Sorry to keep clogging up the mailing list with
replies to myself, but I just figured out my solution
about 15 minutes after I sent this.

When using the progress manager, I wasn't able to draw
on it because I was using absolute screen coordinates,
rather than coordinates relative to the top-left
corner of the progress window (duh)

So I was drawing at Y-coordinate of 130, which was
drawing off the bottom of the screen since the
progress window starts at about 80.  Changed it to
draw higher and voila, works like a charm.



--- Ryan Dorn <[EMAIL PROTECTED]> wrote:

> I have an app that I'm currently writing in which I
> have a loop that is actively downloading data from a
> Netlib socket.  What I'd like to do is come up with
> a
> Progress Bar that shows my total progress, but I've
> run into a few problems.
> 
> If I do this without the Progress Manager, by just
> drawing the progress bar on the main window and
> updating it after every receive, it works just fine,
> except I can't find a way to get my Cancel button to
> work (be able to catch the button push event in my
> busy loop and exit the loop cleanly).
> 
> BUT, if I implement a progress manager dialog to
> handle the cancellation for me, I can't figure out
> how
> to use the WinDraw* methods to draw on the progress
> window.  If I call
> WinSetDrawWindow(WinGetActiveWindow()) after the
> progress dialog pops up, it will draw the progress
> bar, but when I call PrgUpdateDialog() or
> PrgHandleEvent(), it draws the text from the
> progress
> callback routine out of place (up high on the
> window).
>  On the other hand, if I don't attempt setting the
> draw window, the draw just doesn't do anything.
> 
> Has anyone else run into this trouble before, and if
> so, how did you get around it or come up with a
> better solution?
> 
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