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Ed Critchlow Guest
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Posted: Wed Oct 29, 2003 8:05 pm Post subject: Visual transistions |
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I would like to be able to slowly dissolve from one image to another, not
simply display a new image. I know how to do this in VC++ but in my
application I have a form with text labels and images which are just filled
in and displayed. I can't find where they are actually drawn. Does this all
happen in the bowels of VCL? Any ideas of how to go about this?
Ed
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Francisco Sanchez Guest
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Posted: Thu Oct 30, 2003 3:15 pm Post subject: Re: Visual transistions |
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Hi,
In article <3fa01d8e (AT) newsgroups (DOT) borland.com>, [email]edc (AT) record-machine (DOT) com[/email]
says...
| Quote: | I would like to be able to slowly dissolve from one image to another, not
simply display a new image. I know how to do this in VC++ but in my
application I have a form with text labels and images which are just filled
in and displayed. I can't find where they are actually drawn. Does this all
happen in the bowels of VCL? Any ideas of how to go about this?
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Take a look at Billenium Effects (shareware). You can download an exe
demo and trial versions at http://www.billeniumsoft.com
Regards,
Francisco Sanchez
[email]fsanchez (AT) billeniumsoft (DOT) com[/email]
http://www.billeniumsoft.com
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Damon Chandler (TeamB) Guest
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Posted: Fri Oct 31, 2003 7:28 am Post subject: Re: Visual transistions |
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Ed,
| Quote: | I would like to be able to slowly dissolve from one image to another,
not simply display a new image. I know how to do this in VC++ but in my
application I have a form with text labels and images which are just
filled in and displayed.
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If you're using a TImage component, then you'll need to work with its
contained TBitmap object. Here's an example that demonstrates how to
gradually fade from a bitmap (Bitmap1) displayed in a TImage (Image1) to
another bitmap (Bitmap2) that's loaded from a file...
#include <cassert>
#include <memory>
void __fastcall TForm1::BitBtn1Click(TObject *Sender)
{
// grab a pointer to the TBitmap object displayed in Image1
Graphics::TBitmap* Bitmap1 = Image1->Picture->Bitmap;
// store Bitmap1's dimensions
SIZE const SBitmap = {Bitmap1->Width, Bitmap1->Height};
// load the next image into a new TBitmap object
std::auto_ptr<Graphics::TBitmap> Bitmap2(new Graphics::TBitmap());
Bitmap2->LoadFromFile("c:/bitmap2.bmp");
assert(Bitmap2->Width == SBitmap.cx);
assert(Bitmap2->Height == SBitmap.cy);
// assuming 24-bit images
assert(Bitmap1->PixelFormat == pf24bit);
assert(Bitmap2->PixelFormat == pf24bit);
// incrementally blend the pixel values of the two
// images, storing the results in Bitmap1...
for (int step = 1; step < 10; ++step)
{
float const alpha2 = step / 10.0f;
float const alpha1 = 1.0f - alpha2;
for (int y = 0; y < SBitmap.cy; ++y)
{
// grab a pointer to the y-th row of each image
RGBTRIPLE* pRow1 =
static_castScanLine[y]);
RGBTRIPLE const* pRow2 =
static_cast<RGBTRIPLE*>(Bitmap2->ScanLine[y]);
for (int x = 0; x < SBitmap.cx; ++x)
{
pRow1[x].rgbtRed =
alpha1 * pRow1[x].rgbtRed +
alpha2 * pRow2[x].rgbtRed;
pRow1[x].rgbtGreen =
alpha1 * pRow1[x].rgbtGreen +
alpha2 * pRow2[x].rgbtGreen;
pRow1[x].rgbtBlue =
alpha1 * pRow1[x].rgbtBlue +
alpha2 * pRow2[x].rgbtBlue;
}
}
// instruct Image1 to redraw Bitmap1
Image1->Refresh();
Sleep(50);
}
}
You may want to use a TTimer component to avoid the blocking Sleep() call.
Also, if you notice flickering, set the TImage's Stretch property to true.
Good luck,
Damon (TeamB)
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Damon Chandler (TeamB) Guest
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Posted: Fri Oct 31, 2003 7:42 am Post subject: Re: Visual transistions |
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Also, you might want to have a look at the AlphaBlend() function if you
don't need to deploy on Windows 95 or NT4...
http://tinyurl.com/t478
Damon
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