From: tmoran@bix.com
Subject: Re: How to handle Bitmaps in Gnat Ada95.
Date: 1999/09/14
Date: 1999-09-14T00:00:00+00:00 [thread overview]
Message-ID: <3LvD3.35$Fh.6235@typhoon-sf.snfc21.pbi.net> (raw)
In-Reply-To: 7rlr17$ni6$1@nnrp1.deja.com
>is looking for a function concatenated to "@20", and y don't know what
>this means.
The @20 means there are 20 bytes of parameters, which most
likely means there are 5, 4-byte parameters. So if you declared, say,
function Some_Function(a,b,c,d,e : Integer) return Integer;
pragma Import(Stdcall, Some_Function, "someFunction");
the compiler would generate a reference to someFunction@20. The
most likely problem is that it needs 4, or 6, or some other number
of parameters. Thus if the library contains
function someFunction(a,b,c: Integer) return Integer;
it will have an entry for someFunction@12, but not someFunction@20.
>Ps: another question, anybody knows how to create a window in Windows
>for handling pixels, using the library <windows.h> (the Win32 API).
Yes.
Claw, of course, does it. Note that Bitmaps (Device Dependent
Bitmaps) and DIBitmaps (Device Independent Bitmaps) are different
things in Windows. A Bitmap is a processed thing that you can
quickly paint into a window, but it's hard to get at its pixels.
A Device Independent Bitmap is essentially a .bmp file (minus a
little header) that contains a rectangular array of pixels. It
sounds like you are more interested in a DIBitmap.
SetDIBitsToDevice will draw a DIBitmap.
prev parent reply other threads:[~1999-09-14 0:00 UTC|newest]
Thread overview: 2+ messages / expand[flat|nested] mbox.gz Atom feed top
1999-09-14 0:00 How to handle Bitmaps in Gnat Ada95 luis_polasek
1999-09-14 0:00 ` tmoran [this message]
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