how to move two bitmap-image on a canvas - delphi

I am writing an animation program under Delphi 7 consisting of moving two discs on a canvas (I choose a PaintBox) with a bounce effect on the edges.
it's woks fine if I load the pictures one by one: In this case, when the two disks that arrive from time to time are superimposed, no background rectangle appears with even a rather pleasant transparency effect.
But if I try to generalize the operation with many more discs by introducing for example a Record.
The movements are ok BUT in this case, when the discs cross, a background
rectangle appears in the upper image which spoils everything!
I even tried to write the code with an Object with :
TSphere = class (TObject)
but nothing to do, the phenomenon remains ..
Do you have any idea how to remove this display defect?
and i have another question, i would like to fill the disks with textures.
the full code :
unit Unit1;
interface
uses
Windows, Messages, SysUtils, Classes, Graphics, Controls, Forms,
Dialogs, ExtCtrls, StdCtrls, ComCtrls;
type
TSphere = record
W, H: integer;
vx, vy: Extended;
x, y: integer;
xx, yy: extended;
ROld, RNew: TRect;
Bitm: TBitmap;
end;
type
TForm1 = class(TForm)
PaintBox1: TPaintBox;
Button1: TButton;
Timer1: TTimer;
Label1: TLabel;
Edit1: TEdit;
Label2: TLabel;
TrackBar1: TTrackBar;
procedure FormCreate(Sender: TObject);
procedure FormDestroy(Sender: TObject);
procedure FormPaint(Sender: TObject);
procedure Button1Click(Sender: TObject);
procedure Timer1Timer(Sender: TObject);
procedure TrackBar1Change(Sender: TObject);
end;
var
Form1: TForm1;
fin: boolean;
BmpBkg: Tbitmap;
BmpMoving: TBitmap;
Spheres: array of TSphere;
const
nb = 2;
ImageWidth = 32;
implementation
{$R *.DFM}
procedure PictureStorage;
var
i: integer;
begin
SetLength(Spheres, nb);
for i := 0 to (nb - 1) do
begin
with Spheres[i] do
begin
Bitm := TBitmap.Create;
case i of
0: Bitm.loadFromFile('Sphere1.bmp');
1: Bitm.loadFromFile('Sphere2.bmp');
end;
end;
end;
end;
procedure TForm1.FormCreate(Sender: TObject);
var
i: integer;
begin
DoubleBuffered := true;
randomize;
Fin := false;
BmpBkg := TBitmap.Create;
BmpMoving := TBitmap.Create;
BmpBkg .Canvas.Brush.Color := ClBtnFace;
BmpBkg .Canvas.FillRect(Rect(0, 0, PaintBox1.height,
PaintBox1.width));
BmpBkg .Width := PaintBox1.Width;
BmpBkg .Height := PaintBox1.Height;
BmpMoving .Assign(BmpBkg );
PictureStorage;
for i := 0 to (nb - 1) do
begin
with Spheres[i] do
begin
W := Bitm.Width;
H := Bitm.Height;
Bitm.Transparent := True;
Bitm.TransParentColor := Bitm.canvas.pixels[1, 1];
xx := random(400) + 1;
yy := random(200) + 1;
x := trunc(xx);
y := trunc(yy);
vx := random(3) + 1;
vy := random(4) + 1;
RNew := bounds(x, y, W, H);
ROld := RNew;
end;
end;
Timer1.interval := 1;
Timer1.enabled := true;
end;
procedure TForm1.FormDestroy(Sender: TObject);
var
i: integer;
begin
Fin := true;
BmpBkg.free;
BmpMoving.free;
for i := 0 to (nb - 1) do
Spheres[i].Bitm.Free;
end;
procedure TForm1.FormPaint(Sender: TObject);
begin
PaintBox1.Canvas.Draw(0, 0, BmpMoving);
end;
procedure TForm1.Button1Click(Sender: TObject);
begin
close;
end;
procedure TForm1.Timer1Timer(Sender: TObject);
var
n, i: integer;
Runion: Trect;
begin
for n := 1 to trackbar1.position do
begin
if fin then exit;
for i := 0 to (nb - 1) do
begin
with Spheres[i] do
begin
BmpMoving.Canvas.CopyRect(ROld, bmpBkg.canvas, ROld);
if (x < -ImageWidth) or (x > bmpBkg.width - W + ImageWidth)
then
vx := -vx;
if (y < 0) or (y > bmpBkg.height - H) then
vy := -vy;
xx := xx + vx;
yy := yy + vy;
x := trunc(xx);
y := trunc(yy);
RNew := bounds(x, y, W, H);
BmpMoving.Canvas.Draw(x, y, Bitm);
UnionRect(RUnion, ROld, RNew);
PaintBox1.Canvas.CopyRect(RUnion, BmpMoving.Canvas,
RUnion);
ROld := RNew;
end;
end;
end;
end;
procedure TForm1.TrackBar1Change(Sender: TObject);
begin
Edit1.text := inttostr(trackbar1.position);
if trackbar1.position = 1 then
label2.visible := true
else
label2.visible := false;
end;
end.
this program is just the start of another more important
thanks

Your code is almost OK.
As far as I can see your problem is caused by not completely restoring the background before you draw the bitmaps at their new locations. You need to restore the old rects of all spheres before you draw the new ones. Also you need to collect the complete union of all new and old rects before you update to screen.
As a matter of taste, I would avoid the global variables and make them fields of the form. If you also make PictureStorage a method of the form, everything works.
The timer interval of 1 seems a bit of an overkill. I would set it to 1000 div 120 (120 FPS).
I would set doublebuffered to false, as you are already doing your own doublebuffering. Also I would move the form's OnPaint to the paintbox's OnPaint, but that doesn't seem to work for you.
Here is the replacement of the OnTimer event which should work (I checked an analogue with Delphi 2006, I don't have Delphi7 installed anymore and I don't know what the n means).
procedure TForm1.Timer1Timer(Sender: TObject);
var
n, i: integer;
Runion: TRect;
begin
//I don't know what the n-loop is for, in my test I left it out
for n := 1 to TrackBar1.position do
begin
//prevent reentry?
if fin then
exit;
// Restore the background completely
for i := 0 to (nb - 1) do
with Spheres[i] do
begin
BmpMoving.Canvas.CopyRect(ROld, BmpBkg.Canvas, ROld);
// Collect the old rects into the update-rect
if i = 0 then
Runion := ROld
else
UnionRect(Runion, Runion, ROld);
end;
for i := 0 to (nb - 1) do
with Spheres[i] do
begin
if (x < -ImageWidth) or (x > BmpBkg.width - W + ImageWidth) then
vx := -vx;
if (y < 0) or (y > BmpBkg.height - H) then
vy := -vy;
xx := xx + vx;
yy := yy + vy;
x := trunc(xx);
y := trunc(yy);
RNew := bounds(x, y, W, H);
BmpMoving.Canvas.Draw(x, y, Bitm);
// Add RNew to RUnion
UnionRect(Runion, Runion, RNew);
// No painting yet, update the screen as few times as possible
ROld := RNew;
end;
//Now update the screen
//This is the reliable way for sherlock to update the screen:
OffsetRect(RUnion, Paintbox1.left, Paintbox1.top);
//RUnion in form's coordinates
InvalidateRect(Handle, #RUnion, false);
//The following works for me just as well:
(**************
PaintBox1.Canvas.CopyRect(Runion, BmpMoving.Canvas, Runion);
***************)
end;
end;

This code can be commented out.
Tt does not affect the program :
// Collect the old rects into the update-rect
{ if i = 0 then
Runion := ROld
else
UnionRect(Runion, Runion, ROld); }

Related

TeeChart: Fast way to show series values at current mouse position

I want to show the values of all series at the current mouse position if the cursor is on the chart. Exactly as it is displayed in this figure:
To accomplish this behavior I used an TAnnotationTool and the OnMouseMove event. Additionally I use a TCursorTool with Style := cssVertical and FollowMouse := True to draw a vertical line at the current mouve position. Unfortunately this solution is very slow. If the series count is greater than 10 the user already could observe that the annotation run after the mouse with a lag of about 500ms. During my investigation of this issue, I found out that this part of the MouseMoveEvent is the bottleneck:
chtMain : TChart;
FValAnno : TAnnotationTool;
...
TfrmMain.chtMainMouseMove(Sender: TObject; Shift: TShiftState; X, Y: Integer)
var
HasData : Boolean;
AnnoLst : TStrings;
begin
...
if HasData then
Self.FValAnno.Text := AnnoLst.Text
else
Self.FValAnno.Text := 'No data';
//
if (X < Self.chtMain.Width - Self.FValAnno.Width - 5) then
Self.FValAnno.Shape.Left := X + 10
else
Self.FValAnno.Shape.Left := X - Self.FValAnno.Width - 15;
//
if (Y < Self.chtMain.Height - Self.FValAnno.Height - 5) then
Self.FValAnno.Shape.Top := Y + 10
else
Self.FValAnno.Shape.Top := Y - Self.FValAnno.Height - 15;
//
if (FX >= Self.chtMain.BottomAxis.IStartPos) and
(FX <= Self.chtMain.BottomAxis.IEndPos) and
(FY >= Self.chtMain.LeftAxis.IStartPos) and
(FY <= Self.chtMain.LeftAxis.IEndPos) then
Self.FValAnno.Active := True
else
Self.FValAnno.Active := False;
...
end;
If I use the code above the vertical line and the annotation run after the cursor by about 500ms at a series count of 100. The lag increases the higher the series count is. On the other hand if I do not use the annotation code the vertical line run after only by a lag of about 100ms.
Is there any other tool to accomplish this benaviour much faster with the TChart components? Or are there any properties I can play with to make this faster?
Thanks in advance for your support!
EDIT: Example code to reproduce this issue
Create a new VCL Project
Drop a TChart component and a checkbox on the form
Create the FormCreate for the form and the MouseMoveEvent for the chart
Switch to the code view an insert the following code:
Code:
unit Unit1;
interface
uses
Winapi.Windows, Winapi.Messages, System.SysUtils, System.Variants, System.Classes, Vcl.Graphics,
Vcl.Controls, Vcl.Forms, Vcl.Dialogs, VclTee.TeeGDIPlus,
VCLTee.TeEngine, Vcl.ExtCtrls, VCLTee.TeeProcs, VCLTee.Chart, VCLTee.TeeTools,
Vcl.StdCtrls;
type
TForm1 = class(TForm)
chtMain: TChart;
chkAnno: TCheckBox;
procedure FormCreate(Sender: TObject);
procedure chtMainMouseMove(Sender: TObject; Shift: TShiftState; X,
Y: Integer);
private
FCursor : TCursorTool;
FAnno : TAnnotationTool;
public
{ Public-Deklarationen }
end;
var
Form1: TForm1;
implementation
{$R *.dfm}
uses
VCLTee.Series,
System.DateUtils;
const
ARR_MAXS : array[0..3] of Double = (12.5, 25.8, 2.8, 56.7);
procedure TForm1.chtMainMouseMove(Sender: TObject; Shift: TShiftState; X, Y: Integer);
function GetXValueIndex(const ASerie: TChartSeries; const AX: Double): Integer;
var
index: Integer;
begin
for index := 0 to ASerie.XValues.Count - 1 do
begin
if ASerie.XValue[index] >= AX then
Break;
end;
//
Result := index - 1;
end;
var
Idx, I : Integer;
CursorX,
CursorY,
Value : Double;
Serie : TChartSeries;
LegendTxt : string;
AnnoLst : TStrings;
HasData : Boolean;
ShownDate : TDateTime;
begin
//
if not Self.chkAnno.Checked then
begin
//
FAnno.Text := Format('Position:'#13#10' X: %d'#13#10' Y: %d', [X, Y]);
end
else
begin
//
if (Self.chtMain.SeriesCount < 1) then
begin
//
if Assigned(Self.FAnno) then
Self.FAnno.Active := False;
Exit;
end;
//
Self.chtMain.Series[0].GetCursorValues(CursorX, CursorY);
//
AnnoLst := TStringList.Create;
try
//
ShownDate := 0;
HasData := False;
for I := 0 to Self.chtMain.SeriesCount - 1 do
begin
//
Serie := Self.chtMain.Series[I];
//
Idx := GetXValueIndex(Serie, CursorX);
if Serie.XValue[Idx] > ShownDate then
begin
//
LegendTxt := DateTimeToStr(Serie.XValue[Idx]);
if (AnnoLst.Count > 0) and
(ShownDate > 0) then
AnnoLst[0] := LegendTxt
else if AnnoLst.Count > 0 then
AnnoLst.Insert(0, LegendTxt)
else
AnnoLst.Add(LegendTxt);
HasData := True;
ShownDate := Serie.XValue[Idx];
end;
//
LegendTxt := Format('Serie: %d', [I]);
if Length(LegendTxt) <= 25 then
LegendTxt := Format('%-25s', [LegendTxt])
else
LegendTxt := Format('%s...', [LegendTxt.Substring(0, 22)]);
//
Value := Serie.YValue[Idx] * Abs(ARR_MAXS[I]);
LegendTxt := Format('%s: %3.3f %s', [LegendTxt, Value, 'none']);
AnnoLst.Add(LegendTxt);
end;
FAnno.Text := AnnoLst.Text;
finally
FreeAndNil(AnnoLst);
end;
end;
if (X < Self.chtMain.Width - Self.FAnno.Width - 5) then
Self.FAnno.Shape.Left := X + 10
else
Self.FAnno.Shape.Left := X - Self.FAnno.Width - 15;
//
if (Y < Self.chtMain.Height - Self.FAnno.Height - 5) then
Self.FAnno.Shape.Top := Y + 10
else
Self.FAnno.Shape.Top := Y - Self.FAnno.Height - 15;
//
if (X >= Self.chtMain.BottomAxis.IStartPos) and
(X <= Self.chtMain.BottomAxis.IEndPos) and
(Y >= Self.chtMain.LeftAxis.IStartPos) and
(Y <= Self.chtMain.LeftAxis.IEndPos) then
Self.FAnno.Active := True
else
Self.FAnno.Active := False;
end;
procedure TForm1.FormCreate(Sender: TObject);
var
Idx, J : Integer;
Serie : TFastLineSeries;
Start : TDateTime;
Value : Double;
begin
//
Self.chtMain.View3D := False;
Self.chtMain.Align := alClient;
Self.chtMain.BackColor := clWhite;
Self.chtMain.Color := clWhite;
Self.chtMain.Gradient.Visible := False;
Self.chtMain.Legend.LegendStyle := lsSeries;
Self.chtMain.Zoom.Allow := False;
Self.chtMain.AllowPanning := pmNone;
Self.chtMain.BackWall.Color := clWhite;
Self.chtMain.BackWall.Gradient.Visible := False;
Self.chtMain.LeftAxis.Automatic := False;
Self.chtMain.LeftAxis.Minimum := 0;
Self.chtMain.LeftAxis.Maximum := 2;
Self.chtMain.LeftAxis.Increment := 0.1;
Self.chtMain.LeftAxis.Visible := True;
Self.chtMain.LeftAxis.AxisValuesFormat := '#,##0.## LV';
//
Self.chtMain.BottomAxis.DateTimeFormat := 'dd.mm.yyyy hh:mm:ss';
Self.chtMain.BottomAxis.Increment := 1 / 6;
Self.chtMain.BottomAxis.Automatic := True;
Self.chtMain.BottomAxis.LabelsSize := 32;
Self.chtMain.BottomAxis.LabelsMultiLine := True;
Self.chtMain.MarginBottom := 6;
Self.chtMain.BottomAxis.Title.Caption := 'Date';
Self.chtMain.BottomAxis.Visible := False;
FAnno := Self.chtMain.Tools.Add(TAnnotationTool) as TAnnotationTool;
FAnno.Active := False;
FAnno.Shape.CustomPosition := True;
FCursor := Self.chtMain.Tools.Add(TCursorTool) as TCursorTool;
FCursor.FollowMouse := True;
FCursor.Style := cssVertical;
Randomize;
Start := Now;
for Idx := 0 to 3 do
begin
//
Serie := Self.chtMain.AddSeries(TFastLineSeries) as TFastLineSeries;
Serie.FastPen := True;
Serie.ShowInLegend := False;
Serie.XValues.DateTime := True;
Serie.VertAxis := aLeftAxis;
Serie.ParentChart := Self.chtMain;
for J := 1 to 1000 do
begin
//
Value := Random * ARR_MAXS[Idx] * 1.8;
Serie.AddXY(IncSecond(Start, J), Value / ARR_MAXS[Idx]);
end;
end;
end;
end.
Press [F9]
I do not observe any difference, whether you use the position annotation code or the other one.
The TCursorTool has a FullRepaint property (false by default) to draw it using XOR so the full chart doesn't need to be repainted everytime it updates its position. And this is fast.
However, the TAnnotationTool doesn't include this possibility so, when you update your FAnnot text or position, you are forcing a chart repaint, and having many points makes the process slower.
You could use a TLabel component instead of using a TAnnotationTool to draw the text.

Delphi, How to make a shape stop moving

I am trying to make a shape move towards onother using 2 shapes and 2 timer, but i really can't seem. I was thinking:
At the beggining, I will make shape 1 calculate the distance of shape 2 and then move towards it, this is what i have done, i have also added comments to help you understand the code, because it is a little bit confusing:
procedure TForm1.Timer1Timer(Sender: TObject);
begin
timer1.Interval:=100; //set interval=200
//begin
if shape1.Left=shape2.Left then
begin
shape1.Left:=shape1.left //If shape's 1 coordinates = shape's 2 then
end else //shape1.left:=stop moving else do
begin //find if shape 2 is right or left from shape 1
if shape1.left>shape2.Left then
begin
shape1.Left:=shape1.Left-5;
end else shape1.Left:=shape1.Left+5;
//Moving to shape2.left until shape1.left:=shape2.left
end;
end;
procedure TForm1.Timer2Timer(Sender: TObject);
begin
timer2.Interval:=100; //the same method as timer1
if shape1.top=shape2.top then
begin
shape1.top:=shape1.top
end else
begin
if shape1.top>shape2.top then
begin
shape1.top:=shape1.top-5;
end else shape1.top:=shape1.top+5;
end;
end;
end.
What shape1 does now is to move toward shape 2, but it doesn't stop moving, i mean it sticks to shape 2, but it is still moving upside-down, but not left-right from shape 2. I checked timer's 2 code and there is nothing wrong.
Try the following code (assign OnCreate and OnPaint of the form and set the timer to 30 millisecond intervals):
unit Unit5;
interface
uses
Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
Dialogs, ExtCtrls;
type
TVector = record
X, Y: real;
end;
TForm5 = class(TForm)
Timer1: TTimer;
procedure FormPaint(Sender: TObject);
procedure FormCreate(Sender: TObject);
procedure Timer1Timer(Sender: TObject);
private
{ Private declarations }
FPosA, FPosB: TVector;
v: TVector;
public
{ Public declarations }
end;
var
Form5: TForm5;
implementation
uses Math;
{$R *.dfm}
const RADIUS = 16;
function RealPoint(X, Y: real): TVector;
begin
result.X := X;
result.Y := Y;
end;
function RoundPoint(P: TVector): TPoint;
begin
result.X := round(P.X);
result.Y := round(P.Y);
end;
procedure TForm5.FormCreate(Sender: TObject);
var
DX, DY: real;
begin
FPosA := RealPoint(32, 32);
FPosB := RealPoint(500, 200);
DX := FPosB.X - FPosA.X;
DY := FPosB.Y - FPosA.Y;
v.X := DX / 100;
v.Y := DY / 100;
end;
function EllipseRectFromPoint(P: TVector): TRect;
var
ScreenPoint: TPoint;
begin
ScreenPoint := RoundPoint(P);
result.Left := ScreenPoint.X - RADIUS;
result.Right := ScreenPoint.X + RADIUS;
result.Top := ScreenPoint.Y - RADIUS;
result.Bottom := ScreenPoint.Y + RADIUS;
end;
procedure TForm5.FormPaint(Sender: TObject);
begin
// Draw ball A
Canvas.Brush.Color := clSkyBlue;
Canvas.Ellipse(EllipseRectFromPoint(FPosA));
// Draw ball B
Canvas.Brush.Color := clMoneyGreen;
Canvas.Ellipse(EllipseRectFromPoint(FPosB));
end;
procedure TForm5.Timer1Timer(Sender: TObject);
begin
FPosA.X := FPosA.X + V.X;
FPosA.Y := FPosA.Y + V.Y;
Invalidate;
if Hypot(FPosA.X - FPosB.X, FPosA.Y - FPosB.Y) < 0.1 then
begin
Timer1.Enabled := false;
ShowMessage('We''re there!');
end;
end;
end.
Two balls:
unit Unit5;
interface
uses
Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
Dialogs, ExtCtrls;
type
TVector = record
X, Y: real;
end;
TForm5 = class(TForm)
Timer1: TTimer;
procedure FormPaint(Sender: TObject);
procedure FormCreate(Sender: TObject);
procedure Timer1Timer(Sender: TObject);
private
{ Private declarations }
AreWeThereYetA, AreWeThereYetB: boolean;
FPosA, FPosB, FPosC: TVector;
vA, vB: TVector;
public
{ Public declarations }
end;
var
Form5: TForm5;
implementation
uses Math;
{$R *.dfm}
const RADIUS = 16;
function RealPoint(X, Y: real): TVector;
begin
result.X := X;
result.Y := Y;
end;
function RoundPoint(P: TVector): TPoint;
begin
result.X := round(P.X);
result.Y := round(P.Y);
end;
procedure TForm5.FormCreate(Sender: TObject);
var
DX, DY: real;
begin
FPosA := RealPoint(32, 32);
FPosB := RealPoint(132, 32);
FPosC := RealPoint(500, 200);
DX := FPosC.X - FPosA.X;
DY := FPosC.Y - FPosA.Y;
vA.X := DX / 100;
vA.Y := DY / 100;
DX := FPosC.X - FPosB.X;
DY := FPosC.Y - FPosB.Y;
vB.X := DX / 200;
vB.Y := DY / 200;
end;
function EllipseRectFromPoint(P: TVector): TRect;
var
ScreenPoint: TPoint;
begin
ScreenPoint := RoundPoint(P);
result.Left := ScreenPoint.X - RADIUS;
result.Right := ScreenPoint.X + RADIUS;
result.Top := ScreenPoint.Y - RADIUS;
result.Bottom := ScreenPoint.Y + RADIUS;
end;
procedure TForm5.FormPaint(Sender: TObject);
begin
// Draw ball A
Canvas.Brush.Color := clSkyBlue;
Canvas.Ellipse(EllipseRectFromPoint(FPosA));
// Draw ball B
Canvas.Brush.Color := clMoneyGreen;
Canvas.Ellipse(EllipseRectFromPoint(FPosB));
// Draw ball C
Canvas.Brush.Color := clRed;
Canvas.Ellipse(EllipseRectFromPoint(FPosC));
end;
procedure TForm5.Timer1Timer(Sender: TObject);
begin
if not AreWeThereYetA then
begin
FPosA.X := FPosA.X + VA.X;
FPosA.Y := FPosA.Y + VA.Y;
end;
if not AreWeThereYetB then
begin
FPosB.X := FPosB.X + VB.X;
FPosB.Y := FPosB.Y + VB.Y;
end;
Invalidate;
if Hypot(FPosA.X - FPosC.X, FPosA.Y - FPosC.Y) < 0.1 then
AreWeThereYetA := true;
if Hypot(FPosB.X - FPosC.X, FPosB.Y - FPosC.Y) < 0.1 then
AreWeThereYetB := true;
if AreWeThereYetA and AreWeThereYetB then
begin
Timer1.Enabled := false;
ShowMessage('We are there!');
end;
end;
end.
Using arrays and records, it would be easily to generalise to N balls with custom properties (colours, radii, etc.), even random ones. It would also be very easy to implement bouncing. In addition, a real vector type would be good here.

Delphi custom animation - collision detection

I'm working with custom drawing / 2D animation and I'm trying to figure out how to detect when the moving object collides with a wall in the map. User holds arrow keys on the keyboard to move the object, and the map is stored as an array structure of points. The walls in the map may be angled, but no curved walls.
Using the map structure (FMap: TMap;) in my code below, in the DoMove property, how do I detect if the object is colliding with any wall in the map and prevent it from moving through? In DoMove, I need to read FMap (refer to DrawMap to see how FMap works) and somehow determine if the object is approaching any wall and stop it.
I could do a dual X/Y loop iterating every possible pixel between each two points in each part of each map, but I already know this will be heavy, considering this procedure will be called rapidly so long as the object is moving.
I thought of reading the pixel colors in the direction the object's moving, and if there's any black (from map lines), consider it a wall. But eventually there will be more custom drawing of a background, so reading pixel colors wouldn't work.
uMain.pas
unit uMain;
interface
uses
Winapi.Windows, Winapi.Messages,
System.SysUtils, System.Variants, System.Classes,
Vcl.Graphics, Vcl.Controls, Vcl.Forms, Vcl.Dialogs, Vcl.ExtCtrls;
const
//Window client size
MAP_WIDTH = 500;
MAP_HEIGHT = 500;
type
TKeyStates = Array[0..255] of Bool;
TPoints = Array of TPoint;
TMap = Array of TPoints;
TForm1 = class(TForm)
Tmr: TTimer;
procedure FormKeyDown(Sender: TObject; var Key: Word; Shift: TShiftState);
procedure FormKeyUp(Sender: TObject; var Key: Word; Shift: TShiftState);
procedure TmrTimer(Sender: TObject);
procedure FormCreate(Sender: TObject);
procedure FormDestroy(Sender: TObject);
procedure FormPaint(Sender: TObject);
private
FBMain: TBitmap; //Main rendering image
FBMap: TBitmap; //Map image
FBObj: TBitmap; //Object image
FKeys: TKeyStates; //Keyboard states
FPos: TPoint; //Current object position
FMap: TMap; //Map line structure
procedure Render;
procedure DrawObj;
procedure DoMove;
procedure DrawMap;
procedure LoadMap;
public
end;
var
Form1: TForm1;
implementation
{$R *.dfm}
uses
Math, StrUtils;
procedure TForm1.FormCreate(Sender: TObject);
begin
FBMain:= TBitmap.Create;
FBMap:= TBitmap.Create;
FBObj:= TBitmap.Create;
ClientWidth:= MAP_WIDTH;
ClientHeight:= MAP_HEIGHT;
FBMain.Width:= MAP_WIDTH;
FBMain.Height:= MAP_HEIGHT;
FBMap.Width:= MAP_WIDTH;
FBMap.Height:= MAP_HEIGHT;
FBObj.Width:= MAP_WIDTH;
FBObj.Height:= MAP_HEIGHT;
FBObj.TransparentColor:= clWhite;
FBObj.Transparent:= True;
FPos:= Point(150, 150);
LoadMap; //Load map lines into array structure
DrawMap; //Draw map lines to map image only once
Tmr.Enabled:= True;
end;
procedure TForm1.FormDestroy(Sender: TObject);
begin
Tmr.Enabled:= False;
FBMain.Free;
FBMap.Free;
FBObj.Free;
end;
procedure TForm1.LoadMap;
begin
SetLength(FMap, 1); //Just one object on map
//Triangle
SetLength(FMap[0], 4); //4 points total
FMap[0][0]:= Point(250, 100);
FMap[0][1]:= Point(250, 400);
FMap[0][2]:= Point(100, 400);
FMap[0][3]:= Point(250, 100);
end;
procedure TForm1.FormKeyDown(Sender: TObject; var Key: Word;
Shift: TShiftState);
begin
FKeys[Key]:= True;
end;
procedure TForm1.FormKeyUp(Sender: TObject; var Key: Word; Shift: TShiftState);
begin
FKeys[Key]:= False;
end;
procedure TForm1.FormPaint(Sender: TObject);
begin
Canvas.Draw(0, 0, FBMain); //Just draw rendered image to form
end;
procedure TForm1.DoMove;
const
SPD = 3; //Speed (pixels per movement)
var
X, Y: Integer;
P: TPoints;
begin
//How to keep object from passing through map walls?
if FKeys[VK_LEFT] then begin
//Check if there's a wall on the left
FPos.X:= FPos.X - SPD;
end;
if FKeys[VK_RIGHT] then begin
//Check if there's a wall on the right
FPos.X:= FPos.X + SPD;
end;
if FKeys[VK_UP] then begin
//Check if there's a wall on the top
FPos.Y:= FPos.Y - SPD;
end;
if FKeys[VK_DOWN] then begin
//Check if there's a wall on the bottom
FPos.Y:= FPos.Y + SPD;
end;
end;
procedure TForm1.DrawMap;
var
C: TCanvas;
X, Y: Integer;
P: TPoints;
begin
C:= FBMap.Canvas;
//Clear image first
C.Brush.Style:= bsSolid;
C.Pen.Style:= psClear;
C.Brush.Color:= clWhite;
C.FillRect(C.ClipRect);
//Draw map walls
C.Brush.Style:= bsClear;
C.Pen.Style:= psSolid;
C.Pen.Width:= 2;
C.Pen.Color:= clBlack;
for X := 0 to Length(FMap) - 1 do begin
P:= FMap[X]; //One single map object
for Y := 0 to Length(P) - 1 do begin
if Y = 0 then //First iteration only
C.MoveTo(P[Y].X, P[Y].Y)
else //All remaining iterations
C.LineTo(P[Y].X, P[Y].Y);
end;
end;
end;
procedure TForm1.DrawObj;
var
C: TCanvas;
R: TRect;
begin
C:= FBObj.Canvas;
//Clear image first
C.Brush.Style:= bsSolid;
C.Pen.Style:= psClear;
C.Brush.Color:= clWhite;
C.FillRect(C.ClipRect);
//Draw object in current position
C.Brush.Style:= bsClear;
C.Pen.Style:= psSolid;
C.Pen.Width:= 2;
C.Pen.Color:= clRed;
R.Left:= FPos.X - 10;
R.Right:= FPos.X + 10;
R.Top:= FPos.Y - 10;
R.Bottom:= FPos.Y + 10;
C.Ellipse(R);
end;
procedure TForm1.Render;
begin
//Combine map and object images into main image
FBMain.Canvas.Draw(0, 0, FBMap);
FBMain.Canvas.Draw(0, 0, FBObj);
Invalidate; //Repaint
end;
procedure TForm1.TmrTimer(Sender: TObject);
begin
DoMove; //Control movement of object
DrawObj; //Draw object
Render;
end;
end.
uMain.dfm
object Form1: TForm1
Left = 315
Top = 113
BorderIcons = [biSystemMenu]
BorderStyle = bsSingle
Caption = 'Form1'
ClientHeight = 104
ClientWidth = 207
Color = clBtnFace
DoubleBuffered = True
Font.Charset = DEFAULT_CHARSET
Font.Color = clWindowText
Font.Height = -11
Font.Name = 'Tahoma'
Font.Style = []
OldCreateOrder = False
Position = poScreenCenter
OnCreate = FormCreate
OnDestroy = FormDestroy
OnKeyDown = FormKeyDown
OnKeyUp = FormKeyUp
OnPaint = FormPaint
PixelsPerInch = 96
TextHeight = 13
object Tmr: TTimer
Enabled = False
Interval = 50
OnTimer = TmrTimer
Left = 24
Top = 8
end
end
PS - This code is just a stripped and dummied version of my full project to demonstrate how things work.
EDIT
I just realized an important factor: Right now, I've only implemented one moving object. However, there will be multiple moving objects as well. So, the collision may occur with either a map wall or another object (which I'll have each object in a list). The full project is still very raw like this sample, but much more code than is relevant for this question.
this unit found on the web (can't remember where, no author mentioned, perhaps someone can provide a link) would give you the ability of calculating collisions and reflection angles.
unit Vector;
interface
type
TPoint = record
X, Y: Double;
end;
TVector = record
X, Y: Double;
end;
TLine = record
P1, P2: TPoint;
end;
function Dist(P1, P2: TPoint): Double; overload;
function ScalarProd(P1, P2: TVector): Double;
function ScalarMult(P: TVector; V: Double): TVector;
function Subtract(V1, V2: TVector): TVector; overload;
function Subtract(V1, V2: TPoint): TVector; overload;
function MinDistPoint(Point: TPoint; Line: TLine): TPoint;
function Mirror(W, V: TVector): TVector;
function Dist(Point: TPoint; Line: TLine): Double; overload;
implementation
function Dist(P1, P2: TPoint): Double; overload;
begin
Result := Sqrt(Sqr(P1.X - P2.X) + Sqr(P1.Y - P2.Y));
end;
function ScalarProd(P1, P2: TVector): Double;
begin
Result := P1.X * P2.X + P1.Y * P2.Y;
end;
function ScalarMult(P: TVector; V: Double): TVector;
begin
Result.X := P.X * V;
Result.Y := P.Y * V;
end;
function Subtract(V1, V2: TVector): TVector; overload;
begin
Result.X := V2.X - V1.X;
Result.Y := V2.Y - V1.Y;
end;
function Subtract(V1, V2: TPoint): TVector; overload;
begin
Result.X := V2.X - V1.X;
Result.Y := V2.Y - V1.Y;
end;
function MinDistPoint(Point: TPoint; Line: TLine): TPoint;
var
U: Double;
P: TPoint;
begin
U := ((Point.X - Line.P1.X) * (Line.P2.X - Line.P1.X) +
(Point.Y - Line.P1.Y) * (Line.P2.Y - Line.P1.Y)) /
(Sqr(Line.P1.X - Line.P2.X) + Sqr(Line.P1.Y - Line.P2.Y));
if U <= 0 then
Exit(Line.P1);
if U >= 1 then
Exit(Line.P2);
P.X := Line.P1.X + U * (Line.P2.X - Line.P1.X);
P.Y := Line.P1.Y + U * (Line.P2.Y - Line.P1.Y);
Exit(P);
end;
function Mirror(W, V: TVector): TVector;
begin
Result := Subtract(ScalarMult(V, 2*ScalarProd(v,w)/ScalarProd(v,v)), W);
end;
function Dist(Point: TPoint; Line: TLine): Double; overload;
begin
Result := Dist(Point, MinDistPoint(Point, Line));
end;
end.
An example implementation would be
unit BSP;
interface
uses
Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
Dialogs, StdCtrls, Vector, ExtCtrls;
type
TForm2 = class(TForm)
Timer1: TTimer;
procedure FormPaint(Sender: TObject);
procedure FormCreate(Sender: TObject);
procedure Timer1Timer(Sender: TObject);
private
{ Private-Deklarationen }
FLines: array of TLine;
FP: TPoint;
FV: TVector;
FBallRadius: Integer;
FBallTopLeft: Windows.TPoint;
public
{ Public-Deklarationen }
end;
var
Form2: TForm2;
implementation
{$R *.dfm}
procedure TForm2.FormCreate(Sender: TObject);
const
N = 5;
var
I: Integer;
begin
Randomize;
SetLength(FLines, 4 + N);
FBallRadius := 15;
// Walls
FLines[0].P1.X := 0;
FLines[0].P1.Y := 0;
FLines[0].P2.X := Width - 1;
FLines[0].P2.Y := 0;
FLines[1].P1.X := Width - 1;
FLines[1].P1.Y := 0;
FLines[1].P2.X := Width - 1;
FLines[1].P2.Y := Height - 1;
FLines[2].P1.X := Width - 1;
FLines[2].P1.Y := Height - 1;
FLines[2].P2.X := 0;
FLines[2].P2.Y := Height - 1;
FLines[3].P1.X := 0;
FLines[3].P1.Y := 0;
FLines[3].P2.X := 0;
FLines[3].P2.Y := Height - 1;
for I := 0 to N - 1 do
begin
FLines[I + 4].P1.X := 50 + Random(Width - 100);
FLines[I + 4].P1.Y := 50 + Random(Height - 100);
FLines[(I + 1) mod N + 4].P2 := FLines[I + 4].P1;
end;
FP.X := 50;
FP.Y := 50;
FV.X := 10;
FV.Y := 10;
end;
procedure TForm2.FormPaint(Sender: TObject);
const
Iterations = 100;
var
I, MinIndex, J: Integer;
MinDist, DP, DH: Double;
MP: TPoint;
H: TPoint;
begin
for I := 0 to Length(FLines) - 1 do
begin
Canvas.MoveTo(Round(FLines[I].P1.X), Round(FLines[I].P1.Y));
Canvas.LineTo(Round(FLines[I].P2.X), Round(FLines[I].P2.Y));
end;
for I := 0 to Iterations do
begin
H := FP;
FP.X := FP.X + FV.X / Iterations;
FP.Y := FP.Y + FV.Y / Iterations;
MinDist := Infinite;
MinIndex := -1;
for J := 0 to Length(FLines) - 1 do
begin
DP := Dist(FP, FLines[J]);
DH := Dist(H, FLines[J]);
if (DP < MinDist) and (DP < DH) then
begin
MinDist := DP;
MinIndex := J;
end;
end;
if MinIndex >= 0 then
if Sqr(MinDist) < 2*Sqr(FBallRadius * 0.7 / 2)
then
begin
MP := MinDistPoint(FP, FLines[MinIndex]);
FV := Mirror(FV, Subtract(MP, FP));
end;
end;
FBallTopLeft.X := Round(FP.X - FBallRadius);
FBallTopLeft.Y := Round(FP.Y - FBallRadius);
Canvas.Brush.Color := clBlue;
Canvas.Ellipse(FBallTopLeft.X, FBallTopLeft.Y,
FBallTopLeft.X + FBallRadius * 2, FBallTopLeft.Y + FBallRadius * 2);
end;
procedure TForm2.Timer1Timer(Sender: TObject);
begin
invalidate;
end;
end.
Every time the key is pressed, you compute the new coordinate of the object after the move would be executed. Then you can test for intersections between the object trajectory and the line in the map.
Since your map can be considered a set of line segments, and given that your object path is linear, you can find all the possible collisions by finding intersections between the object path and the lines on which the segments of your map lie. You will only have two slopes for the object path: zero and infinity. So for each map segment:
Compute its slope. If the map segment slope is the same as object path slope, they will not intersect.
Compute the intersection between the lines that the map segment and the object path are one (see here for instance)
Check if the map segment ends before the collision point: if yes, then no collision
Check if the object path ends before the collision point: if yes, then no collision
If not doing it yourself is OK, you could use ready made library for this task. Box2D has Delphi version here
I had already half-way answered my own question in the question its self. One thing I had thought of was reading the pixels of the image in the direction of the movement, and check if there's a line there or not. I now realize that I can have an extra layer under the FBMap map layer for the background, and leave the map layer as it is with only the collidable walls drawn.
When moving, scan the pixels in the direction of the movement on that particular layer, not the full image. Since I already have a pre-drawn layer sitting there, I can read it rather than the main image. Based on the speed of movement, I only need to look so many pixels ahead (at least a few more pixels than the number of pixels of movement).
Also, in case the background of the image has a picture representing the walls rather than straight plain lines, then this layer doesn't even have to be drawn at all. This layer can be explicitly used just for scanning a few pixels ahead of movement for collision areas. As a matter of fact, since I also need to recognize collision with other moving objects, I can draw all the objects on here as well (in black/white).
A few iterations of pixels across a canvas, for example 20, is nothing compared to extensive iterations through the map lines, for example 2000.

Zoom image using delphi

I am working with delphi. I have TImage, to which I assign a bitmap.
imgmain.Picture.Bitmap := bmpMain;
imgmain.Picture.Bitmap.PixelFormat := pf24bit;
imgmain is object of TImage and bmpMain is object of TBitmap
I want to zoom my image. I have one trackbar on my form and as I click on trackbar the image should get zoom. What should I do?
Thank You.
Edit :
I found some solution at here It works but it cut my image.
The code you refer to sets up a transformation from one coordinate space to another, I didn't notice anything that would cut/crop your image there. However, instead of having an inversely proportional zoom factor I'd rather have, easy to understand, linear scaling. Also, I see no reason switching map modes depending on the scaling factor, I would modify the SetCanvasZoomFactor like this;
procedure SetCanvasZoomPercent(Canvas: TCanvas; AZoomPercent: Integer);
begin
SetMapMode(Canvas.Handle, MM_ISOTROPIC);
SetWindowExtEx(Canvas.Handle, 100, 100, nil);
SetViewportExtEx(Canvas.Handle, AZoomPercent, AZoomPercent, nil);
end;
A simplified (no error checking) working example with a bitmap loaded to a TImage, scaled via a TrackBar could be like the below. Note that the above function is inlined in the TrackBar's OnChange event.
type
TForm1 = class(TForm)
imgmain: TImage;
TrackBar1: TTrackBar;
Label1: TLabel;
procedure FormCreate(Sender: TObject);
procedure TrackBar1Change(Sender: TObject);
procedure FormDestroy(Sender: TObject);
private
bmpmain: TBitmap;
[..]
[...]
procedure TForm1.FormCreate(Sender: TObject);
begin
bmpmain := TBitmap.Create;
bmpmain.LoadFromFile(ExtractFilePath('samplebitmap.bmp');
bmpmain.PixelFormat := pf32bit; // No significance, just seems faster here than pf24bit
TrackBar1.Min := 10;
TrackBar1.Max := 200;
TrackBar1.Frequency := 10;
TrackBar1.PageSize := 10;
TrackBar1.Position := 100; // Fires OnChange
end;
procedure TForm1.FormDestroy(Sender: TObject);
begin
bmpmain.Free;
end;
procedure TForm1.TrackBar1Change(Sender: TObject);
var
Zoom, x, y: Integer;
begin
Zoom := TrackBar1.Position;
if not (Visible or (Zoom = 100)) or (Zoom = 0) then
Exit;
SetMapMode(imgmain.Canvas.Handle, MM_ISOTROPIC);
SetWindowExtEx(imgmain.Canvas.Handle, 100, 100, nil);
SetViewportExtEx(imgmain.Canvas.Handle, Zoom, Zoom, nil);
x := imgmain.Width * 50 div Zoom - bmpmain.Width div 2;
y := imgmain.Height * 50 div Zoom - bmpmain.Height div 2;
imgmain.Canvas.Draw(x, y, bmpmain);
if (x > 0) or (y > 0) then begin
imgmain.Canvas.Brush.Color := clWhite;
ExcludeClipRect(imgmain.Canvas.Handle, x, y, x + bmpmain.Width, y + bmpmain.Height);
imgmain.Canvas.FillRect(imgmain.Canvas.ClipRect);
end;
Label1.Caption := 'Zoom: ' + IntToStr(TrackBar1.Position) + '%';
end;
edit: same code with a TImage in a ScrollBox;
type
TForm1 = class(TForm)
TrackBar1: TTrackBar;
Label1: TLabel;
ScrollBox1: TScrollBox;
imgmain: TImage;
procedure FormCreate(Sender: TObject);
procedure TrackBar1Change(Sender: TObject);
procedure FormDestroy(Sender: TObject);
private
bmpmain: TBitmap;
[...]
[...]
const
FULLSCALE = 100;
procedure TForm1.FormCreate(Sender: TObject);
begin
imgmain.Left := 0;
imgmain.Top := 0;
bmpmain := TBitmap.Create;
bmpmain.LoadFromFile(ExtractFilePath(Application.ExeName) + '610x.bmp');
bmpmain.PixelFormat := pf32bit;
TrackBar1.Min := FULLSCALE div 10; // %10
TrackBar1.Max := FULLSCALE * 2; // %200
TrackBar1.PageSize := (TrackBar1.Max - TrackBar1.Min) div 19;
TrackBar1.Frequency := TrackBar1.PageSize;
TrackBar1.Position := FULLSCALE;
end;
procedure TForm1.FormDestroy(Sender: TObject);
begin
bmpmain.Free;
end;
procedure TForm1.TrackBar1Change(Sender: TObject);
var
Zoom: Integer;
begin
Zoom := TrackBar1.Position;
if not (Visible or (Zoom = FULLSCALE)) or (Zoom = 0) then
Exit;
SetMapMode(imgmain.Canvas.Handle, MM_ISOTROPIC);
SetWindowExtEx(imgmain.Canvas.Handle, FULLSCALE, FULLSCALE, nil);
SetViewportExtEx(imgmain.Canvas.Handle, Zoom, Zoom, nil);
imgmain.Width := Round(bmpmain.Width * Zoom / FULLSCALE);
imgmain.Height := Round(bmpmain.Height * Zoom / FULLSCALE);
if Assigned(imgmain.Picture.Graphic) then begin
imgmain.Picture.Graphic.Width := imgmain.Width;
imgmain.Picture.Graphic.Height := imgmain.Height;
end;
imgmain.Canvas.Draw(0, 0, bmpmain);
Label1.Caption := 'Zoom: ' +
IntToStr(Round(TrackBar1.Position / FULLSCALE * 100)) + '%';
end;

What is the best way to make a Delphi Application completely full screen?

What is the best way to make a delphi application (delphi 2007 for win32 here) go completely full screen, removing the application border and covering windows task bar ?
I am looking for something similar to what IE does when you hit F11.
I wish this to be a run time option for the user not a design time decision by my good self.
As Mentioned in the accepted answer
BorderStyle := bsNone;
was part of the way to do it. Strangely I kept getting a E2010 Incompatible types: 'TFormBorderStyle' and 'TBackGroundSymbol' error when using that line (another type had bsNone defined).
To overcome this I had to use :
BorderStyle := Forms.bsNone;
Well, this has always worked for me. Seems a bit simpler...
procedure TForm52.Button1Click(Sender: TObject);
begin
BorderStyle := bsNone;
WindowState := wsMaximized;
end;
A Google search turned up the following, additional methods:
(though I think I'd try Roddy's method first)
Manually fill the screen (from: About Delphi)
procedure TSomeForm.FormShow(Sender: TObject) ;
var
r : TRect;
begin
Borderstyle := bsNone;
SystemParametersInfo
(SPI_GETWORKAREA, 0, #r,0) ;
SetBounds
(r.Left, r.Top, r.Right-r.Left, r.Bottom-r.Top) ;
end;
Variation on a theme by Roddy
FormStyle := fsStayOnTop;
BorderStyle := bsNone;
Left := 0;
Top := 0;
Width := Screen.Width;
Height := Screen.Height;
The WinAPI way (by Peter Below from TeamB)
private // in form declaration
Procedure WMGetMinMaxInfo(Var msg: TWMGetMinMaxInfo);
message WM_GETMINMAXINFO;
Procedure TForm1.WMGetMinMaxInfo(Var msg: TWMGetMinMaxInfo);
Begin
inherited;
With msg.MinMaxInfo^.ptMaxTrackSize Do Begin
X := GetDeviceCaps( Canvas.handle, HORZRES ) + (Width - ClientWidth);
Y := GetDeviceCaps( Canvas.handle, VERTRES ) + (Height - ClientHeight
);
End;
End;
procedure TForm1.Button2Click(Sender: TObject);
Const
Rect: TRect = (Left:0; Top:0; Right:0; Bottom:0);
FullScreen: Boolean = False;
begin
FullScreen := not FullScreen;
If FullScreen Then Begin
Rect := BoundsRect;
SetBounds(
Left - ClientOrigin.X,
Top - ClientOrigin.Y,
GetDeviceCaps( Canvas.handle, HORZRES ) + (Width - ClientWidth),
GetDeviceCaps( Canvas.handle, VERTRES ) + (Height - ClientHeight ));
// Label2.caption := IntToStr(GetDeviceCaps( Canvas.handle, VERTRES ));
End
Else
BoundsRect := Rect;
end;
Maximize the form and hide the title bar. The maximize line is done from memory, but I'm pretty sure WindowState is the property you want.
There's also this article, but that seems too complicated to me.
procedure TForm1.FormCreate(Sender: TObject) ;
begin
//maximize the window
WindowState := wsMaximized;
//hide the title bar
SetWindowLong(Handle,GWL_STYLE,GetWindowLong(Handle,GWL_STYLE) and not WS_CAPTION);
ClientHeight := Height;
end;
Edit: Here's a complete example, with "full screen" and "restore" options. I've broken out the different parts into little procedures for maximum clarity, so this could be greatly compressed into just a few lines.
unit Unit1;
interface
uses
Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
Dialogs, StdCtrls;
type
TForm1 = class(TForm)
btnGoFullScreen: TButton;
btnNotFullScreen: TButton;
btnShowTitleBar: TButton;
btnHideTitleBar: TButton;
btnQuit: TButton;
procedure btnGoFullScreenClick(Sender: TObject);
procedure btnShowTitleBarClick(Sender: TObject);
procedure btnHideTitleBarClick(Sender: TObject);
procedure btnNotFullScreenClick(Sender: TObject);
procedure btnQuitClick(Sender: TObject);
private
SavedLeft : integer;
SavedTop : integer;
SavedWidth : integer;
SavedHeight : integer;
SavedWindowState : TWindowState;
procedure FullScreen;
procedure NotFullScreen;
procedure SavePosition;
procedure HideTitleBar;
procedure ShowTitleBar;
procedure RestorePosition;
procedure MaximizeWindow;
public
{ Public declarations }
end;
var
Form1: TForm1;
implementation
{$R *.dfm}
procedure TForm1.btnQuitClick(Sender: TObject);
begin
Application.Terminate;
end;
procedure TForm1.btnGoFullScreenClick(Sender: TObject);
begin
FullScreen;
end;
procedure TForm1.btnNotFullScreenClick(Sender: TObject);
begin
NotFullScreen;
end;
procedure TForm1.btnShowTitleBarClick(Sender: TObject);
begin
ShowTitleBar;
end;
procedure TForm1.btnHideTitleBarClick(Sender: TObject);
begin
HideTitleBar;
end;
procedure TForm1.FullScreen;
begin
SavePosition;
HideTitleBar;
MaximizeWindow;
end;
procedure TForm1.HideTitleBar;
begin
SetWindowLong(Handle,GWL_STYLE,GetWindowLong(Handle,GWL_STYLE) and not WS_CAPTION);
ClientHeight := Height;
end;
procedure TForm1.MaximizeWindow;
begin
WindowState := wsMaximized;
end;
procedure TForm1.NotFullScreen;
begin
RestorePosition;
ShowTitleBar;
end;
procedure TForm1.RestorePosition;
begin
//this proc uses what we saved in "SavePosition"
WindowState := SavedWindowState;
Top := SavedTop;
Left := SavedLeft;
Width := SavedWidth;
Height := SavedHeight;
end;
procedure TForm1.SavePosition;
begin
SavedLeft := Left;
SavedHeight := Height;
SavedTop := Top;
SavedWidth := Width;
SavedWindowState := WindowState;
end;
procedure TForm1.ShowTitleBar;
begin
SetWindowLong(Handle,gwl_Style,GetWindowLong(Handle,gwl_Style) or ws_Caption or ws_border);
Height := Height + GetSystemMetrics(SM_CYCAPTION);
Refresh;
end;
end.
Put to the form onShow event such code:
WindowState:=wsMaximized;
And to the OnCanResize this:
if (newwidth<width) and (newheight<height) then
Resize:=false;
How to constrain a sub-form within the Mainform like it was an MDI app., but without the headaches! (Note: The replies on this page helped me get this working, so that's why I posted my solution here)
private
{ Private declarations }
StickyAt: Word;
procedure WMWINDOWPOSCHANGING(Var Msg: TWMWINDOWPOSCHANGING); Message M_WINDOWPOSCHANGING;
Procedure WMGetMinMaxInfo(Var msg: TWMGetMinMaxInfo); message WM_GETMINMAXINFO;
later...
procedure TForm2.WMWINDOWPOSCHANGING(var Msg: TWMWINDOWPOSCHANGING);
var
A, B: Integer;
iFrameSize: Integer;
iCaptionHeight: Integer;
iMenuHeight: Integer;
begin
iFrameSize := GetSystemMetrics(SM_CYFIXEDFRAME);
iCaptionHeight := GetSystemMetrics(SM_CYCAPTION);
iMenuHeight := GetSystemMetrics(SM_CYMENU);
// inside the Mainform client area
A := Application.MainForm.Left + iFrameSize;
B := Application.MainForm.Top + iFrameSize + iCaptionHeight + iMenuHeight;
with Msg.WindowPos^ do
begin
if x <= A + StickyAt then
x := A;
if x + cx >= A + Application.MainForm.ClientWidth - StickyAt then
x := (A + Application.MainForm.ClientWidth) - cx + 1;
if y <= B + StickyAt then
y := B;
if y + cy >= B + Application.MainForm.ClientHeight - StickyAt then
y := (B + Application.MainForm.ClientHeight) - cy + 1;
end;
end;
and yet more...
Procedure TForm2.WMGetMinMaxInfo(Var msg: TWMGetMinMaxInfo);
var
iFrameSize: Integer;
iCaptionHeight: Integer;
iMenuHeight: Integer;
Begin
inherited;
iFrameSize := GetSystemMetrics(SM_CYFIXEDFRAME);
iCaptionHeight := GetSystemMetrics(SM_CYCAPTION);
iMenuHeight := GetSystemMetrics(SM_CYMENU);
With msg.MinMaxInfo^.ptMaxPosition Do
begin
// position of top when maximised
X := Application.MainForm.Left + iFrameSize + 1;
Y := Application.MainForm.Top + iFrameSize + iCaptionHeight + iMenuHeight + 1;
end;
With msg.MinMaxInfo^.ptMaxSize Do
Begin
// width and height when maximized
X := Application.MainForm.ClientWidth;
Y := Application.MainForm.ClientHeight;
End;
With msg.MinMaxInfo^.ptMaxTrackSize Do
Begin
// maximum size when maximised
X := Application.MainForm.ClientWidth;
Y := Application.MainForm.ClientHeight;
End;
// to do: minimum size (maybe)
End;
In my case, the only working solution is:
procedure TFormHelper.FullScreenMode;
begin
BorderStyle := bsNone;
ShowWindowAsync(Handle, SW_MAXIMIZE);
end;
You need to make sure Form position is poDefaultPosOnly.
Form1.Position := poDefaultPosOnly;
Form1.FormStyle := fsStayOnTop;
Form1.BorderStyle := bsNone;
Form1.Left := 0;
Form1.Top := 0;
Form1.Width := Screen.Width;
Form1.Height := Screen.Height;
Tested and works on Win7 x64.
Try:
Align = alClient
FormStyle = fsStayOnTop
This always align to the primary monitor;
Hm. Looking at the responses I seem to remember dealing with this about 8 years ago when I coded a game. To make debugging easier, I used the device-context of a normal, Delphi form as the source for a fullscreen display.
The point being, that DirectX is capable of running any device context fullscreen - including the one allocated by your form.
So to give an app "true" fullscreen capabilities, track down a DirectX library for Delphi and it will probably contain what you need out of the box.

Resources