First and foremost if more information is required please just ask i'm willing to add more information. (Won't be able to answer earlier until tomorrow 09:00 GMT+1)
Working on an application in delphi with rounded comboboxes and rounded buttons (TCustomControls)
The problems that arise are mainly problems with components that are in some way layered over each other
as can be seen in image one (below)
The background of the form still shines through around the corners while the components are drawn on top of each other.
For every custom control I am painting the component myself. But I can't seem to get a grasp on how to get this to work as it should.
I've tried the following
- Params.exStyle := Params.exStyle + WS_EX_TRANSPARENT;
- ScanLine and set the pixels equal to the background (which doesn't work as one
would suspect)
- WSEraseBackground procedure empty
But nothing seems to fix my problem (WS_EX_TRANSPARENT did but when clicking on a component it seems to flip the Z-order)
I override the paint event and just draw rounded rectangles (shouldn't be a biggy imo)
procedure TRoundedComboBox.Paint;
var
Rect : TRect;
procedure DrawFirst();
begin
{first}
Canvas.Pen.Color := FColorArray[0];
Canvas.Brush.Color := FColorArray[0];
Canvas.RoundRect(0,
0,
width,
FDefaultComboBoxHeight,
20,
20);
end;
procedure DrawFirstInner();
begin
{first inner}
Canvas.Pen.Color := FColorArray[1];
Canvas.Brush.Color := FColorArray[1];
Canvas.RoundRect(0,
1,
width,
FDefaultComboBoxHeight,
20,
20);
end;
procedure DrawSecondInner();
begin
{second inner}
Canvas.Pen.Color := FColorArray[2];
Canvas.Brush.Color := FColorArray[2] ;
Canvas.RoundRect(0,
round(FDefaultComboBoxHeight /2),
width,
FDefaultComboBoxHeight,
20,
20);
end;
procedure DrawText();
begin
{Text}
Canvas.Font := FFont;
Canvas.Font.Color := FColorArray[3];
Canvas.Brush.Style := bsClear;
FTextRect := TRect.Create(4, 0, width -20, FDefaultComboBoxHeight);
Canvas.TextRect(FTextRect,
12,
round(FTextRect.Height /2) - round(Canvas.TextExtent(FText).Height /2),
FText);
end;
procedure DrawTriangle();
begin
{Triangle}
Canvas.MoveTo(FPoints[0].x, FPoints[0].y);
Canvas.Pen.Color := FColorArray[4];
Canvas.Brush.Color := FColorArray[4];
Canvas.Polygon(FPoints);
end;
begin
//inherited;
FListBox.Invalidate;
FListBox.Visible := FEnabledBtnDown;
if (FEnabledBtnDown) then
begin
FlistBOx.SetFocus;
end;
Height := IfThen (FEnabledBtnDown, FMaxmimumComboBoxHeight, FDefaultComboBoxHeight);
DrawFirst;
DrawFirstInner;
DrawSecondInner;
DrawTriangle;
DrawText;
end;
You could derive from TCustomTransparentControl (unit Controls.pas). If that is not an option, take a look at how TCustomTransparentControl works.
Related
I want to put a label inside progress bar. And this label caption is dynamic.
How can I get the label position ALWAYS on center inside the ProgressBar?
What I've tried ;
Label1.Parent := progressBar1;
Label1Top := progressBar1.Height div 2;
Label1.Left := progressBar1.Width div 2
It shows ugly, and not in center like I want.
If I set Label1.Left := progresBar1.Width div 2 - xxx it will be on center only for certain caption. I want to have any caption be placed on center.
Edited
Answer from #KenWhite is working good.
Solution from #DavidHeffernan just great.
Set the label's AutoSize property to False. Change the Alignment property to taCenter and Layout to tlCenter. Size the label to the progressbar's ClientWidth and ClientHeight, and set its Left to 0.
Label1.Parent := progressBar1;
Label1.AutoSize := False;
Label1.Transparent := True;
Label1.Top := 0;
Label1.Left := 0;
Label1.Width := progressBar1.ClientWidth;
Label1.Height := progressBar1.ClientHeight;
Label1.Alignment := taCenter;
Label1.Layout := tlCenter;
Here's an example of the appearance:
You might decide to derive a progress bar control that paints the text itself rather than relying on a separate label. Some sample code to demonstrate:
type
TProgressBarWithText = class(TProgressBar)
private
FProgressText: string;
protected
procedure WMPaint(var Message: TWMPaint); message WM_PAINT;
published
property ProgressText: string read FProgressText write FProgressText;
end;
procedure TProgressBarWithText.WMPaint(var Message: TWMPaint);
var
DC: HDC;
prevfont: HGDIOBJ;
prevbkmode: Integer;
R: TRect;
begin
inherited;
if ProgressText <> '' then
begin
R := ClientRect;
DC := GetWindowDC(Handle);
prevbkmode := SetBkMode(DC, TRANSPARENT);
prevfont := SelectObject(DC, Font.Handle);
DrawText(DC, PChar(ProgressText), Length(ProgressText),
R, DT_SINGLELINE or DT_CENTER or DT_VCENTER);
SelectObject(DC, prevfont);
SetBkMode(DC, prevbkmode);
ReleaseDC(Handle, DC);
end;
end;
The advantage of this approach is that your progress bar and text display are self-contained. There's no need for two separate controls that you have to coordinate.
The code below should be creating a bitmap that is a 48x48 rectangle, of blue background color and a Text (actually just a letter) centered horizontally and vertically of white color.
However nothing happens.
procedure MakeCustomIcon(AText: string; AWidth: Integer; AHeight: Integer; AColor: TAlphaColor; var ABlob: TBlob);
var
Bitmap: TBitmap;
Rect: TRectF;
InStream: TMemoryStream;
begin
Bitmap := TBitmap.Create;
InStream := TMemoryStream.Create;
try
Bitmap.SetSize(AWidth, AHeight);
Bitmap.Canvas.Clear(AColor);
Bitmap.Canvas.Stroke.Kind := TBrushKind.bkSolid;
Bitmap.Canvas.StrokeThickness := 1;
Bitmap.Canvas.Fill.Color := TAlphaColorRec.White;
Bitmap.Canvas.BeginScene;
Rect.Create(0, 0, AWidth, AHeight);
Bitmap.Canvas.FillText(Rect, AText, true, 100, [TFillTextFlag.ftRightToLeft], TTextAlign.taCenter, TTextAlign.taCenter);
Bitmap.Canvas.EndScene;
Bitmap.SaveToStream(InStream);
InStream.Position := 0;
ABlob.Clear;
ABlob.LoadFromStream(InStream);
finally
Bitmap.Free;
InStream.Free;
end;
I have tested the rest of my program to make sure the image (that Blob) is actually transporting and getting displayed, and it is doing so. The problem is fully contained on the way it is drawn the bitmap on the method above.
This TBlob is an array of byte.
I am looking to do rectangles like this below, to be used in TListView:
I have prepared a project.
1-) Write Text on TImage
2-) Draw on TImage
3-) Effect to TImage
I Try on XE5
Samples:
procedure ReDraw(Image: TImage);
var
MyRect: TRectF;
begin
if Image.Bitmap.IsEmpty then Exit;
MyRect := TRectF.Create(0, Ozellik.SeritTop, Image.Bitmap.Width, Ozellik.SeritBot);
with Image.Bitmap.Canvas do
begin
BeginScene;
if not Seffaf.IsChecked then
Fill.Color := Ozellik.SeritRenk
else
Fill.Color := TAlphaColorRec.Null;
FillRect(MyRect, 0, 0, [], 1);
Fill.Color := Ozellik.YaziRenk;
if FontCombo.ItemIndex <> -1 then
Font.Family := FontCombo.Items[FontCombo.ItemIndex];
Font.Size := Ozellik.YaziBoyut;
FillText(MyRect,FonYazi.Text.Trim,True,1,[],TTextAlign.taCenter,TTextAlign.taCenter);
EndScene;
end;
Image.Repaint;
end;
http://www.dosya.tc/server32/vHsbaC/CapsYapMasa_st_.rar.html
All canvas drawings must be grouped into a BeginScene/EndScene block. Also, it is recommended to draw within a try-finally block.
So, instead of
Bitmap.Canvas.Clear(AColor);
...
Bitmap.Canvas.BeginScene;
...
Bitmap.Canvas.EndScene;
you should do:
Bitmap.Canvas.BeginScene;
try
Bitmap.Canvas.Clear(AColor);
...
finally
Bitmap.Canvas.EndScene;
end;
-- Regards
For the sake of a minimal complete question, I have a WMF file loaded into a TImage control on a form. This control contains the property Picture, which is a TPicture type. I am trying to "rasterize" the WMF file that I loaded into the TImage, and store that into a TSpeedButton.Glyph.
What is interesting about this process is I am able to use this technique to create a resolution independent custom control (a button in my case) that will redraw its glyph for any resolution you like.
In real world usage, I would not have a TImage or a TSpeedButton, but this question is fundamentally about the process of moving content from TPicture to a TBitmap.
Here is the relevant semi-working code:
procedure CopyBitmap( Source:TImage; DestSpeedButton:TSpeedButton );
var
bmp: TBitmap;
begin
bmp:=TBitmap.Create;
try
// note: with WMF loaded, Source.Picture.Bitmap.Width and Height are 0.
bmp.Width := Source.Width; // originally I had Source.Picture.Bitmap.Width, which didn't work.
bmp.Height := Source.Height; //because Source.Picture.Bitmap.Height, doesn't work.
bmp.Canvas.Draw(0,0, Source.Picture.Graphic );
DestSpeedButton.Glyph:=bmp;
finally
bmp.Free;
end;
end;
Is this the correct approach? Why does the image invert during copy?
A sample WMF file, the exact file I'm using, is found here.
Thanks David, for suggesting that I draw the background. This works.
Note that in production I would change the code below to use Vcl.GraphUtils helper called ScaleImage as the results are much prettier. See the second code sample.
// Quick and Dirty : No sub-pixel anti-aliasing.
// Also does not modifies Source, so set Source's size before you
// call this.
procedure CopyBitmap( Source:TImage; DestSpeedButton:TSpeedButton );
var
bmp: TBitmap;
begin
bmp:=TBitmap.Create;
try
bmp.SetSize( Source.Width, Source.Height);
bmp.Canvas.Pen.Style := psClear;
bmp.Canvas.Brush.Style := bsSolid;
bmp.Canvas.Brush.Color := clFuchsia;
bmp.Canvas.Rectangle(0,0, Source.Width+1,Source.Height+1 );
bmp.Canvas.Draw(0,0, Source.Picture.Graphic );
bmp.TransparentColor := clFuchsia;
DestSpeedButton.Glyph:=bmp;
finally
bmp.Free;
end;
end;
Alternative that uses more memory, and is using the TPicture type instead of TImage because in real use I don't even have a TImage just a TPicture, also this looks nicer. Note that it is written around some custom control of my own design (or yours) that has some property type TBitmap. You have to substitute your own controls, or change TMyControlWithAGlyph to TSpeedButton if that's what you want to do:
// A Bit Better Looking. Uses Vcl.GraphUtils function ScaleImage
procedure CopyBitmap( Source:TPicture;
Dest:TMyControlWithAGlyph;
DestType:TCopyDestTypeEnum;
AWidth,AHeight:Integer;
DoInvert:Boolean;
TransparentColor:TColor=clFuchsia );
var
bmp,bmpFullSize: TBitmap;
ARect:TRect;
ScaleAmount:Double;
begin
if not Assigned(Source) then
exit;
if not Assigned(Dest) then
exit;
if not Assigned(Source.Graphic) then
exit;
bmp:=TBitmap.Create;
bmpFullSize := TBitmap.Create;
try
bmpFullSize.SetSize( Source.Width, Source.Height );
bmpFullSize.PixelFormat := pf24bit;
bmpFullSize.Canvas.Pen.Style := psClear;
bmpFullSize.Canvas.Brush.Style := bsSolid;
bmpFullSize.Canvas.Brush.Color := TransparentColor;
bmpFullSize.Canvas.Rectangle(0,0, Source.Width+1,Source.Height+1 );
bmpFullSize.Canvas.Draw(0,0, Source.Graphic );
bmp.SetSize( AWidth, AHeight);
bmp.PixelFormat := pf24bit;
// Vcl.GraphiUtil version needs a floating point scale.
ScaleAmount := AWidth / Source.Width;
ScaleImage(bmpFullSize,bmp,ScaleAmount );
// This lets me have a white icon and turn it black if I want to
// or vice versa
if DoInvert then
InvertBitmap(bmp);
if DestType=DestLargeGlyph then
begin
Dest.LargeGlyph := bmp;
end
else
begin
Dest.Glyph:=bmp;
end;
finally
bmp.Free;
bmpFullSize.Free;
end;
end;
The above code also calls this little helper:
function InvertBitmap(ABitmap: TBitmap): TBitmap;
var
x, y: Integer;
ByteArray: PByteArray;
begin
ABitmap.PixelFormat := pf24Bit;
for y := 0 to ABitmap.Height - 1 do
begin
ByteArray := ABitmap.ScanLine[y];
for x := 0 to ABitmap.Width * 3 - 1 do
begin
ByteArray[x] := 255 - ByteArray[x];
end;
end;
Result := ABitmap;
end;
The only dock style in JVCL that I know that has the auto hide function (to pin the dock clients) is JvDockVSNetStyle. I'm using it but I can't set the size of the inactive pinned panes' tabs. When hidden, the tabs don't show the title of the pane, only the name of the active pane is shown. Sorry, I can't post an example image because that's my first question.
In the object inpector there is an option called ChannelOption with the ActivePaneSize property. Is there a way to set the inactive pane size so it can show its name? Or maybe there is another dock style that I'm missing that has the same functions?
I'm using C++Builder and JVCL 3.45.
i did it by commenting out these code parts:
procedure TJvDockVSChannel.GetBlockRect(Block: TJvDockVSBlock; Index: Integer;
var ARect: TRect);
var
BlockWidth: Integer;
begin
// HERE
// if Block.VSPane[Index] <> Block.ActivePane then
// BlockWidth := Block.InactiveBlockWidth
// else
BlockWidth := Block.ActiveBlockWidth;
<snip>
procedure TJvDockVSChannel.Paint;
var
I: Integer;
<snip>
begin
VisiblePaneCount := 0;
for I := 0 to Block.VSPaneCount - 1 do
begin
if not Block.VSPane[I].FVisible then
Continue;
GetBlockRect(Block, I, DrawRect);
Canvas.Brush.Color := TabColor;
Canvas.FillRect(DrawRect);
Canvas.Brush.Color := clGray;
Canvas.FrameRect(DrawRect);
AdjustImagePos;
Block.FImageList.Draw(Canvas, DrawRect.Left, DrawRect.Top, I, dsTransparent, itImage);
// HERE
// if Block.ActivePane = Block.VSPane[I] then
begin
if Align in [alTop, alBottom] then
Inc(DrawRect.Left, Block.InactiveBlockWidth)
else
if Align in [alLeft, alRight] then
begin
Inc(DrawRect.Top, Block.InactiveBlockWidth);
if Align = alLeft then
DrawRect.Left := 15
else
DrawRect.Left := 20;
DrawRect.Right := DrawRect.Left + (DrawRect.Bottom - DrawRect.Top);
end;
Canvas.Brush.Color := TabColor;
Canvas.Pen.Color := clBlack;
Dec(DrawRect.Right, 3);
OldGraphicsMode := SetGraphicsMode(Canvas.Handle, GM_ADVANCED);
Canvas.Brush.Style := bsClear;
// HERE (changed options)
DrawText(Canvas.Handle, PChar(Block.VSPane[I].FDockForm.Caption), -1, DrawRect, {DT_END_ELLIPSIS or} DT_NOCLIP);
There is an event in TJvDockServer called DoFinishSetDockPanelSize.
Within the function you create for that event you can access the size of a form using Dockpanel. There may be a way from here to set the size of the tabs.
I have a "caution" image on a dialog that is shown if there are questionable parameter values. Users do not always notice it, so I want to fade it in and out cyclically over a second or so (yes, I could just toggle the Visible property, but that would look a bit like I was just toggling the Visible property). Is there a simpler way than putting it on it's own form and floating it over the dialog (and changing the AlphaBlendValue property of the form)?
You can do this using the Opacity parameter of TCanvas.Draw. Behind the scenes this calls TGraphic.DrawTransparent which in turn calls the Windows AlphaBlend API function. An easy way to implement this is with a TPaintBox:
procedure TAlphaBlendForm.FormCreate(Sender: TObject);
begin
FBitmap := TBitmap.Create;
FBitmap.Assign(Image1.Picture.Graphic);//Image1 contains a transparent PNG
PaintBox1.Width := FBitmap.Width;
PaintBox1.Height := FBitmap.Height;
Timer1.Interval := 20;
end;
procedure TAlphaBlendForm.PaintBox1Paint(Sender: TObject);
begin
PaintBox1.Canvas.Draw(0, 0, FBitmap, FOpacity);
end;
procedure TAlphaBlendForm.Timer1Timer(Sender: TObject);
begin
FOpacity:= (FOpacity+1) mod 256;
PaintBox1.Invalidate;
end;
If you are using an older version of Delphi without the Opacity parameter of TCanvas.Draw you can use AlphaBlend directly.
procedure TAlphaBlendForm.PaintBox1Paint(Sender: TObject);
var
fn: TBlendFunction;
begin
fn.BlendOp := AC_SRC_OVER;
fn.BlendFlags := 0;
fn.SourceConstantAlpha := FOpacity;
fn.AlphaFormat := AC_SRC_ALPHA;
Windows.AlphaBlend(
PaintBox1.Canvas.Handle,
0,
0,
PaintBox1.Width,
PaintBox1.Height,
FBitmap.Canvas.Handle,
0,
0,
FBitmap.Width,
FBitmap.Height,
fn
);
end;
Thanks to Giel for suggesting the Opacity parameter of TCanvas.Draw, and for Sertac for pointing out that it is quite a recent addition to TCanvas.Draw.
TImage does not suppor alpha transparency like you are looking for. Using a separate floating TForm is the simpliest option.