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Found 2 results

  1. As the title implies, trying to mimic Microsoft Word (Older version) using RichEdit. Not an easy task, it's not even 1/10th of what word really is but I wanted to make a small text editor (That supported changing an individual word/letters properties). Some of the functions I wanted to use didn't have a whole lot of information/topics about them so I spent many many hours trying to figure out how to do some things... (Like getting the text from a ExComboBox or changing the color of the rich edit text without changing ALL of the rich edit text (Turns out I just needed to update my AutoIt version....)) Some of the things I struggled with was reading the Font Size from the ComboBoxEx (GUICtrlRead and ControlGetText do not work, by themselves, but if you use _GUICtrlComboBoxEx_GetEditControl to get the GUICtrlID of the ComboBoxEx you can use ControlGetText), trying to track a Popup menu for the font size (I didn't want to use a dropdown menu, trying to use the scroll wheel to increment/decrement the text in the ComboBoxEx, making sure the correct attribute buttons are Checked depending on the location of the caret (This isn't 100% perfect, I got it to pretty much work though... I originally had it checking the letter 1 left of the caret all the time, except when the caret is at the 0,0 mark, but if the caret is at the very end and the user presses one of the attribute buttons, it won't keep the button checked correctly). There are a few other things but I can't think of them. I don't know enough about the WinAPI in order to make a truly amazing wordpad but maybe this will help some others out there trying to use some of the controls I used. Also, this was actually made to be attached (_WinAPI_SetParent($frmEditor, WinGetHandle("[Class:LWJGL]")) to a game I play (PokeMMO), so there may be some remnants of the game stuff in here. I don't think so, but there might be... It still functions properly. (There is no gameplay automation, it's just supposed to be a child of the game and work as a simple text editor. I've currently submitted it to one of mods of the game so I can release it to the community) Beginnings of a Wordpad.rar
  2. I have a bunch of SDL_Surfaces loaded into memory. I want to list them in a ComboBox. Using this code, I can load images to the combobox from file but not from existing SDL_Surface memory CODE ISN"T MEANT TO RUN ; Create combobox pic list example $aControl[$iControl_id][$eControl_data] = _GUICtrlComboBoxEx_Create($gui, $data_value, $data_x, $data_y, $data_w, $data_h, $CBS_DROPDOWNLIST) ; Image List for ComboboxEx Local $hImage = _GUIImageList_Create($gTile_w, $gTile_h, 6) ; Fill hImage with SDL_Surfaces stored in memory: aNPC_surf[scale][type][way][frame] For $i = 0 To 1 ; This works but only from file: ;_GUIImageList_AddBitmap($hImage, $gFolder_graphics & $gaWorld_info[$player.iWorld_cur][$eWi_filename] & "Tiles\" & $i & ".bmp") ; I've broken up a sprite sheet and want to insert into combobox from memory ;_GUIImageList_Add($hImage, $aNPC_surf[1][1][1][$i]) _GUIImageList_Add($hImage, _GDIPlus_BitmapCreateFromMemory($aNPC_surf[1][1][1][$i]), True) ;_GDIPlus_BitmapCreateFromMemory($aNPC_surf[1][1][1][$i]) ; Add the index number to combobox item _GUICtrlComboBoxEx_AddString($aControl[$eNPC_iPic_type][$eControl_data], $i, $i, $i) Next ; Set hImage list to combobox control _GUICtrlComboBoxEx_SetImageList($aControl[$eNPC_iPic_type][$eControl_data], $hImage) Anyone know if I can convert from SDL_Surface to hBitmap? Maybe I'm doing something else wrong. I've seen hBitmap converted to SDL_Surface but I don't really understand it yet: My full script can be found here:
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