Hi I have an application made with Borland C++Builder. I am using RAD Studio for it.
In the application there is a TForm with a TAnimate (object for videos) on it. I wanted to know if it is somehow possible to stretch the TAnimate object?
If I change the size of the object:
video->Width = newwidth;
video->Height = newheight;
The video doesn't get stretched but a white border gets added to the video image.
Is there some way to scale the video image?
If someone tells me that it is impossible that would be ok !
Maybe it is possible to convert TAnimate in a scaled TImage.
The autosize property of TAnimate doesn't work.
TAnimate is just a thin wrapper around a Win32 Animation control, which has no option for stretching/scaling video. Even MSDN says:
Note The AVI file, or resource, must not have a sound channel. The capabilities of the animation control are very limited and are subject to change. If you need a control to provide multimedia playback and recording capabilities for your application, you can use the MCIWnd control. For more information, see MCIWnd Window Class.
Related
I have been searching around about this problem for awhile. I am making a cross platform program and I have figured out how to load an animated cursor with the windows API and how to create a cursor during run time from raw bitmap data. However I can't find good documentation for this for X11, for my Unix/Linux build of my program. I know I need to use the XRender extension functions, XRenderCreateCursor and XRenderCreateAnimCursor from this documentation https://www.x.org/releases/X11R7.6/doc/libXrender/libXrender.txt but I do not know how to use these functions and the documentation does now show any examples.
Also the raw image data is in the ARGB format, and I want to support the Alpha channel if possible with these cursors.
Could someone show me how to use the X11 and XRender (or XCursor) Library to create a cursor, static and animated, and possibly how to do it so the cursor can be used with any X11 window.
Thanks!
PS.
I am acually editing a open source libary for cross platfrom Gui that I am using for my program, and I am trying to add this feature into the libary but I am not used to programing with X11.
When it comes to X, nothing is simple.
First, review the specification of the X render extension.
The steps for creating an animated cursor are as follows.
First, you need to create a PICTURE for each frame of the animated cursor, using CreatePicture.
Use CreateCursor to create a CURSOR from each PICTURE. CreateCursor returns a CURSOR handle.
Then, you take the list of all CURSORs for all of the frames, and then use CreateAnimCursor to create a single CURSOR representing the animated cursor.
This all comes down to creating a PICTURE for each frame. A PICTURE is created using CreatePicture from a DRAWABLE and a PICTFORMAT. DRAWABLE would be the PIXMAP with the actual bitmask for the cursor's frame, and PICTFORMAT specifies which channels in the pixmap represent the red, color, and green channels, and must be one of the enumerated PICTFORMATs returned from QueryPictformat.
For more information, see the aforementioned X render extension specification.
I need an approach how to customize the window style like Steam or Spotify. I don't want to have the boring Windows (or any other OS) look.
Can that be done with Qt or the WinApi? Do I need DirectX or OpenGL for doing that?
Best Regards
Yes, you can do it with the WinAPI. The primary message you care about is WM_NCPAINT. That's what's sent when the non-client areas of a window (e.g., the frame and title bar) need to be painted.
Note that by default, rendering of the non-client areas is handled by the desktop window manager (DWM). If you're going to handle your own drawing, you usually want to explicitly enable/disable that with DwmSetWindowAttribute. Otherwise, you can get strange symptoms (e.g., if try to switch back to "stock" frames and such, it may not "notice" and start drawing your frame again).
Microsoft has an article on MSDN with more details on doing this in conjunction with DWM.
I'm making a non-rectangular dialog, modelled over an image from Photoshop (the image is the background of the dialog, and the user will see trough the transparent part of the image). I'ts like a dashboard-style window for a media-app with a few custom-drawn controls. Most of the background-image is either opaque or 100% transparent - but in between there is a thin area of partially transparent pixels, ment to blend the image smootly into the background. This works great for web-graphics, but I have not found a way to make this work for Windows windows. I'm using the Windows Template Library (WTL), msvc 2008 - and the app must run on Windows XP as well as Vista and Windows 7.
Currently, I'm simply using the opaque part of the background-image to create a GDI clipping-region, but this gives pretty rough edges.
Does anyone know about any API functions to accomplish this (part of WTL, or reachable from WTL)?
Perhaps you could use layered windows? I haven't tested these with WTL but you should be able to get the effect you want. To the best of my knowledge I don't think you can add controls to a layered window so you'll need to attach it to another (non-layered) window to use controls.
Not sure how this interoperates with WTL, but have a look at the AlphaBlend function. You'll need to select your partially transparent bitmap into a DC and copy that to your dialog's DC in your paint function.
This article shows how to use layered windows with WTL and the Gdi+ API which is available on all your target platforms.
In our MDI application - which is written in MFC - we have a function to save a screenshot of the MDI client area to file. We are currently doing a BitBlt from the screen into a bitmap, which is then saved. The problem is that some of the MDI child windows have their content rendered by OpenGL, and in the destination bitmap these areas show up as blank or garbled.
I have considered some alternatives:
- Extract the OpenGL content directly (using glReadPixels), and draw this to the relevant portions of the screen bitmap.
- Simulate an ALT+PrtScr, since doing this manually seems to get the content just fine. This will trash the clipboard content, though.
- Try working with the DWM. Appart from Vista and Win7, this also needs to work on Win2000 and XP, so this probably isn't the way to go.
Any input will be appreciated!
The best way to get a bitmap from an OpenGL window is to draw the content to a bitmap 'window'. See PFD_DRAW_TO_BITMAP for more information on how to do this.
If you want to go with the Alt+PrtScr way, you have to consider that many users have their own print screen tool installed which reacts on that very same hotkey. So you can't be sure that this hotkey will copy the content to the clipboard. It may just open the window of the installed print screen tool/utility.
Use the glReadPixels() approach. This question is asked quite often, here, on the gamedev.net forums and on other places, so google should show you code samples easily, but the glReadPixels() approach is the generally recommended approach.
Simulating keypresses is a recipe for disaster, I would stay away from that.
I need to play animated characters over the screen on Windows. Basically, it will be character video with transparency and only non-transparent parts should be able to accept user input (e.g. mouse clicks), all other events should be passed through to underlying window.
I've made a simple transparent DirectX window with video in it. But I don't know how to make parts of this window "transparent" for user input. So if I clicking on the character, my application should accept this click, if I clicking on the transparent part of the video - click should be handled by the underlying window. How can I make it?
Thanks in advance.
I assume you mean Direct Show rather than DirectX?
You can do it using the Video Mixing Renderer. As with anything directshow its not, necessarily, easy.
First connect the video to the VMR Filter.
Second, for the animating characters all you need to do is build a simple DirectShow push source filter (Its explained really well in the DirectShow samples) that supplies the animation frames.
Third you need to create an IVMRImageCompositor class. You can then use DirectX to composite the images.