I would like to implement red lines moving oh H/V rulers similar to what I see in windows paint brush (8.1) indicating current mouse position. See the example (red line at 560):
What would be the best way to do it. Direct2D Animation? layers? any other simple trick? The thing here is of cause doing it efficiently without repainting the whole area on mouse move.
I currently using MFC/direct2d so I paint myself the area with field and rulers inside the view, so I have full control on graphics here.
There are many ways to attack this problem. The simplest is to rely on your OnPaint function to paint the line in a location based on a member variable. In your OnMouseMove handler, call InvalidateRect on the current location of the line based on the saved variable, update the variable, and call InvalidateRect a second time for the new line position.
The BeginPaint call that is generated in the CPaintDC constructor will set a clipping region based on the invalidation rectangles you provided. Even if your OnPaint tries to paint the entire window, only those parts that have been invalidated will be redrawn. If this is too inefficient, you can cache the ruler in a bitmap and use GetClipBox to determine which part of the bitmap to blit to the screen.
Related
I'm new to MFC. I know how to draw a line and how to scribble in MFC. I use CDC and some functions such as LineTo() and MoveTo() to do this. Moreover, I've got FillRect() and Rectangle().Now I want to drag my rectangle or any polygon in the view.It's like you drag a icon on your desktop.
I think the first step is to get the region.Then erase the old polygon and when the mouse move draw a same polygon which depends on the point where the mouse go.
So I search region in MSDN and I got Region class and CRgn class.But before I look into these two class I want to know whether I'm in the right direction.
I need more suggestions on how to learn MFC. Actually,all I need is to finish my homework which is mainly about draw polygons and drag them and link them by line. And I hope I can finish this homework all by myself and MSDN. Can MSDN help me do that?
The CDC::Polyline function will draw a polygon much faster than using LineTo and MoveTo.
You do not need region and do not need to erase the old polygon. Instead, you need to draw everything in the view OnDraw. Any change you want to make with the mouse should change the array of coordinates that represent the polygon and then call Invalidate. In other words, do not draw in the mouse message handlers. Calling Invalidate in the mouse message handlers will cause OnDraw to be called later and it should repaint the entire view.
I wanted to allow the Emacs cursor to move around freely outside of actual text (similar to virtualedit=all in Vim).
"Oh," I thought, "I'll just keep track of a virtual cursor and draw it to the screen myself."
But it turns out the actual native C drawing routines (such as draw_glyphs) seem to refer back to the buffer contents to decide what to draw (I could be wrong though).
My next idea was to make a giant overlay of all spaces so I'd have complete freedom where to put stuff. But an overlay only goes over ranges of actual text, so again, this does not seem to give me what I'm looking for.
Is this a reasonable goal without hacking the C code?
I believe the writeable area of a window is intrinsically limited to the buffer with which it is associated, i.e. you have to draw in an area where buffer content exists.
(One example of this limitation is the impossibility of drawing a vertical guide line in the 80th column to help the user identify long lines; currently the best possible implementation of such a feature is to highlight the "overflow" of each too-long line.)
You can do the same as what artist-mode does without adding spaces to the buffer:
when trying to place the cursor after the end of the line, just use an overlay with an after-string property which adds the spaces in the display without modifying the buffer.
Have a look at "artist-mode" (M-xartist-modeRET) - it allows you to draw in Emacs.
From the function documentation: "Artist lets you draw lines, squares, rectangles and poly-lines, ellipses and circles with your mouse and/or keyboard."
You can look at popup.el from the auto-complete package, which can pop up tooltips and menus and such at any position, including positions outside the contents of the buffer. Maybe that will show you how you can do it.
I have a multiviewport OpenGL modeler application. It has three different viewports : perspective, front and top. Now I want to paint a label for each viewport and not succeeding in doing it.
What is the best way to print a label for each different perspective?
EDITED : The result
Here is the result of my attempt:
I don't understand why the perspective viewport label got scrambled like that. And, Actually I want to draw it in the upper left corner. How do I accomplished this, because I think it want 3D coordinate... is that right? Here is my code of drawing the label
glColor3f(1,0,0);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glRasterPos2f(0,0);
glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits
glListBase(base - 32); // Sets The Base Character to 32
glCallLists(strlen("Perspective"), GL_UNSIGNED_BYTE, "Perspective"); // Draws The Display List Textstrlen(label)
glPopAttrib();
I use the code from here http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=13
thanks
For each viewport switch into a projection that allows you to supply "viewport space" coordinates, disable depth testing (glDisable(GL_DEPTH_TEST)) and depth writes (glDepthMask(GL_FALSE)) and draw the text using one of the methods used to draw text in OpenGL (texture mapped fonts, rendering the full text into a texture drawing that one, draw glyphs as actual geometry).
Along with #datenwolf's excellent answer, I'd add just one bit of advice: rather than drawing the label in the viewport, it's usually easier (and often looks better) to draw the label just outside the viewport. This avoids the label covering anything in the viewport, and makes it easy to get nice, cleanly anti-aliased text (which you can normally do in OpenGL as well, but it's more difficult).
If you decide you need to draw the text inside the viewport anyway, I'll add just one minor detail to what #datenwolf said: since you generally do want your text anti-aliased (even if the rest of the picture isn't) you generally want to draw the label after all the other geometry of the picture itself. If you haven't turned on anti-aliasing otherwise, you generally will want to turn it on for drawing the text.
I created a CTreeCtrl but I need to mark some of the items in red colored hollow box.
So I created the function OnCustomDraw and drew a red colour box around the item. The red box is appearing but the text part and image parts are drawn on top of the red box so some part of the box cannot be seen. I guess the default painting is overriding my painting. Can anyone tell me how my painting will be over the default painting.
I assume you should be painting on the correct stage. CDDS_ITEMPOSTPAINT seems to be a good choice. Here you would find more information on that.
You should insert an item (your draw possibly as a bitmap and your text as well) instead of updating just your draw.
I've been stumbling over this for a while and was wondering if anyone has run into this problem before.
The application I'm working on is divided into multiple data plots and a single timeline at the bottom of the screen. Each plot (which is actually multiple textures layered on top of each other) as well as the timeline is rendered to a separate texture. The timeline texture is rendered first, followed by each of the plot textures from the top of the screen to the bottom. I am using DXUT and DirectX9 (March 2009).
After adding time text to the timeline texture, I noticed that the text was repeated in the title bar of every data plot. Here's a screencap of a portion of the display, it shows just a single plot, but the text repeats on every plot opened:
It seems like it is tied directly to the DrawText being called in the timeline's render function. I do use relative coordinates as the rect being passed to DrawText, but since I've already set the render target to the desired texture it should only affect the current texture. Not every texture rendered afterward.
Has anyone ever run into any problems similar to this using D3DXFont?
EDIT: After some more experimentation, it looks like it has something to do with the Z buffer. By adding D3DCLEAR_ZBUFFER to the clear on each texture surface, the duplicate text is gone. While the problem seems bypassed for now, I'm still curious as to why the Z buffer for a completely separate texture was being written during my DrawText call.
The Z Buffer state is persistent.
For example,
SetDepthStencilSurface(X)
SetRenderTarget(A)
Draw()
SetRenderTarget(B)
Draw()
Both Draw calls will use the same depth buffer.
The DrawText is not changing the depth buffer that you have set. It assumes you meant to do what you did.