ImageGadget, SetGadgetState and 24 bit...

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Michael Vogel
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ImageGadget, SetGadgetState and 24 bit...

Post by Michael Vogel »

I'd like to update an imagegadget which results in flickering from time to time, so I changed my code to use 24 bit for doing this...

Init part:

Code: Select all

#FlickeringLights=0
CompilerIf #FlickeringLights
	CreateImage(#WaitIcon,#Wait_End,#WaitHeight,32,#PB_Image_Transparent)
CompilerElse
	CreateImage(#WaitIcon,#Wait_End,#WaitHeight,24,GetSysColor_(#COLOR_BTNFACE))
CompilerEndIf

StartDrawing(ImageOutput(#WaitIcon))
Box(0,0,#Wait_End,#WaitHeight,#DrawOpaque|#Red)
StopDrawing()
Image update:

Code: Select all

GrabImage(#WaitIcon,#WaitTemp,n*#WaitBox,0,#WaitBox,#WaitHeight)
SetGadgetState(#MakeStateProgress,ImageID(#WaitTemp))
But when using the 24 bits variant, the imagegadget is never updated (it looks empty :shock: ). The 32 bit version works perfect. I saved the grabbed image as a file, it looks fine. And the most irritating thing - when I change the setgadgetstate command by using the image id of #WaitIcon, the gadget gets the correct content...

..any ideas what I am doing wrong?
RASHAD
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Re: ImageGadget, SetGadgetState and 24 bit...

Post by RASHAD »

Why you are sure that 24 bit image will get rid of the flicker ?
Anyhow

Code: Select all

GrabImage(#WaitIcon,#WaitTemp,n*#WaitBox,0,#WaitBox, #WaitHeight)
*buffer = EncodeImage(#WaitTempm,#PB_ImagePlugin_BMP,0,24)
CatchImage(#WaitTemp2,*buffer)
SetGadgetState(#MakeStateProgress,ImageID(#WaitTemp2))

;*********************************************************
GrabImage(#WaitIcon,#WaitTemp,n*#WaitBox,0,#WaitBox, #WaitHeight)
imgID = CopyImage_(ImageID(#WaitTemp),#IMAGE_BITMAP	,#WaitBox,#WaitHeight,#LR_COPYDELETEORG	)
SetGadgetState(#MakeStateProgress,imgID)
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chi
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Re: ImageGadget, SetGadgetState and 24 bit...

Post by chi »

Why don't you use the CanvadGadget instead?
CanvasOutput() wrote:Drawing on a CanvasGadget() is double-buffered. This means that the drawing operations only become visible at the StopDrawing() command to avoid visible flicker during the drawing.
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Michael Vogel
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Re: ImageGadget, SetGadgetState and 24 bit...

Post by Michael Vogel »

Thanks, good points...

Rashad, tried both variants, the first hasn't worked here (or I did something wrong), but the second method works excellent.

I am still confused about what's going on in two points:
1. why I need to polish the #WaitTemp image after grabbing? The color depth is already 24 bit, so what is missing?
2. what about memory management? I am updating the imagegadget thousand of times, how can I free the generated images?

PS: I avoided CanvasGadget because I tried to preserve the background of the dialog and draw an overlaying image - but meantime I also think about grabbing the background content at the beginning which saves me to do overlays on the fly...

Here's a small example 'bout the actual trends... :lol:

Code: Select all


#AntiFlickering=0

Procedure Init()

	Enumeration
		#Win
		#MakeStateProgress
		#WaitIcon
		#WaitTemp
	EndEnumeration

	#WaitSize=	21
	#WaitSpace=3
	#WaitBox=	#WaitSize+#WaitSpace*2
	#WaitHeight=#WaitSize
	#WaitWidth=	#WaitSize/3
	#WaitLineX=	#WaitSize
	#WaitLineY=	#WaitSize-3
	#WaitLoop=	(#WaitLineX+#WaitLineY-#WaitWidth*2)*4
	#WaitColor=	#Blue
	#Wait_End=		#WaitLoop*#WaitBox

	OpenWindow(#Win,0,0,320,100,"Image Refresh",#PB_Window_SystemMenu|#PB_Window_ScreenCentered)
	CompilerIf #AntiFlickering<2
		ImageGadget(#MakeStateProgress,148,40,#WaitBox,#WaitHeight,0)
	CompilerElse
		CanvasGadget(#MakeStateProgress,148,40,#WaitBox,#WaitHeight)
	CompilerEndIf
	AddWindowTimer(#Win,0,5)


	CompilerIf #AntiFlickering
		CreateImage(#WaitIcon,#Wait_End,#WaitHeight,24,GetSysColor_(#COLOR_BTNFACE))
	CompilerElse
		CreateImage(#WaitIcon,#Wait_End,#WaitHeight,32,#PB_Image_Transparent)
	CompilerEndIf

	StartDrawing(ImageOutput(#WaitIcon))

	For i=0 To #WaitLoop-1
		o=#WaitLineY*4+#WaitLineX*2-#WaitWidth*6
		If i>=o
			n=#WaitLineX-#WaitWidth
			direction=3
		Else
			o=#WaitLineY*2+#WaitLineX*2-#WaitWidth*4
			If i>=o
				n=#WaitLineY-#WaitWidth
				direction=2
			Else
				o=#WaitLineY*2-#WaitWidth*2
				If i>=o
					n=#WaitLineX-#WaitWidth
					direction=1
				Else
					o=0
					n=#WaitLineY-#WaitWidth
					direction=0
				EndIf
			EndIf
		EndIf

		mode=i-o
		m=mode/n*n
		n+#WaitWidth
		phase=mode-m

		pos=Bool(m)*phase
		If m
			len=n-phase
		Else
			len=#WaitWidth+phase
		EndIf

		w=#WaitWidth
		h=len
		If direction&1
			Swap w,h
		EndIf

		Select direction
		Case 0
			x=0 : y=n-pos-len
		Case 1
			x=pos : y=0
		Case 2
			x=#WaitLineX-#WaitWidth : y=pos
		Case 3
			x=n-pos-len : y=#WaitLineY-#WaitWidth
		EndSelect

		DrawingMode(#PB_2DDrawing_AllChannels|#PB_2DDrawing_Outlined)
		Box(i*#WaitBox,0,#WaitBox,#WaitHeight,$FFFFFFFF)

		x+i*#WaitBox+#WaitSpace
		y+#WaitSpace-1
		DrawingMode(#PB_2DDrawing_AllChannels)
		Box(x,y,w,h,$FF000000)
		Box(x+1,y+1,w-2,h-2,$FFff7060)
	Next i

	StopDrawing()

EndProcedure
Procedure Update(n)

	GrabImage(#WaitIcon,#WaitTemp,(n%#WaitLoop)*#WaitBox,0,#WaitBox,#WaitHeight)

	CompilerSelect #AntiFlickering
	CompilerCase 0;			32-Bit Image
		If GetKeyState_(#VK_SHIFT)&128
			n=GadgetID(#MakeStateProgress)
			GetClientRect_(n,r)
			ValidateRect_(n,r)
		EndIf
		SetGadgetState(#MakeStateProgress,ImageID(#WaitTemp))

	CompilerCase 1;			24-Bit Image
		Protected Image
		Image=CopyImage_(ImageID(#WaitTemp),#IMAGE_BITMAP,#WaitBox,#WaitHeight,#LR_COPYDELETEORG)
		SetGadgetState(#MakeStateProgress,Image)

	CompilerCase 2;			24-Bit Image & CanvasGadget
		StartDrawing(CanvasOutput(#MakeStateProgress))
		DrawImage(ImageID(#WaitTemp),0,0)
		StopDrawing()

	CompilerEndSelect

EndProcedure

Init()

While #True
	Select WaitWindowEvent()
	Case #PB_Event_CloseWindow
		End
	Case #PB_Event_Timer
		Update(n)
		n+1
	EndSelect
Wend
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