I've looked here:
https://www.amcharts.com/docs/v4/reference/xycursor/
and tried this
chart.cursor.fontSize = "14";
chart.cursor.fill = am4core.color("#ff0000");
chart.cursor.fontFamily = "verdana";
To style the (default white on black) element when the xycursor touches the X/Y axis (don't know what the correct name for this element is, hope you know which one I mean)
I would like to set the font size and family. Tried to set the color to red to see if it has to be set via the fill property, but also that doesn't work.
Created the cursor like this:
chart.cursor = new am4charts.XYCursor();
chart.cursor.xAxis = axis;
You have to set the tooltip properties inside the axis objects directly, as mentioned in the documentation. For example, to change the font, size and color in the category axis tooltip, modify the tooltip's label object:
categoryAxis.tooltip.getFillFromObject = false;
categoryAxis.tooltip.label.fill = "#ff0000"
categoryAxis.tooltip.label.fontFamily = "Courier New"
categoryAxis.tooltip.label.fontSize = 15;
Demo
I am attempting to lower the font size of a TLabel if its text is to large to fit in the confines of the label. I didn't see any properties I could set on the label to achieve this, so I have tried writing my own method. My method works by using TCanvas.TextWidth to measure the width of the text in a label, and shrink the font until the width of the text fits within the width of the label.
void __fastcall ShrinkFontToFitLabel( TCanvas * Canvas, TLabel * Label )
{
float NewFontSize = Label->Font->Size;
Canvas->Font->Family = Label->Font->Family;
Canvas->Font->Size = NewFontSize;
while( Canvas->TextWidth( Label->Text ) > Label->Width && NewFontSize > MinimumFontSize )
{
NewFontSize -= FontSizeDecrement;
Canvas->Font->Size = NewFontSize;
}
Label->Font->Size = NewFontSize;
}
This works some of the time, however other times it does not shrink the font near enough. It seems as if the value I get from calling Canvas->TextWidth is a lot of times, much smaller than the number of pixels wide the label actually needs to be in order to fit the text.
Am I using Canvas->TextWidth incorrectly? Is there a better way to calculate the width of a string, or to re-size the font of a TLabel so its text fits within its demensions?
Edit:
In this case, I am passing in to my function, the TCanvas that my label is sitting in. I have tried using that TCanvas as well as Label->Canvas. Both give me the same number for text width, and both are short of the actual value in pixels needed to display the whole string.
The following code is taken from code that works in an FMX application, modified slightly to remove arrays that are being iterated through and declaring a variable locally to the function. It is being run in a TForm method. Canvas here is the Form's Canvas. You can see that I'm using "- 35" at one point - this might be because the numbers weren't quite right.
double InitialFontSize = 30;
Canvas->Font->Size = InitialFontSize;
StoryHeadlineLabel->Font->Size = InitialFontSize;
bool fits = false;
do
{
double widthA = Canvas->TextWidth (StoryHeadlineLabel->Text);
if (widthA > StoryHeadlineLabel->Width - 35)
{
StoryHeadlineLabel->Font->Size --;
Canvas->Font->Size --;
}
else
fits = true;
if (StoryHeadlineLabel->Font->Size < 6)
fits = true;
} while (!fits);
I'm implementing a custom cursor in DirectX/C++ that is drawn on a transparent window on top of the desktop.
I have stripped it down to a basic example. The magic of executing Direct3D on the DWM is based on this article on Code Project
The problem is that when using a very big window (e.g. 2560x1440) as a base for the DirectX rendering, it will give up to 40% GPU Load according to GPU-Z. Even if the only thing I am displaying is a static 128x128 sprite, or nothing at all. If I use an area like 256x256, the GPU Load is around 1-3%.
Basically this loop would make the GPU go crazy on a big window while it's smooth sailing on a small window:
while(true) {
g_pD3DDevice->PresentEx(NULL, NULL, NULL, NULL, NULL);
Sleep(10);
}
So it seems like it re-renders the whole screen whether anything changes or not, am I right? Can I tell Direct3D to only re-render specific parts that needs to be updated?
EDIT:
I have found a way to tell Direct3D to render a specific part by providing RGNDATA Dirty region information to PresentEx. It is now 1% GPU Load instead of 20-40%.
std::vector<RECT> dirtyRects;
//Fill dirtyRects with previous and new cursor boundaries
DWORD size = dirtyRects.size() * sizeof(RECT)+sizeof(RGNDATAHEADER);
RGNDATA *rgndata = NULL;
rgndata = (RGNDATA *)HeapAlloc(GetProcessHeap(), 0, size);
RECT* pRectInitial = (RECT*)rgndata->Buffer;
RECT rectBounding = dirtyRects[0];
for (int i = 0; i < dirtyRects.size(); i++)
{
RECT rectCurrent = dirtyRects[i];
rectBounding.left = min(rectBounding.left, rectCurrent.left);
rectBounding.right = max(rectBounding.right, rectCurrent.right);
rectBounding.top = min(rectBounding.top, rectCurrent.top);
rectBounding.bottom = max(rectBounding.bottom, rectCurrent.bottom);
*pRectInitial = dirtyRects[i];
pRectInitial++;
}
//preparing rgndata header
RGNDATAHEADER header;
header.dwSize = sizeof(RGNDATAHEADER);
header.iType = RDH_RECTANGLES;
header.nCount = dirtyRects.size();
header.nRgnSize = dirtyRects.size() * sizeof(RECT);
header.rcBound.left = rectBounding.left;
header.rcBound.top = rectBounding.top;
header.rcBound.right = rectBounding.right;
header.rcBound.bottom = rectBounding.bottom;
rgndata->rdh = header;
// Update display
g_pD3DDevice->PresentEx(NULL, NULL, NULL, rgndata, 0);
But it's something I do not understand. It will only give 1% GPU Load if I add the following
SetLayeredWindowAttributes(hWnd, 0, 180, LWA_ALPHA);
I want it transparent anyway so it's good, but instead I get some weird tearing effects after a while. It is more noticeable the faster I move the cursor. What does that come from? It looks like image provided. I am sure I have set the dirty rects perfectly accurate.
The above tearing seem to differ from computer to computer.
I have a treeview with checkboxes and it has imagelist set with TreeView_SetImageList().
I am trying to remove image from nodes that do not have children. I was successful in removing checkboxes from parent nodes, so I thought to try the similar approach:
// add an item
TVINSERTSTRUCT tvis = {0};
tvis.item.mask = TVIF_TEXT // | TVIF_IMAGE;
// tvis.item.iImage = -1; // I thought this will work
// tvis.item.iSelectedImage = -1; // but it does not work at all
tvis.item.pszText = L"Some text";
tvis.hInsertAfter = TVI_LAST;
tvis.hParent = TVI_ROOT;
htItem = reinterpret_cast<HTREEITEM>( SendMessage( hwndTV,
TVM_INSERTITEM, 0, reinterpret_cast<LPARAM>( &tvis ) ) );
// remove image
TVITEM tvi;
tvi.hItem = htItem;
tvi.mask = TVIF_IMAGE | TVIF_SELECTEDIMAGE;
tvi.iImage = -1;
tvi.iSelectedImage = -1;
TreeView_SetItem( hwndTV, &tvi );
It does not work as expected. At first the image is not shown, but the item text is not next to the checkbox:
If I select another item the image suddenly reappears:
If I click on the problematic node again I get the same result, as shown in the first picture.
My question is simple:
How do I remove an image from a node?
Thank you.
Best regards.
You cannot remove images from individual nodes. Once you have an image list assigned, the TreeView reserves space for the list's images on all nodes equally, even if individual nodes do not display images from the list.
To do what you are asking, do not assign the image list at all, and then custom-drawn the nodes to make them appear however you want.
I have a check box that I want to accurately measure so I can position controls on a dialog correctly. I can easily measure the size of the text on the control - but I don't know the "official" way of calculating the size of the check box and the gap before (or after) the text.
I'm pretty sure the width of the checkbox is equal to
int x = GetSystemMetrics( SM_CXMENUCHECK );
int y = GetSystemMetrics( SM_CYMENUCHECK );
You can then work out the area inside by subtracting the following ...
int xInner = GetSystemMetrics( SM_CXEDGE );
int yInner = GetSystemMetrics( SM_CYEDGE );
I use that in my code and haven't had a problem thus far ...
Short answer:
Long Version
From MSDN Layout Specifications: Win32, we have the specifications of the dimensions of a checkbox.
It is 12 dialog units from the left edge of the control to the start of the text:
And a checkbox control is 10 dialog units tall:
Surfaces and Controls Height (DLUs) Width (DLUs)
===================== ============= ===========
Check box 10 As wide as possible (usually to the margins) to accommodate localization requirements.
First we calculate the size of a horizontal and a vertical dialog unit:
const dluCheckBoxInternalSpacing = 12; //12 horizontal dlus
const dluCheckboxHeight = 10; //10 vertical dlus
Size dialogUnits = GetAveCharSize(dc);
Integer checkboxSpacing = MulDiv(dluCheckboxSpacing, dialogUnits.Width, 4);
Integer checkboxHeight = MulDiv(dluCheckboxHeight, dialogUnits.Height, 8);
Using the handy helper function:
Size GetAveCharSize(HDC dc)
{
/*
How To Calculate Dialog Base Units with Non-System-Based Font
http://support.microsoft.com/kb/125681
*/
TEXTMETRIC tm;
GetTextMetrics(dc, ref tm);
String buffer = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz";
Size result;
GetTextExtentPoint32(dc, buffer, 52, out result);
result.Width = (result.X/26 + 1) / 2; //div uses trunc rounding; we want arithmetic rounding
result.Height = tm.tmHeight;
return result;
}
Now that we know how many pixels (checkboxSpacing) to add, we calculate the label size as normal:
textRect = Rect(0,0,0,0);
DrawText(dc, Caption, -1, textRect, DT_CALCRECT or DT_LEFT or DT_SINGLELINE);
chkVerification.Width = checkboxSpacing+textRect.Right;
chkVerification.Height = checkboxHeight;
Bonus Reading
What's a dialog unit?
A dialog is a unit of measure based on the user's preferred font size. A dialog unit is defined such that the average character is 4 dialog units wide by 8 dialog units high:
This means that dialog units:
change with selected font
changed with selected DPI setting
are not square
Note: Any code released into public domain. No attribution required.
Sorry for resurrecting this old thread. I recently found myself wondering about the exact same question. Currently, none of the answers above give a result consistent with Windows 10 for different fonts and font sizes, especially in high-DPI environments.
Instead, it seems that the correct result is obtained by
SIZE szCheckBox;
GetThemePartSize(hTheme, hDC, BP_CHECKBOX, CBS_UNCHECKEDNORMAL, &rcBackgroundContent, TS_TRUE, &szCheckBox);
for the size of the checkbox itself. And
SIZE szZeroCharacter;
GetTextExtentPoint32(hDC, L"0", 1, &szZeroCharacter);
int iGapWidth = szZeroCharacter.cx / 2;
for the width of the gap. After trying a lot of different methods inspired by the posts above, I found L"0" in the dissembly of comctl32.dll. And while it looks like a joke to me (not necessarily a good one), I suspect it's a holdover from the old days when this might have been a good enough approximation of 2DLU.
Disclaimer: While I tested the result with various fonts and different sizes on Windows 10, I have not attempted to verify that it also holds on any other (older) version of the operating system.
It is a shame that Microsoft did not provide a way to know this for sure. I was struggling with the same question and the answer provided above is not complete. The main problem with it is that if the font of the dialog window is set to something other than the default size, that solution will not work because checkboxes will be resized.
Here's how I solved this issue (it is just an approximation that seems to have worked for me). The code is for MFC project.
1 - Create two test controls on your form, a checkbox and a radio box:
2 - Define the following custom struct:
struct CHECKBOX_DIMS{
int nWidthPx;
int nHeightPx;
int nSpacePx; //Space between checkbox and text
CHECKBOX_DIMS()
{
nWidthPx = 0;
nHeightPx = 0;
nSpacePx = 0;
}
};
3 - Call the following code when form initializes for each of the test controls (that will measure them and remove them so that end-users don't seem them):
BOOL OnInitDialog()
{
CDialog::OnInitDialog();
//Calculate the size of a checkbox & radio box
VERIFY(GetInitialCheckBoxSize(IDC_CHECK_TEST, &dimsCheckBox, TRUE));
VERIFY(GetInitialCheckBoxSize(IDC_RADIO_TEST, &dimsRadioBox, TRUE));
//Continue with form initialization ...
}
BOOL GetInitialCheckBoxSize(UINT nCtrlID, CHECKBOX_DIMS* pOutCD, BOOL bRemoveCtrl)
{
//Must be called initially to calculate the size of a checkbox/radiobox
//'nCtrlID' = control ID to measure
//'pOutCD' = if not NULL, receives the dimensitions
//'bRemoveCtrl' = TRUE to delete control
//RETURN:
// = TRUE if success
BOOL bRes = FALSE;
//Get size of a check (not exactly what we need)
int nCheckW = GetSystemMetrics(SM_CXMENUCHECK);
int nCheckH = GetSystemMetrics(SM_CYMENUCHECK);
//3D border spacer (not exactly what we need either)
int nSpacerW = GetSystemMetrics(SM_CXEDGE);
//Get test checkbox
CButton* pChkWnd = (CButton*)GetDlgItem(nCtrlID);
ASSERT(pChkWnd);
if(pChkWnd)
{
CRect rcCheckBx;
pChkWnd->GetWindowRect(&rcCheckBx);
//We need only the height
//INFO: The reason why we can't use the width is because there's
// an arbitrary text followed by a spacer...
int h = rcCheckBx.Height();
CDC* pDc = pChkWnd->GetDC();
if(pDc)
{
//Get horizontal DPI setting
int dpiX = pDc->GetDeviceCaps(LOGPIXELSX);
//Calculate
if(pOutCD)
{
//Use height as-is
pOutCD->nHeightPx = h;
//Use height for the width
pOutCD->nWidthPx = (int)(h * ((double)nCheckW / nCheckH));
//Spacer is the hardest
//INFO: Assume twice and a half the size of 3D border &
// take into account DPI setting for the window
// (It will give some extra space, but it's better than less space.)
// (This number is purely experimental.)
// (96 is Windows DPI setting for 100% resolution setting.)
pOutCD->nSpacePx = (int)(nSpacerW * 2.5 * dpiX / 96.0);
}
//Release DC
pChkWnd->ReleaseDC(pDc);
if(bRemoveCtrl)
{
//Delete window
bRes = pChkWnd->DestroyWindow();
}
else
{
//Keep the window
bRes = TRUE;
}
}
}
return bRes;
}
4 - Now you can easily resize any checkbox or radio box by calling this:
//Set checkbox size & new text
VERIFY(SetCheckBoxTextAndSize(this, IDC_CHECK_ID, &dimsCheckBox, L"New text") > 0);
//Just resize radio box
VERIFY(SetCheckBoxTextAndSize(this, IDC_RADIO_ID, &dimsRadioBox, NULL) > 0);
int SetCheckBoxTextAndSize(CWnd* pParWnd, UINT nCheckBoxID, CHECKBOX_DIMS* pDims, LPCTSTR pNewText)
{
//Set size of the checkbox/radio to 'pNewText' and update its size according to its text
//'pParWnd' = parent dialog window
//'nCheckBoxID' = control ID to resize (checkbox or radio box)
//'pDims' = pointer to the struct with checkbox/radiobox dimensions
//'pNewText' = text to set, or NULL not to change the text
//RETURN:
// = New width of the control in pixels, or
// = 0 if error
int nRes = 0;
ASSERT(pParWnd);
ASSERT(pDims);
CButton* pChkWnd = (CButton*)pParWnd->GetDlgItem(nCheckBoxID);
ASSERT(pChkWnd);
if(pChkWnd)
{
CDC* pDc = pChkWnd->GetDC();
CFont* pFont = pChkWnd->GetFont();
if(pDc)
{
if(pFont)
{
//Make logfont
LOGFONT lf = {0};
if(pFont->GetLogFont(&lf))
{
//Make new font
CFont font;
if(font.CreateFontIndirect(&lf))
{
//Get font from control
CFont* pOldFont = pDc->SelectObject(&font);
//Get text to set
CString strCheck;
if(pNewText)
{
//Use new text
strCheck = pNewText;
}
else
{
//Keep old text
pChkWnd->GetWindowText(strCheck);
}
//Calculate size
RECT rc = {0, 0, 0, 0};
::DrawText(pDc->GetSafeHdc(), strCheck, strCheck.GetLength(), &rc, DT_CALCRECT | DT_NOPREFIX | DT_SINGLELINE);
//Get text width
int nTextWidth = abs(rc.right - rc.left);
//See if it's valid
if(nTextWidth > 0 ||
(nTextWidth == 0 && strCheck.GetLength() == 0))
{
//Get location of checkbox
CRect rcChk;
pChkWnd->GetWindowRect(&rcChk);
pParWnd->ScreenToClient(rcChk);
//Update its size
rcChk.right = rcChk.left + pDims->nWidthPx + pDims->nSpacePx + nTextWidth;
//Use this line if you want to change the height as well
//rcChk.bottom = rcChk.top + pDims->nHeightPx;
//Move the control
pChkWnd->MoveWindow(rcChk);
//Setting new text?
if(pNewText)
{
pChkWnd->SetWindowText(pNewText);
}
//Done
nRes = abs(rcChk.right - rcChk.left);
}
//Set font back
pDc->SelectObject(pOldFont);
}
}
}
//Release DC
pChkWnd->ReleaseDC(pDc);
}
}
return nRes;
}
I'd like to give my 2 cents on the matter since iv spent an entire day working on an accurate solution for this problem that takes DPI awareness and fonts into consideration.
First define the checkbox's size in units.
#define CHECKBOX_INTERNAL_SIZE 12
Then i defined a function for converting units to pixels. NOTE: MulDiv may work just as good.
double dpi_MulDiv(double nNumber, double nNumerator, double nDenominator)
{
return (nNumber * nNumerator) / nDenominator;
}
Finally the function that does the magic. SEE the code comments for details.
//
// Get the minimum size of the Checkbox.
// NOTE: The font of the control must be set before calling this function.
//
SIZE dpi_GetCheckBoxWidth(HWND hWnd, int monitorDpi)
{
HDC dc;
HFONT hFont;
HFONT oldFont;
TEXTMETRIC tm;
double checkboxSize;
double whiteSpace;
WCHAR sourceString[128];
RECT txtRect;
SIZE size;
dc = GetDC(hWnd);
// Note that GetDC returns an uninitialized DC, which has "System" (a bitmap font) as the default font; thus the need to select a font into the DC.
hFont = (HFONT)SendMessage(hWnd, WM_GETFONT, 0, 0);
oldFont = (HFONT)SelectObject(dc, hFont);
// Get the Checkbox width.
checkboxSize = round(dpi_MulDiv(CHECKBOX_INTERNAL_SIZE, monitorDpi, 96));
// Get the space between the Checkbox and text.
GetTextMetrics(dc, &tm);
whiteSpace = round((double)tm.tmAveCharWidth / 2.0f);
// Get the Text width.
txtRect = { 0, 0, 0, 0 };
if (GetWindowTextW(hWnd, sourceString, 128) != 0)
{
DrawTextW(dc, sourceString, -1, &txtRect, DT_CALCRECT | DT_LEFT | DT_SINGLELINE);
}
// Cleanup.
SelectObject(dc, oldFont);
ReleaseDC(hWnd, dc);
// Done.
size.cx = (LONG)checkboxSize + (LONG)whiteSpace + txtRect.right + 3;
size.cy = ((LONG)checkboxSize < txtRect.bottom) ? txtRect.bottom : (LONG)checkboxSize;
return size;
}
I added + 3 on the last line that computes the width as a way to adjust for little irregularities. Feed back on this is welcomed. Iv only tested on Windows 10 thus far with different fonts and sizes.
This code doesn't work on Win7 with scaled UI (fonts 125% larger or 150% larger). The only thing that seems to work is:
int WID = 13 * dc.GetDeviceCaps(LOGPIXELSX) / 96;
int HEI = 13 * dc.GetDeviceCaps(LOGPIXELSY) / 96;
Ok dudes my way is maybe not the fastes to use in runtime, but it works for me in any case i have tested so far.
In the beginnin of my proggys i put in a function to get the size and store it in a global variable (yeah i have heard this would be bad, but i dont care about this)
here the explanation:
Create a treeview (invisible if u want)
Create an imagelist with atleast 1 image inside (size 16x16)
Set the imagelist to the treeview ("TVSIL_NORMAL")
Get the "TVSIL_STATE" imagelist from the treeview (u have to create "TVSIL_NORMAL" before, otherwise this one will fail!)
Use ImageList_GetIconSize(..) and store the size. Wow, the checkboxs and the radio-buttons have the same size as the state icons of the treeview. Now u have what u want!
Destroy the "TVSIL_NORMAL" imagelist
Destroy the treeview
this code needs only a few microseconds at the beginning of my proggies and i can use the value everytime i need it.
Preamble:
I had the same question while trying to determine the needed size of the checkbox control for a given text and found that the existing answers didn't really work for me, for several reasons:
SM_CXMENUCHECK doesn't account for the gap. In fact, I'm not convinced this is even for regular checkboxes, although it may have the same value. It may also be dependent on visual styles being enabled.
The other answers were overly complicated and felt a bit hacky (no disrespect intended, it is MS that don't make this easy).
The stated 12DLU layout was very helpful, although again feels arbitrary without a system metric to rely on.
The answers I tried still didn't yield a high enough pixel value to stop the checkbox text from wrapping.
My investigation:
I looked at how Wine reproduces the behavior and found that it also gives the same results as simply assuming 12DLU. However, the text still wrapped unless I added an extra 3 pixels to the width (even though the text should fit fine without). I also noticed that GetTextExtentPoint32 yields a value of 3 for an empty string (hmmm...)
Turning off the BS_MULTILINE style obviously stopped the text wrapping. My guess is that DrawTextW's word wrapping calculations are imperfect.
At this point I decided that the simplest solution was to just add 1 extra space to GetTextExtentPoint32, so that there would definitely be enough pixels. The over-estimate of a couple of pixels was acceptable to me.
Note that this all assumes your application is manifested as DPI aware. Otherwise I found the checkbox appeared much larger on some Windows 7 systems (not all though).
My (mostly Wine's) solution:
// This code gets the size of a piece of text and adds the size of a
// checkbox and gap. Note that this is very rough code with no error handling.
BOOL isCheckbox = TRUE;
HWND dialog = ... // Your control or dialog
HFONT font = ... // The font your control will use if it hasn't been set yet
PTCHAR text = ... // Your text
HFONT currentFont;
SIZE size;
HDC dc = GetDC(dialog);
if (!font) {
font = (HFONT)SendMessage(dialog, WM_GETFONT, 0, 0);
}
currentFont = (HFONT)SelectObject(dc, font); // NB: You should add error handling here
if (isCheckbox) {
// Or you can disable BS_MULTILINE
_tcscat(text, TEXT(" ")); // NB: This assumes text is allocated for +1 char
}
GetTextExtentPoint32(dc, text, _tcslen(text), &size); // NB: You should add error handling here
if (isCheckbox) {
int checkBoxWidth = 12 * GetDeviceCaps(dc, LOGPIXELSX ) / 96 + 1;
int checkBoxHeight = 12 * GetDeviceCaps(dc, LOGPIXELSY ) / 96 + 1;
int textOffset;
GetCharWidthW(dc, '0', '0', &textOffset);
textOffset /= 2;
size->cx += checkBoxWidth + textOffset;
if (size->cy < checkBoxHeight) {
size->cy = checkBoxHeight;
}
}
if (currentFont) {
SelectObject(dc, currentFont);
}
ReleaseDC(dialog, dc);