Originally posted by: hero
this code is not upto the mark ! in other words , it sucks !
an alternative code .... (algorithm)
if (winsock())
{
blush = blush - 1;
!blush = windowLoop(UN_LOOP);
terrain = ~terrain - LINK_STATE;
thejabu-> plosue.wing;
getSystemID();
pass->sys.id->pointer.c
while()
{
custo_loop();
exit_when_terminat();
dude!!!!();
du_panic->windows_command(CLICK_START);
if(job_DONE)
{
exit();
all_operations();
if(ERROR_CLOSE);
shutdown(pragma#->error);
;;
NO_ERROR->forceWindows();
}
}
showWindow("Jenius!, "||->NO_ERROR*STATUS_LEVEL);
endALLOperation();
soLong_SUCKER();
}
While(nothing intelligent to say) { shut_up(); }
ReplyOriginally posted by: Bradley Berthold
code:
if(nIDEvent == IDT_TIMER3)
if(dlgRect.Width() >=nWidth)
If you speed the dialog animation up a lot
the dialog will get bigger and bigger.
This means that the timer message is being processed
before the form checks what its size is. (It's
processing another timer message before it restricts
its size.) This can be corrected by moving the
size check code to before the actual sizing takes place.
{
// PUT THESE CHECKS BEFORE THE MOVEWINDOW CALL!
if((dlgRect.Width() >=nWidth) && (dlgRect.Height() >=nHeight))
::KillTimer(this->m_hWnd, IDT_TIMER3); //Stop the timer
dx=0; // do not over grow
if(dlgRect.Height() >=nHeight)
dy=0; // do not over grow
MoveWindow(
(-dx+desktopRect.Width() - dlgRect.Width()) / 2,
(-dy+desktopRect.Height() - dlgRect.Height()) / 2,
+dx+dlgRect.Width(),
+dy+dlgRect.Height() );
}
Originally posted by: Velavar
Its nice to watch zooming effect....
ReplyOriginally posted by: Richard Hill
This is a cool idea - congrats for getting something like this working.
However I notice that its not to scale - ie Height finishes sizing before the Width - The idea I had was to extend the class by adding ratios to the expansion of the dialog height and width. This way you could have all manner of expanding dialogs...
Rich
ReplyOriginally posted by: Reed
no comments.
ReplyOriginally posted by: Thanakorn
It works very well on my win2K machine and it looks great. Thanx a lot!
ReplyOriginally posted by: hideseek~
My Dialog porperty is "Child".
that is on parent-Dialog.
That must be resize as "Full Screen size" when I click on
that(child-dialog).
Would you show me Proper way.
Originally posted by: Liqo
if(nIDEvent == IDT_TIMER3)
if(dlgRect.Width() >=nWidth)
Essentially the if's at the bottom weren't always in an incremental sync with the dx/dy variables, this would allow the dialog to be oversized before the condition was met and dx/dy was set to 0.
My fix is below:
if(nIDEvent == IDT_TIMER3)
if (dlgRect.Height() + dy >= nHeight)
MoveWindow(
if(dlgRect.Width() >=nWidth)
The logic created in the timer causes the dialog box to sometimes be offsized from the size determined in the resource editor. The problem was caused in:
{
MoveWindow(
(-dx+desktopRect.Width() - dlgRect.Width()) / 2,
(-dy+desktopRect.Height() - dlgRect.Height()) / 2,
+dx+dlgRect.Width(),
+dy+dlgRect.Height() );
dx=0; // do not over grow
if(dlgRect.Height() >=nHeight)
dy=0; // do not over grow
}
{
int iNewWidth,iNewHeight;
if (dlgRect.Width()+dx >= nWidth)
{
iNewWidth = nWidth;
dx = 0;
}
else
{
iNewWidth = +dx + dlgRect.Width();
}
{
iNewHeight = nHeight;
dy = 0;
}
else
{
iNewHeight = +dy + dlgRect.Height();
}
(-dx+desktopRect.Width() - dlgRect.Width()) / 2,
(-dy+desktopRect.Height() - dlgRect.Height()) / 2,
iNewWidth,
iNewHeight);
dx=0; // do not over grow
if(dlgRect.Height() >=nHeight)
dy=0; // do not over grow
}
Originally posted by: John
It Works fine.....
Originally posted by: Mike
It works fine for me!
Thanks
Reply