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I am developing an MFC SDI program that needs to know what the screen res is because it needs a res of is 1024x768 or above to show its UI child windows properly. How would I get the size of the screen resolution that the user has set? Thanks.
bneacetp
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You can use the GetDeviceCaps function retrieves device-specific information for the specified device. Visit the MSDN for its reference.
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use..
DEVMODE devmode;
::EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &devmode)
width =devmode.dmPelsWidth;
height =devmode.dmPelsHeight;
u r done with the screen resolution..
cheers
Himanshu
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::GetSystemMetrics(SM_CXSCREEN)
::GetSystemMetrics(SM_CYSCREEN)
Gets the same values as GetDeviceCaps.
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Hello,all
How control the size of a window meta file(WMF) when paste it into a richedit?
example:
//write a WMF and put it into the clipboard.
void copy()
{
CMetaFileDC * m_pMetaDC = new CMetaFileDC();
CRect rc(0,0,20000,20000);
m_pMetaDC->CreateEnhanced(GetDC(),_T ("c:\\test.wmf"),&rc,"name");
//drawing the lines in the DC.....
HENHMETAFILE hMF= m_pMetaDC->CloseEnhanced();
//copy to the clipboard
OpenClipboard();
EmptyClipboard();
::SetClipboardData(CF_ENHMETAFILE,hMF);
CloseClipboard();
}
//then paste the file in a CRichEditView.
void CMyView::PasteIt()
{
GetRichEditCtrl()->Paste();
//clear the clipboard
OpenClipboard();
EmptyClipboard();
CloseClipboard();
}
In windows2000, I can control the size of the metafile with the third parameter of the function CreateEnhanced().But in Win98, the parameter have no effect on the program. Why? How control the size in win98?
Thanks a lot.
Yes,Free Code project~~~~
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Oh,I've got it.
With CF_METAFILEPICT.
Yes,Free Code project~~~~
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Hi,
I am writing a third-party filepacker/launcher for a small game engine. I have completed the launcher and filepacker, but because it is third-party, there are certain undesirable aspects that I would like to improve upon, and I was wondering if anybody here had any suggestions.
Essentially, as it is, the game engine leaves all of its files (models, bitmaps etc) open in the game directory. Obviously it's a good idea to pack these so that players can't just open the bitmaps and find out what is to come in later levels (ruining the "surprise"). However, the engine needs all of the files present in order to run (or rather, it needs some files present; others it loads when they are called in-game).
Thus (remember that I have no access to any of the game code - not that I am a good enough coder for that anyway - but am just writing an external packer), for my file-packer, I have had to resort to zipping the files (all game files, executable and all) up with password protection (using the excellent ZipArchive library from www.artpol-software.com), and then having the launcher extract the files to a temporary directory on the hard-drive when started and run the game from there (the files are deleted when the game closes). This means that most players will never see the files, which is certainly better than nothing. However, anybody can easily find the files by alt-tabbing out of the game and searching the hard-drive (and it also means that more hard-drive space is required). (The insecurity of the packer means that it won't appeal to many of the other developers using the engine - who will be the main users of my program - whose chief priority is protecting their files from each other...)
I was wondering if anybody here had any suggestions of how I could better protect these files. I had thought of trying to extract and run them from memory, but this seems an almost impossible task, and besides which, it would consume precious memory that the game requires to run (as I understand it).
The packer and launcher have been written using the Windows API, the ZipArchive library, and *no* MFC. I have hacked my way through the programming (with a lot of help from people here), but I am still a novice at C++, so if anybody does have any suggestions, I would be really grateful if you could explain it as simply as possible and tell me where to look for examples of what I need to do.
That's probably a lot to ask, and it's probably impossible anyway, but it's worth a shot!
Any suggestions would be really appreciated.
Many thanks,
KB
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Have a look at www.flipcode.com, there are heaps of examples of how to solve these problems, and more with filepackers. I think the Code-Of-The-Day sample at the moment is a filepacker, but the archives have some good examples as well.
From what I can remember most of the suggestions are about unzipping to memory, using a secondary thread. The idea being that before you know you are going to need something, you send a request to the unpacker, which queues the request and saves the memory block which you can get later. If the memory hasn't loaded, then you have to wait.
Sorry about the bad explanation, but the people on the flipcode message boards have heaps more experience on this stuff.
If you can keep you head when all about you
Are losing theirs and blaming it on you;
If you can dream - and not make dreams your master;
If you can think - and not make thoughts you aim;
Yours is the Earth and everything that's in it.
Rudyard Kipling
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Thanks! I've been looking at flipcode at their packer code, still trying to work it out.
(Any more suggestions still welcome.)
Cheers,
KB
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How to add a default bitmap to the picture control?
Thanks
rapace
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hi...
you can use like that;
CStatic my_Static=(CStatic*)GetDlgItem(IDC_STATIC...);
myStatic.SetBitmap( ::LoadBitmap(NULL, MAKEINTRESOURCE(.....)) );
Good Work....
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Is there a way to create an MHT file from my program? It is my understanding that it is a multipart mime object, but I don't know how to create that either. Thanks for the help.
Darroll Walsh
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Hey guys,
i wondered if anyone knows how to use this new screen in windows xp, which is used while the os is changing settings (e.g.: background-color, power off screen,...)
using: visual studio 6.0
greets ckr
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Hi, I have MFC application with splitter window that divides client area to two views, both are CListView-derived classes. Because I want to keep columns to have stable proportions all the time, I'm catching CMyListView::OnSize() and executing this code:
void CMyFileView::OnSize(UINT nType, int cx, int cy)
{
int my_cx = cx;
INT iWidth = 0;
RECT viewRect;
::ZeroMemory(&viewRect, sizeof(RECT));
GetClientRect(&viewRect);
INT iViewLen = viewRect.right - viewRect.left;
CMultiColumnSortListView::OnSize(nType, cx, cy);
// disable horizontal scroll bar
GetListCtrl().ShowScrollBar(SB_HORZ, FALSE);
INT iColWidth = 0;
if (cx != old_cx)
{
GetListCtrl().ShowWindow(SW_HIDE);
for (INT i = 0; i < (COLUMN_NUM - 1); i++)
{
iColWidth = viewRect.right * COLUMN_WIDTHS[i];
iWidth += iColWidth;
GetListCtrl().SetColumnWidth(i, (viewRect.right * COLUMN_WIDTHS[i]));
}
GetListCtrl().SetColumnWidth((COLUMN_NUM - 1), (iViewLen - iWidth));
GetListCtrl().ShowWindow(SW_SHOW);
}
}
old_cx = cx;
}
I call ShowWindow() in order to stop flickering, it helped. The problem is, calling ShowWindow() deselectes selected item (selected before with SetItemState()). I tried to call SetItemState() again after ShowWindow(SW_SHOW), but it doesn't work as expected, it highlights item, but it doesn't select and focus it 100% (it just draw grey rectangle aroung the item, but doesn't display dark blue rectangle which appears in normal case).
Does somebody know what to do to select and focus the item again successfully?
Thanks for any suggestion.
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Hey everybody..
I'm writing code that will display a popup menu when a user clicks an item in a listview control. In order to have the popup display right underneath the mouse cursor, I need to know the x.y position of where the user clicked in the list.
I've searched the help, but turned up nothing, is there a GetMousePos() type function kicking around?
Thanks.
Mike.
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Yes. It is called ::GetMessagePos() and retrieves the position of the last message. If called in your click handler, you get the position of the click.
Who is 'General Failure'? And why is he reading my harddisk?!?
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Is there a tool to create a report in VC6?
I want to print a table in my database
help me
thanks
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Ok, one thing i hate the most about c++ is all the CStrings, strings, CEdits, chars, and whatnot.
I need to make my password (a CString) all into uppercase letters, but i cant just to password.toupper() like i can with a string, because my stupid password has to be a CString.
any help? :^x
*.*
cin >> knowledge;
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I'm not sure I understand,
Why don't you just use the MakeUpper function?
// example for CString::MakeUpper
CString s( "abc" );
s.MakeUpper();
ASSERT( s == "ABC" );
Michael
'War is at best barbarism...Its glory is all moonshine. It is only those who have neither fired a shot nor heard the shrieks and groans of the wounded who cry aloud for blood, more vengeance, more desolation. War is hell.' - General William Sherman, 1879
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hah! this just reiterates my hatred of this kinda stuff! Why do they have to use MakeUpper, why cant that just use toupper. jeepers creepers.
thanks, that was all i needed to know.
*.*
cin >> knowledge;
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I want to generate a random number between a specified range of 1 to 100, how can I do this?
Thanks in advance, Dave
"The man who reads nothing is better educated than the man who reads nothing but newspapers."- Thomas Jefferson
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Technically, you can't generate a truly random number. You can, however, get pseudo-random numbers using rand() . For your specific range, try:
int x = (rand() % 100) + 1;
You may or may not also want to use srand() , which seeds the algorithm.
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