string(playerNumber); // Setup keys for player 1 // ** I see the enum didn't exist when this was written ** if (playerNumber == 1) { keys[0] = SDL_SCANCODE_W; keys[1] = SDL_SCANCODE_S; keys[2] = SDL_SCANCODE_A; keys[3] = SDL_SCANCODE_D; keys[4] = SDL_SCANCODE_KP_MINUS; keys[5] = SDL_SCANCODE_KP_PLUS; } else { // Setup keys all other players (not 1) keys[0] = SDL_SCANCODE_UP; keys[1] = SDL_SCANCODE_DOWN; keys[2] = SDL_SCANCODE_LEFT; keys[3] = SDL_SCANCODE_RIGHT; keys[4] = SDL_SCANCODE_KP_DIVIDE; keys[5] = SDL_SCANCODE_KP_MULTIPLY; } }//Player::Player() void Player::Player_new(SDL_Texture *spritesheet_texture, int x, int y) { // This is new player isActive = false; // Read size of spritesheet texture SDL_QueryTexture(spritesheet_texture, NULL, NULL, &spritesheet_texture_w, &spritesheet_texture_h); texture = spritesheet_texture; // spritesheet rect cropRect = { 0, 0, 16, 16 }; // player screen position positionRect = { x, y, 16, 16 }; // Defaults moveSpeed = 200.0f; radius = frame_w / 2; frameTimer = 0; frame = 0; frameMax = 2; way = 0; classType = 0; originX = frame_w / 2; originY = frame_h / 2; soundEffect = Mix_LoadWAV("../../Sounds/whipcrack1.wav"); cout << "Name: " << name << endl; }//Player::Player_new() void Player::Update(float delta, const Uint8 *keyState) { isActive = true; if (keyState[keys[ePlayer_control_up]]) { way = 0; positionRect.y -= moveSpeed * delta; cropRect.x = (way * cropRect.w * frameMax) + (frame * cropRect.w); } if (keyState[keys[ePlayer_control_down]]) { way = 1; positionRect.y += moveSpeed * delta; cropRect.x = (way * cropRect.w * frameMax) + (frame * cropRect.w); } if (keyState[keys[ePlayer_control_left]]) { way = 3; positionRect.x -= moveSpeed * delta; cropRect.x = (way * cropRect.w * frameMax) + (frame * cropRect.w); } if (keyState[keys[ePlayer_control_right]]) { way = 2; positionRect.x += moveSpeed * delta; cropRect.x = (way * cropRect.w * frameMax) + (frame * cropRect.w); } if (keyState[keys[ePlayer_control_type_minus]]) { if (SDL_GetTicks() - key_cooldown_timer > cast_cooldown_max) { key_cooldown_timer = SDL_GetTicks(); Mix_PlayChannel(-1, soundEffect, 0); classType--; if (classType < 0) classType = spritesheet_texture_h / cropRect.h - 1; cropRect.y = classType * cropRect.h; } } if (keyState[keys[ePlayer_control_type_plus]]) { if (SDL_GetTicks() - key_cooldown_timer > cast_cooldown_max) { key_cooldown_timer = SDL_GetTicks(); Mix_PlayChannel(-1, soundEffect, 0); classType++; if (classType >= spritesheet_texture_h / cropRect.h) classType = 0; cropRect.y = classType * cropRect.h; } } if (isActive) { frameTimer += delta; if (frameTimer >= frameTimerMax){ frameTimer = 0; cropRect.x = (way * cropRect.w * frameMax) + (frame * cropRect.w); if (frame >= frameMax - 1) frame = 0; else frame++; } } else { frameTimer = 0; } }//Player::Update() void Player::Draw(SDL_Renderer *renderTarget, SDL_Rect cameraRect) { SDL_Rect drawingRect = { positionRect.x - cameraRect.x, positionRect.y - cameraRect.y, positionRect.w, positionRect.h }; SDL_RenderCopy(renderTarget, texture, &cropRect, &drawingRect); } bool Player::IntersectsWith(Player &p){ if (sqrt(pow(GetOriginX() - p.GetOriginX(), 2) + pow(GetOriginY() - p.GetOriginY(), 2)) >= radius + p.GetRadius()) { SDL_SetTextureColorMod(texture, 255, 255, 255); return false; } SDL_SetTextureColorMod(texture, 255, 0, 0); return true; } Player::~Player() { SDL_DestroyTexture(texture); Mix_FreeChunk(soundEffect); } int Player::GetOriginX() { return positionRect.x + originX; } int Player::GetOriginY() { return positionRect.y + originY; } int Player::GetRadius() { return radius; }  
    • InunoTaishou
      By InunoTaishou
      Struggling a bit to get this GDI+ function converted to AutoIt.
      #include <GDIPlus.au3> _GDIPlus_Startup() Global $hImage = _GDIPlus_ImageLoadFromFile("F:\DCIM\Camera\20170515_111804.jpg") Global $tBufferSize = DllStructCreate("uint") Global $tProperties = DllStructCreate("uint") _GDIPlus_GetPropertySize($hImage, $tBufferSize, $tProperties) Global $tAllItems = DllStructCreate("struct;char[" & DllStructGetData($tBufferSize, 1) & "];endstruct") _GDIPlus_GetAllPropertyItems($hImage, $tBufferSize, $tProperties, $tPropertyItem) _GDIPlus_ImageDispose($hImage) _GDIPlus_Shutdown() Func _GDIPlus_GetAllPropertyItems(ByRef $hImage, Const $tTotalBufferSize, Const $tNumProperties, ByRef $tAllItems) If (Not IsDllStruct($tPropertyItem)) Then Return SetError(-1, 0, "") Local $aResult = DllCall($__g_hGDIPDll, "int", "GdipGetAllPropertyItems", "hwnd", $hImage, "unit", DllStructGetData($tTotalBufferSize, 1), "uint", DllStructGetData($tNumProperties, 1), "ptr", DllStructGetPtr($tAllItems)) If (@error) Then Return SetError(@error, @extended, ConsoleWrite("@Error = " & @error & @LF)) If ($aResult[0]) Then Return SetError($aResult[0], @extended, "") Return $aResult[0] EndFunc ;==>_GDIPlus_GetAllPropertyItems Func _GDIPlus_GetPropertySize(Const ByRef $hImage, ByRef $tTotalBufferSize, ByRef $tNumProperties) If (Not IsDllStruct($tTotalBufferSize)) Then Return SetError(-1, 0, "") If (Not IsDllStruct($tNumProperties)) Then Return SetError(-2, 0, "") Local $aResult = DllCall($__g_hGDIPDll, "uint", "GdipGetPropertySize", "hwnd", $hImage, "uint_ptr", DllStructGetPtr($tTotalBufferSize), "uint_ptr", DllStructGetPtr($tNumProperties)) If (@error) Then Return SetError(@error, @extended, "") If ($aResult[0]) Then Return SetError($aResult[0], 0, "") Return $aResult[0] EndFunc ;==>_GDIPlus_GetPropertySize Got the GetPropertySize function to work, gives me the correct buffer size and the property count, but I cannot figure out how to get the struct for the all items.
      Function on MSDN:
      https://msdn.microsoft.com/en-us/library/windows/desktop/ms535372(v=vs.85).aspx
      Struct needed:
      PropertyItem class:
      https://msdn.microsoft.com/en-us/library/windows/desktop/ms534493(v=vs.85).aspx
      Found other topics about this function in other languages where they used a blank string as the buffer, so I tried using a char array, which doesn't work. Just cannot figure out how to create the struct buffer to hold the data.