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Just need to know that will there be a color difference in visibility with application created in VC++ 6.0 and VC++ 2010.
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No difference, assuming your code is correct: RGB values are constants.
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Could it be different default palettes?
onwards and upwards...
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Hi,
step by step I am creating a Visual Studio Style IDE Project, but I am running in a bunch of problems.
My application is MDI based, created in Visual Studio Style with Project Wizard.
Further I added functionality for viewing different views for each document.
For this views I need to set an application specific Windows title.
Actually I found hints how to solve:
BOOL CMainFrame::PreCreateWindow(CREATESTRUCT& cs)
{
cs.style &= ~(LONG) FWS_ADDTOTITLE;
return CFrameWnd::PreCreateWindow(cs);
...
CMyView::OnInitialUpdate()
{
CView::OnInitialUpdate();
GetParent()->SetWindowsText(_T("myText"));
But it works only partially. The default view's title disappears, but my own one is not displayed.
The title in the tab header is empty after the changes.
Maybe it is because my view is a splitter view or the ChildFrame is with a Tab Control.
I have no idea, how to solve. Anybody, who has an idea?
Many Thanks!
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Member 8534035 wrote:
GetParent()->SetWindowsText(_T("myText")); Does this even compile?
Have you seen this?
"One man's wage rise is another man's price increase." - Harold Wilson
"Fireproof doesn't mean the fire will never come. It means when the fire comes that you will be able to withstand it." - Michael Simmons
"You can easily judge the character of a man by how he treats those who can do nothing for him." - James D. Miles
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uups...sorry...the source code I have written manually on the post, because my development environment is on another computer. but in principal it is according to what I have programmed
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oh...many thanks for the link!
finally it works now!
according to the link I override:
void CMainFrame::OnUpdateFrameTitle( BOOL bAddToTitle )
but this is affecting the application main title.
but overriding
void CChildFrame::OnUpdateFrameTitle( BOOL bAddToTitle )
does exactely what I need!
many thanks for your help! I searched already at least 2 hours for a solution!
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Krishnakumartg wrote: restores the system without a reboot
There is no such option. Restoring the system involves replacing system files, which will be in use. The only way to replace them is to reboot.
"These people looked deep within my soul and assigned me a number based on the order in which I joined."
- Homer
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Is it not possible even if the restore point has has no system files (d:\, e:\ etc)?
Regards,
Krishnakumar
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Unlikely. The files might still be in use, or the state of the system might depend on their contents.
"These people looked deep within my soul and assigned me a number based on the order in which I joined."
- Homer
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Krishnakumartg wrote: I want to perform system restore programmatically... Just out of curiosity, why?
"One man's wage rise is another man's price increase." - Harold Wilson
"Fireproof doesn't mean the fire will never come. It means when the fire comes that you will be able to withstand it." - Michael Simmons
"You can easily judge the character of a man by how he treats those who can do nothing for him." - James D. Miles
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Hi all,
I have started a project for an IDE using MFC Visual Studio Style Project.
I want to change the standar title of the FileView pane.
for this I changed the IDS_FILE_VIEW text.
But the result is not like expected.
On initial startup at top of the pane the new title is displayed correctly, but at button tabs there is still the old name "File View".
And if I switch between the tabs, the old name is displayed on pane's top too. In the whole project I cannot find other locations of the "File View" string, therefore I do not have any idea, how to change the behaviour!
Any ideas?
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Basically code is from previous project my tutor helped me develop unfortunately I can no longer contact him, but I'm working on similar project which I did a simple object that moves around on screen, I pasted a pre-existing Direct X tool kit that my teacher gave me and imported it in as a project and did the linker with my other project but it's giving me the linker errors. Please kindly fix this there's no coding errors, also if possible please explain with screenshots what was wrong so I would remember for next time, thank you.
http://www.megafileupload.com/9c1m/P2BallGamev2.zip
modified 21-Aug-15 13:26pm.
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No. Please at least post these "linker errors" of which you speak. Plus which compiler, OS, etc. you are using.
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1>------ Build started: Project: P2BallGame, Configuration: Debug Win32 ------
1>SpriteResources.obj : error LNK2019: unresolved external symbol "public: __thiscall DirectX::SpriteBatch::SpriteBatch(struct ID3D11DeviceContext *)" (??0SpriteBatch@DirectX@@QAE@PAUID3D11DeviceContext@@@Z) referenced in function "public: __thiscall P2BallGame::SpriteResources::SpriteResources(class std::shared_ptr<class DX::DeviceResources>)" (??0SpriteResources@P2BallGame@@QAE@V?$shared_ptr@VDeviceResources@DX@@@std@@@Z)
1>PlayerBall.obj : error LNK2001: unresolved external symbol "public: __thiscall DirectX::SpriteBatch::SpriteBatch(struct ID3D11DeviceContext *)" (??0SpriteBatch@DirectX@@QAE@PAUID3D11DeviceContext@@@Z)
1>SpriteResources.obj : error LNK2019: unresolved external symbol "public: __thiscall DirectX::CommonStates::CommonStates(struct ID3D11Device *)" (??0CommonStates@DirectX@@QAE@PAUID3D11Device@@@Z) referenced in function "public: __thiscall P2BallGame::SpriteResources::SpriteResources(class std::shared_ptr<class DX::DeviceResources>)" (??0SpriteResources@P2BallGame@@QAE@V?$shared_ptr@VDeviceResources@DX@@@std@@@Z)
1>PlayerBall.obj : error LNK2001: unresolved external symbol "public: __thiscall DirectX::CommonStates::CommonStates(struct ID3D11Device *)" (??0CommonStates@DirectX@@QAE@PAUID3D11Device@@@Z)
1>SpriteResources.obj : error LNK2019: unresolved external symbol "public: __thiscall DirectX::SpriteFont::SpriteFont(struct ID3D11Device *,wchar_t const *)" (??0SpriteFont@DirectX@@QAE@PAUID3D11Device@@PB_W@Z) referenced in function "public: __thiscall P2BallGame::SpriteResources::SpriteResources(class std::shared_ptr<class DX::DeviceResources>)" (??0SpriteResources@P2BallGame@@QAE@V?$shared_ptr@VDeviceResources@DX@@@std@@@Z)
1>SpriteResources.obj : error LNK2019: unresolved external symbol "long __cdecl DirectX::CreateWICTextureFromFile(struct ID3D11Device *,struct ID3D11DeviceContext *,wchar_t const *,struct ID3D11Resource * *,struct ID3D11ShaderResourceView * *,unsigned int)" (?CreateWICTextureFromFile@DirectX@@YAJPAUID3D11Device@@PAUID3D11DeviceContext@@PB_WPAPAUID3D11Resource@@PAPAUID3D11ShaderResourceView@@I@Z) referenced in function "public: void __thiscall P2BallGame::SpriteResources::LoadTexture(class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> >)" (?LoadTexture@SpriteResources@P2BallGame@@QAEXV?$basic_string@_WU?$char_traits@_W@std@@V?$allocator@_W@2@@std@@@Z)
1>PlayerBall.obj : error LNK2001: unresolved external symbol "long __cdecl DirectX::CreateWICTextureFromFile(struct ID3D11Device *,struct ID3D11DeviceContext *,wchar_t const *,struct ID3D11Resource * *,struct ID3D11ShaderResourceView * *,unsigned int)" (?CreateWICTextureFromFile@DirectX@@YAJPAUID3D11Device@@PAUID3D11DeviceContext@@PB_WPAPAUID3D11Resource@@PAPAUID3D11ShaderResourceView@@I@Z)
1>PlayerBall.obj : error LNK2019: unresolved external symbol "public: void __vectorcall DirectX::SpriteBatch::Begin(enum DirectX::SpriteSortMode,struct ID3D11BlendState *,struct ID3D11SamplerState *,struct ID3D11DepthStencilState *,struct ID3D11RasterizerState *,class std::function<void __cdecl(void)>,struct DirectX::XMMATRIX)" (?Begin@SpriteBatch@DirectX@@QAQXW4SpriteSortMode@2@PAUID3D11BlendState@@PAUID3D11SamplerState@@PAUID3D11DepthStencilState@@PAUID3D11RasterizerState@@V?$function@$$A6AXXZ@std@@UXMMATRIX@2@@Z) referenced in function "public: void __thiscall P2BallGame::PlayerBall::Render(void)" (?Render@PlayerBall@P2BallGame@@QAEXXZ)
1>P2BallGameMain.obj : error LNK2001: unresolved external symbol "public: void __vectorcall DirectX::SpriteBatch::Begin(enum DirectX::SpriteSortMode,struct ID3D11BlendState *,struct ID3D11SamplerState *,struct ID3D11DepthStencilState *,struct ID3D11RasterizerState *,class std::function<void __cdecl(void)>,struct DirectX::XMMATRIX)" (?Begin@SpriteBatch@DirectX@@QAQXW4SpriteSortMode@2@PAUID3D11BlendState@@PAUID3D11SamplerState@@PAUID3D11DepthStencilState@@PAUID3D11RasterizerState@@V?$function@$$A6AXXZ@std@@UXMMATRIX@2@@Z)
1>PlayerBall.obj : error LNK2019: unresolved external symbol "public: void __thiscall DirectX::SpriteBatch::End(void)" (?End@SpriteBatch@DirectX@@QAEXXZ) referenced in function "public: void __thiscall P2BallGame::PlayerBall::Render(void)" (?Render@PlayerBall@P2BallGame@@QAEXXZ)
1>P2BallGameMain.obj : error LNK2001: unresolved external symbol "public: void __thiscall DirectX::SpriteBatch::End(void)" (?End@SpriteBatch@DirectX@@QAEXXZ)
1>PlayerBall.obj : error LNK2019: unresolved external symbol "public: void __vectorcall DirectX::SpriteBatch::Draw(struct ID3D11ShaderResourceView *,struct DirectX::XMFLOAT2 const &,struct tagRECT const *,union __m128,float,struct DirectX::XMFLOAT2 const &,float,enum DirectX::SpriteEffects,float)" (?Draw@SpriteBatch@DirectX@@QAQXPAUID3D11ShaderResourceView@@ABUXMFLOAT2@2@PBUtagRECT@@T__m128@@M1MW4SpriteEffects@2@M@Z) referenced in function "public: void __thiscall P2BallGame::PlayerBall::Render(void)" (?Render@PlayerBall@P2BallGame@@QAEXXZ)
1>PlayerBall.obj : error LNK2019: unresolved external symbol "public: struct ID3D11BlendState * __thiscall DirectX::CommonStates::NonPremultiplied(void)const " (?NonPremultiplied@CommonStates@DirectX@@QBEPAUID3D11BlendState@@XZ) referenced in function "public: void __thiscall P2BallGame::PlayerBall::Render(void)" (?Render@PlayerBall@P2BallGame@@QAEXXZ)
1>P2BallGameMain.obj : error LNK2001: unresolved external symbol "public: struct ID3D11BlendState * __thiscall DirectX::CommonStates::NonPremultiplied(void)const " (?NonPremultiplied@CommonStates@DirectX@@QBEPAUID3D11BlendState@@XZ)
1>PlayerBall.obj : error LNK2001: unresolved external symbol "private: static struct DirectX::XMMATRIX const DirectX::SpriteBatch::MatrixIdentity" (?MatrixIdentity@SpriteBatch@DirectX@@0UXMMATRIX@2@B)
1>P2BallGameMain.obj : error LNK2001: unresolved external symbol "private: static struct DirectX::XMMATRIX const DirectX::SpriteBatch::MatrixIdentity" (?MatrixIdentity@SpriteBatch@DirectX@@0UXMMATRIX@2@B)
1>P2BallGameMain.obj : error LNK2019: unresolved external symbol "public: void __vectorcall DirectX::SpriteFont::DrawString(class DirectX::SpriteBatch *,wchar_t const *,struct DirectX::XMFLOAT2 const &,union __m128,float,struct DirectX::XMFLOAT2 const &,float,enum DirectX::SpriteEffects,float)" (?DrawString@SpriteFont@DirectX@@QAQXPAVSpriteBatch@2@PB_WABUXMFLOAT2@2@T__m128@@M2MW4SpriteEffects@2@M@Z) referenced in function "public: bool __thiscall P2BallGame::P2BallGameMain::Render(void)" (?Render@P2BallGameMain@P2BallGame@@QAE_NXZ)
1>P2BallGameMain.obj : error LNK2001: unresolved external symbol "private: static struct DirectX::XMFLOAT2 const DirectX::SpriteFont::Float2Zero" (?Float2Zero@SpriteFont@DirectX@@0UXMFLOAT2@2@B)
1>C:\Users\pedram\Documents\C++Menu\P2BallGame\Debug\P2BallGame\P2BallGame.exe : fatal error LNK1120: 11 unresolved externals
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
========== Deploy: 0 succeeded, 0 failed, 0 skipped ==========
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From the first line, it looks you need the DirectXTK[^]. I see no prebuilt binaries there, probably you have to build it yourself from the sources.
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Correct, I built it myself, can you show me or guide me on how to build it?, I need the simplemath.h files also included.
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I would read the provided 'documentation', that is the Readme.txt file.
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See here.
"One man's wage rise is another man's price increase." - Harold Wilson
"Fireproof doesn't mean the fire will never come. It means when the fire comes that you will be able to withstand it." - Michael Simmons
"You can easily judge the character of a man by how he treats those who can do nothing for him." - James D. Miles
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Hi all,
I am starting to create a framework/IDE for special type of project files.
The GUI like Visual Studio would be perfect for my needs and it can be easily created wih assistance from MFC Application Wizard (Options: "MFC" + "Multiple Documents" + "Doc/View Architecture" + "Visual Studio Project Style")
But this solves only the "surface"...internally I need another structure...I have only one document, but I need to create a bunch of views for the document.
In the "File Explorer" view there should be viewed the structure of the document and in the child view area there should be viewed all views (like the "Tabbed Documents"), related to the document.
But I have absolutely no idea, how to solve this!
Are the any examples, I could use as templates? Or are there any general ideas, how to solve?
Many Thanks
Richard
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When you create your project you select a CView derived class for the view of the document. You can add more different views or create some of your own. The MFC templates have a few options if I remembr correctly, and there are samples in the MSDN website and elsewhere[^].
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yes, you are right. I have overseen this!
When I create a MDI application, I am able to create several views by default already.
Actually my application should act like an SDI application. One document, on which I have several views. But when selecting SDI style in VS Project Wizard, I do not have this "tabbed document" style, which I would need.
In the case I am using MDI style, my challenge is now, to manipulate the MDI behaviour, that it acts like SDI.
A bit weird, but seems to be the fastest approach.
If this approach is reasonable, I should create a new thread for it in the forum....
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I am stuck again.
I have inherited this piece of code which basically associate SAM3X8E pins with hardware registers.
I think it is pretty clever usage of array of struct and it works fine.
The original code did not include convenient way to access ALL of the registers, so I am trying to build the missing registers from basis assignments.
The registers are related to "port" ( designated PIOA.. thru PIOF) so if I can get the port assigned to a pin I can build all of the missing registers.
Here is the code to get the the port info from first (test) pin:
P_DB is a pointer to pins array.
( I have left all of the support code here FYI )
....
regtype TEST = *P_DB.pPort; *p_DB[0] fails same way
//lcd_i2c.print( (int) P_DB[0].pPort, HEX); // test access first pin
...
Now here is the error message from compiler ( on TEST) and I have no idea how to fix it:
C:\DOCUME~1\Vaclav\LOCALS~1\Temp\build6265730787782115322.tmp\sketch\AAA_TFT_LCD.h: In member function 'void TFT_LCD::LCD_Writ_Bus(char, char, byte)':
C:\DOCUME~1\Vaclav\LOCALS~1\Temp\build6265730787782115322.tmp\sketch\AAA_TFT_LCD.h:4370:30: error: request for member 'pPort' in '((TFT_LCD*)this)->TFT_LCD::P_DB', which is of non-class type 'volatile uint32_t* [16] {aka volatile long unsigned int* [16]}'
regtype TEST = *P_DB.pPort;
The error on (int) P_DB[0].pPort, code is pretty much same.
I hope I have provided all of the info necessary so someone can suggest a solution on how to access the pPort member.
/* Types used for the tables below */
// theae are indexes to array - what a trick
//typedef struct _PinDescription
//{
// Pio* pPort ;
// uint32_t ulPin ;
// uint32_t ulPeripheralId ;
// EPioType ulPinType ;
// uint32_t ulPinConfiguration ;
// uint32_t ulPinAttribute ;
// EAnalogChannel ulAnalogChannel ; /* Analog pin in the Arduino context (label on the board) */
// EAnalogChannel ulADCChannelNumber ; /* ADC Channel number in the SAM device */
// EPWMChannel ulPWMChannel ;
// ETCChannel ulTCChannel ;
//} PinDescription ;
//
///* Pins table to be instanciated into variant.cpp */
//extern const PinDescription g_APinDescription[] ;
//// Number of pins defined in PinDescription array
//#define PINS_COUNT (79u)
//#define NUM_DIGITAL_PINS (54u)
//#define NUM_ANALOG_INPUTS (12u)
//
//#define digitalPinToPort(P) ( g_APinDescription[P].pPort ) so what is this refernce to .pPort
//#define digitalPinToBitMask(P) ( g_APinDescription[P].ulPin )
////#define analogInPinToBit(P) ( )
//#define portOutputRegister(port) ( &(port->PIO_ODSR) )
//#define portInputRegister(port) ( &(port->PIO_PDSR) )
//#define digitalPinHasPWM(P) ( g_APinDescription[P].ulPWMChannel != NOT_ON_PWM || g_APinDescription[P].ulTCChannel != NOT_ON_TIMER )
//
///*
// * Pins descriptions
// * global array of all pins descriptions as what type
// * Arduino/hardware/arduino/sam/variants/arduino_due_x/variant.cpp
//
// */
//extern const PinDescription g_APinDescription[]=
//{
// // 0 .. 53 - Digital pins
// // ----------------------
// // 0/1 - UART (Serial)
// { PIOA, PIO_PA8A_URXD, ID_PIOA, PIO_PERIPH_A, PIO_DEFAULT, PIN_ATTR_DIGITAL, NO_ADC, NO_ADC, NOT_ON_PWM, NOT_ON_TIMER }, // URXD
// { PIOA, PIO_PA9A_UTXD, ID_PIOA, PIO_PERIPH_A, PIO_DEFAULT, PIN_ATTR_DIGITAL, NO_ADC, NO_ADC, NOT_ON_PWM, NOT_ON_TIMER }, // UTXD
//
// // 2
<a href=""></a>[<a href="" target="_blank">^</a>]
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