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Canvas control array

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Message        Bodevinaat          Post subject: Canvas control arrayPosted: 
Wed May 22, 2013 2:59 am                         
Joined: Tue Aug 28, 2012 3:52 am
Posts: 24                I'm struggling with the following:

on a Window I place a Containercontrol. In that control I place a Canvas 
(myCanvas renamed to thumbCanvas). The canvas displays a JPEG as thumbnail.
With a method I want to clone that canvas and put it under the first canvas, 
fill it with a new JPEG

The first canvas is given an index '0'. In the action event of the button I try 
to clone the first canvas:
dim aCanvas as myCanvas
aCanvas = new thumbCanvas


But it doesn't work. Anybody who can point me in the right direction? 
Eventually I want to fill the Containercontrol with all the JPEGs in a given 
folder.
Help is highly appreciated....   
                             Top                charonn0          Post subject: 
Re: Canvas control arrayPosted: Wed May 22, 2013 3:41 am                        
         
Joined: Mon Apr 02, 2007 2:08 am
Posts: 1213
Location: San Francisco, CA, USA                If I understand what you're 
trying to do, then I think you might want to reconsider the design. Controls 
aren't intended to be used as moveable, overlapping objects. If you're trying 
to create a "draggable pictures" control (like the one seen here) then you 
should consider using a single canvas to draw the thumbnails on.

For example, you could have an array of items that specify a picture and a pair 
of coordinates. Then, in the Paint event of the canvas, draw the pictures in a 
loop. There have been a few discussions and examples of this technique on this 
forum and elsewhere.      
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Boredom Software  
                             Top                pixe656          Post subject: 
Re: Canvas control arrayPosted: Wed May 22, 2013 3:45 am                        
 
Joined: Wed May 20, 2009 11:02 am
Posts: 423                Hi, 

Is myCanvas the name of the class (canvas subclass, I guess) and thumbCanvas 
the name of the instance/object on the window?

And, what do you mean with "it doesn't work"?

Pixe      
_________________
Using RS2011r4.3 on Windows7.  
                             Top                Bodevinaat          Post 
subject: Re: Canvas control arrayPosted: Wed May 22, 2013 7:20 am               
          
Joined: Tue Aug 28, 2012 3:52 am
Posts: 24                pixe656 wrote:Hi, 

Is myCanvas the name of the class (canvas subclass, I guess) and thumbCanvas 
the name of the instance/object on the window?

And, what do you mean with "it doesn't work"?

Pixe
Ah, forgive me. English is not my mother tongue. Nothing is happening...   
                             Top                Bodevinaat          Post 
subject: Re: Canvas control arrayPosted: Wed May 22, 2013 7:23 am               
          
Joined: Tue Aug 28, 2012 3:52 am
Posts: 24                charonn0 wrote:If I understand what you're trying to 
do, then I think you might want to reconsider the design. Controls aren't 
intended to be used as moveable, overlapping objects. If you're trying to 
create a "draggable pictures" control (like the one seen here) then you should 
consider using a single canvas to draw the thumbnails on.

For example, you could have an array of items that specify a picture and a pair 
of coordinates. Then, in the Paint event of the canvas, draw the pictures in a 
loop. There have been a few discussions and examples of this technique on this 
forum and elsewhere.

OK. Thanks... I find the Graphics/Picture object difficult to comprehend. I 
will look into your examples. Thanks again.   
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