gettingstarted
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Re: Some beginner questions

To: "Getting Started" <gettingstarted at lists dot realsoftware dot com>
Subject: Re: Some beginner questions
From: Sébastien Savard <neligan at oricom dot ca>
Date: Fri, 24 Sep 2004 08:14:33 -0400
Delivered-to: gettingstarted at lists dot realsoftware dot com
References: <005201c4a0e1$88590e40$0100a8c0 at SEB> <a05300b0fbd779a1b13bc at [10 dot 10 dot 13 dot 2]>
Sorry for the delay and thank you for this very informative response.

>You'll need to use a plugin or AppleEvents, and generally, this is a
>very bad thing to do unless you actually take over the whole screen
>(which means losing the menubar).  Can you explain why you want to do
>this?

Well in Windows I chose this way because I wanted to use all the screen (no
taskbar) but wanted to stay in a window so when a user wanted to print, the
choose printer window would appear without problems. So with API calls I
forced a resolution/color depth/refresh so my graphics were ok and to scale,
and made the taskbar disapear.

Am I right in asuming that I have to pay to check out articles in
http://www.rbdeveloper.com? Because I didn't anticipate this in my budget.

>It doesn't sound to me like the SpriteSurface is right for your
>project.  Probably you want to simply draw in a Canvas or Window
>instead.

Great, Canvas seems easier to use and since my program is more of a graphic
app than a game it makes sense. What if I wanted to do simple animations
like move a pic from one side to the other at a consistent speed on every
machine or make pics disapear one after the other also at a consistent
speed? Do I use a timer or a custom loop?

>You'd need a plugin to grab a true screen shot.  But do you really
>need to print the menu bar too?  If not, then you can just draw
>whatever you're drawing to the screen, to a printer Graphics instead.

Great, I don't need the menubar so I will draw everything to the printer. Is
there a similar way about saving what I draw to a file?

>Well, you display a window by calling window.Show.  And I'm not sure
>what you mean by "sending variables" -- one window can of course call
>methods or read/write properties in another, just as with any other
>class.

What I tried to explain badly with my not to par english was this. I need a
type of Window that never looses focus and always stay on top until I close
it. But I must also be able to interact with the window below. I saw the
different types of windows in the manual and I think I saw one that does
exactly that I'll go check again. And I wanted these windows to talk to each
other. I understand that this is not a problem.

As a mather of fact I did the tutorial, I guess it doesn't show :). Well I
think I was banging my head on sprites too much and forgot a little about
the rest. This is great advice as it gets the basics down so one can build
on it. These mailing lists are great and if you know other ressources like
forums or web sites with examples and tutorials feel free to share the
information. I know about RealGurus and RB University, and I don't want to
look cheap but I need free ressources :).


Thank you very much



----- Original Message -----
From: "Joseph J. Strout" <joe at realsoftware dot com>
To: "Getting Started" <gettingstarted at lists dot realsoftware dot com>
Sent: Wednesday, September 22, 2004 5:12 PM
Subject: [SPAM/Pourriel] Re: Some beginner questions


At 4:19 PM -0400 9/22/04, Sébastien Savard wrote:

>Have the Window take the whole screen keeping the menu bar.

Check the "FullScreen" property of the window (in the Properties
palette while you have that window selected in the IDE).

>  Force a resolution/color deph/refresh but still keeping the menubar.

You'll need to use a plugin or AppleEvents, and generally, this is a
very bad thing to do unless you actually take over the whole screen
(which means losing the menubar).  Can you explain why you want to do
this?

>I want to display images anywhere on a screen of the color of my choice.

Graphics.DrawPicture can help here.

>Be able to show or hide, rotate, animate using several images.

You might want to check out the article "Three Ways to Animate" in
issue 1.1 of REALbasic Developer magazine
(http://www.rbdeveloper.com).  If you want to rotate images on the
fly, look at the PixmapShape class.

>Interact with the images with the mouse clicks and with a custom
>GUI(all the graphics are done already)

See the MouseDown event of the Canvas and Window classes.

>(I know about sprites but I'm confused on how to use them in
>RealBasic. I looked at a couple of examples but didn't really got
>it.)

It doesn't sound to me like the SpriteSurface is right for your
project.  Probably you want to simply draw in a Canvas or Window
instead.

>Grab all the screen and save to a bitmap or print it.

You'd need a plugin to grab a true screen shot.  But do you really
need to print the menu bar too?  If not, then you can just draw
whatever you're drawing to the screen, to a printer Graphics instead.

>Display a smaller window on the main one, keeping it in focus and
>sending variables to the main one.

Well, you display a window by calling window.Show.  And I'm not sure
what you mean by "sending variables" -- one window can of course call
methods or read/write properties in another, just as with any other
class.

Here's the single most helpful bit of advice I can give you: do the
tutorial!  It will take you maybe an hour.  The alternative is to
waste tens of hours learning the same things the hard way.

Best,
- Joe

--
REAL World 2005 - The REALbasic User Conference
March 23-25, 2005, Austin, Texas
<http://www.realsoftware.com/realworld>
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