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Trivial FTP is a pretty simple protocol. You could implement it yourself. Find the correct RFC for it's specification.
Also, probably not relevant, but Cisco have a whole bunch of TFTP tools(their routers flash via TFTP)
Sorry to dissapoint you all with my lack of a witty or poignant signature.
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Is there a simple way to use ONE dialog for a dialog-based application, yet still be able to maintain each screen separately in the dialog editor? It seems most wizards use a single dialog-- yet creating nice looking dialogs from scratch (i.e. without the dialog editor) is a complete pain.
An example of a wizard that appears to use one dialog in its wizard is Winzip. I believe InstallShield has a similar appearance.
Right now I am creating separate classes for each dialog; calling EndDialog() when the user presses NEXT, and then creating the next dialog. This does not appear to be standard, and sticks out like a sore thumb.
Any help would be appreciated.
- Rob
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If you're using MFC, you might want to have a look at CPropertySheet and SetWizardMode. Basically you can maintain your dialog templates separately, and create a CPropertyPage-derived class for each one. Then you simply add each Page to your Sheet, SetWizardMode, and away you go. Much easier than rolling your own, methinks...
Hope this helps.
------------------------
Derek Waters
derek@lj-oz.com
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how come when i try to use SHGetFileInfo (code below) to get the small icon of an HTML file, it instead returns the small icon of a file with the little windows icon in it, as if there was no file association for .HTML files?
i'm using Win2K and IE6 (doesnt work on IE5) either
NOTE: this happens sparadically (did i spell that right?), sometimes it works and sometimes it doesn't, it seems awfully random...
NOTE 2: i tried 2 ways, both are shown below:
method 1:
SHFILEINFO fInfo; memset(&fInfo,0,sizeof(fInfo));
SHGetFileInfo("C:\\somefile.html",0,&fInfo,sizeof(SHFILEINFO),SHGFI_ICON | SHGFI_SMALLICON);
return fInfo.hIcon;
method 2:
SHFILEINFO fInfo; memset(&fInfo,0,sizeof(fInfo));
HIMAGELIST hImages = (HIMAGELIST)SHGetFileInfo("C:\\somefile.html",0,&fInfo,sizeof(fInfo),SHGFI_SYSICONINDEX | SHGFI_SMALLICON);
return ImageList_GetIcon(hImages,fInfo.iIcon,ILD_TRANSPARENT);
-Roman
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Some times the SysIconIndex does behave like that.
Try rebooting the machine and check once again.
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the problem is, this happens consistently on several computers i have (and i do keep my computers tidy)
so i think it's some problem w/ win2k or something w/ my code... MS's InterDev seems to show the HTML icon perfectly... its gotta be something w/ my methods
-Roman
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ok, it seems CoInitialize() and CoUninitialize() weren't being called... it works now hehe
final snippet:
HICON GetIconForFile(CString strPath, BOOL bLargeIcon)
{
CoInitialize(NULL);
SHFILEINFO fInfo; memset(&fInfo,0,sizeof(fInfo));
SHGetFileInfo(strPath,0,&fInfo,sizeof(SHFILEINFO),
SHGFI_ICON | (bLargeIcon ? SHGFI_LARGEICON : SHGFI_SMALLICON));
CoUninitialize();
return fInfo.hIcon;
}
-Roman
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RomanNY wrote:
CoInitialize(NULL); SHFILEINFO fInfo; memset(&fInfo,0,sizeof(fInfo)); SHGetFileInfo(strPath,0,&fInfo,sizeof(SHFILEINFO), SHGFI_ICON | (bLargeIcon ? SHGFI_LARGEICON : SHGFI_SMALLICON)); CoUninitialize(); return fInfo.hIcon; // must be eventually destroyed by calling function
probably using the CoInitialize & CoUninitialize in the App Class is
a much better approach.
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good point. ah screw it who needs efficiency anyway? thanks for the comment, you're 100% right
-Roman
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Ok,... I want to program a Game Engine, "Take note that this engine is not going to be a 3D Game Engine yet a 2D engine" I want this engine in a Windows format. I want to have a grid of squars, and a toolbar full of pictures for i can place the pictures on the squars to make an Role Playing Game map.
What is the bast way of starting this project? Should i study in MFC? or program in a windows format from win32 application?
Thanks for your help, and opinions!
~SilverShalkin
When the programming gets tuff
The programmer gets tuffer?
Or falls behind and becomes
brain dead i suppose
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I think you should program with whatever frame work that you are most comfortable with, because after all, what your are programming is a GUI, not really the game yet. And even when you do program your game, it will not require the same type of processing power as a first-person shooter.
I would definitely look at MFC or WTL because they offer nice support for toolbars and treeview and the other types of windows that you will probably use. These things can be very tedious with raw Win32 SDK programming.
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That is exactly what i wanted to know, thankyou! also one more question...
kilowatt wrote:
I would definitely look at MFC or WTL
what is WTL? I know what MFC is... And what one of these would be best to learn?
Thanks again
~SilverShalkin
I say read on and dont
let the mountains of info
confuse you!
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WTL is the Windows Template Library. It is an extension to ATL. WTL is a set of wrappers around most of the Win32 API functions that are used for windowing. WTL is very lightweight, and it is designed with the same template paradigm that ATL is.
The main drawback with WTL is that there is no official documentation from Microsoft, so in order to use and learn it you will need to use any examples that you can find on the internet. There is a good two part series at www.sellsbrothers.com. In order to get WTL you will need to goto Microsoft.com to download it.
I prefer WTL, because it is closer to the operating system, and you can pick and choose the pieces that you want to use. However with MFC, there are plenty of books, documentation, and it has a lot more features.
Good Luck
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WTL is GOD!!!
Tim Smith
I know what you're thinking punk, you're thinking did he spell check this document? Well, to tell you the truth I kinda forgot myself in all this excitement. But being this here's CodeProject, the most powerful forums in the world and would blow your head clean off, you've got to ask yourself one question, Do I feel lucky? Well do ya punk?
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Which one of these are better, "by opinion" for programming a 2D RPG game?
Thanks
~SilverShalkin
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That is really hard to say.
IMHO, WTL has less baggage. After all, I doubt you will need MFC's document stuff.
Tim Smith
I know what you're thinking punk, you're thinking did he spell check this document? Well, to tell you the truth I kinda forgot myself in all this excitement. But being this here's CodeProject, the most powerful forums in the world and would blow your head clean off, you've got to ask yourself one question, Do I feel lucky? Well do ya punk?
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Ok,... i was going to do everything in MFC, but because of Tim Smith's view of WTL which is, if you didnt see "WTL IS GOD! " and this recent file from Kilowatt, where it says that MFC has allot of documentation that i wouldnt really need... I think im going to give WTL a try
Ill be asking questions soon, i warn thee
While im here, WTL has similer coding to win32app?
Thanks for your help!
~SilverShalkin
Clear skies are better to look at
then stormy ones
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No, if anything, WTL looks similar to ATL because it's a template library, I *believe* based on the windowing support in ATL. However, just like MFC, it doesn't hide/remove any Win32 stuff, so anything you can't do in WTL you can do in Win32. Given the nature of your app, I didn't respond but expected DirectX under Win32 to be the clear winner. I don't see what MFC or WTL will bring to the party when you'll be basically just wanting a window to draw your own stuff in.
Christian
The tragedy of cyberspace - that so much can travel so far, and yet mean so little.
"I'm somewhat suspicious of STL though. My (test,experimental) program worked first time. Whats that all about??!?!
- Jon Hulatt, 22/3/2002
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I believe what he is developing at this point is the development tool that will help him design the maps and levels. That is why he is concerned with which tool to use for windowing support.
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I would go with WTL too if you are comfortable with reading code.
For the most part however, WTL is fairly straight forward, and you shouldn't have any problems.
There is even an APPWizard that comes with WTL to generate your application shell for you.
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Ive downloaded all my files for WTL, and printed out the headers that ill be using... But how do i exactly start programming in WTL? is it just by puting a atlapp.h header at the top? or can you open WTL as a project?
Directx looks vary interesting, I'll give it a look to, but what do you do with it? is it graphic rendering,... or what?
I also, after im done with the looks "windows such" i want the engine to do everything for the game creation to uploading the maps to the internet. Im building a tool and want to start in the right place at least
if it all comes down to it,... i could use DirectX and WTL together couldnt I?
Thanks for your help!
~SilverShalkin
I see storms again rose:
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SilverShalkin wrote:
Directx looks vary interesting, I'll give it a look to, but what do you do with it? is it graphic rendering,... or what?
DirectX is a combination of APIs, DirectDraw is the one you'll want for 2D drawing, and DirectSound if your game will have sound. You can't seriously write a game engine without it or OpenGL, and for a 2D game, I'd go DX.
SilverShalkin wrote:
if it all comes down to it,... i could use DirectX and WTL together couldnt I?
They are unrelated, you can use DX where-ever you can use COM.
Christian
The tragedy of cyberspace - that so much can travel so far, and yet mean so little.
"I'm somewhat suspicious of STL though. My (test,experimental) program worked first time. Whats that all about??!?!
- Jon Hulatt, 22/3/2002
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SilverShalkin wrote:
Ive downloaded all my files for WTL, and printed out the headers that ill be using... But how do i exactly start programming in WTL? is it just by puting a atlapp.h header at the top? or can you open WTL as a project?
The easiest thing to do to get started is to make sure that you have installed the app wiard that comes with the installation. When you create a new project, select a ATL/WTL AppWizard. For your application you will want to select the single threaded SDI app. There will be choices to have toolbars and status bars if you want.
Once you create that you will have a shell of an app that you can expand upon.
As far as what elements do you need to specifically have to have a WTL app? After you create you app from the wizard, if you still want that question answered, post another question and I will help you.
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At the moment im tired and i dont know if i should make any big disicions. Ill try the WTL tomarrow "and post any new questions then and there" as for DX, i think im leaning towards it a little more, that and Direct sound. But can i use DX to make a window and be able to make a tool from it, that'll allow me to do everything i need, "that WTL could"?
And where do you start programming DX? just in a normal win32app? where do i find info that'll help me begine in this area?
Thanks again
~SilverShalkin
I dont see anything now
Just can feel the relaxed
feeling of rest as my eyes
close and i fall in deap venturaus
dreams
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DirectX is a set of classes that provide an interface to the video card. it is used for painting.
You can create a DirectX application with minimal windowing support, or you can create a small directX window in an application that is a large windows application.
One thing to be aware of with DirectX is that you have to write a lot of code to get started, it is not as simple as the GDI. A good place to start with DirectX is the sample programs that come with the directX SDK.
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