noaktree

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About noaktree

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  1. I'm using VS2008 CPP to develop a simple MFC Dialog Based application. First I create a second dialog in the resource editor (IDD_THE_FLOATER). I give the dialog the style:Child setting and place two controls on it: Combo and Edit. Next I create a class for the dialog and add it as a data member to the main dialog window (float_dialog). Now I attempt to make the floating dialog appear inside of the main dialog window. On initialization I do the following: float_dialog.Create(MAKEINTRESOURCE(IDD_THE_FLOATER), this); float_dialog.ShowWindow(SW_SHOWNORMAL); The floating dialog appears and can be dragged around inside the main dialog app. The combo box works well but the edit box will not respond to mouse clicks. The I-Beam cursor appears when the mouse is moved over the CEdit control and I can force the focus programmatically but am unable to set focus to CEdit using the mouse. If I change the floating dialog to a Control:True type the CEdit works as it should (can mouse control it) but I lose the dialog border and the ability to drag it around. Does anyone know why this is happening? And if so, is there a way to get CEdit to behave properly given this setup?
  2. Free book giveaway number two

    Orange carrot juice, filled with beta-carotene, turns you same color.
  3. Free book giveaway number two

    I'll take the blue bribe and promise a great review after I read it. [edit] Sorry for double entry. I withdraw this blue entry and hang my hopes on the orange one below.
  4. in which I go out on a date

    42 trips around the sun. 168 seasons. 15340 days on earth. 107380 hours wasted sleeping Cups of coffee? Albums played? Damn you're old. [smile]
  5. Notes from SD Best Practices Joel Spolsky Keynote

    I started reading this entry but couldn't finish it due to the ugly formatting. ;) jk. Thanks for the entry.
  6. Untitled

    You can't accuse them of not being thorough. [lol] Just wanted to pop in and say thanks for all your posts in the d3d forums.
  7. MFC Tool Window Style

    Scratch that! I'm using a special child frame class for the tool windows and loading a child window with all controls onto it. Also I'm modifying the style to WS_EX_TOOLWINDOW.
  8. Hi everyone, I've created an MDI application with MFC and C++. You can see an image below. The tool window is a CDialog class. I'm trying to figure out how to... 1. Remove the shadow on the tool window. 2. Remove the transparency on the tool window. ... In other words, I'd like to make the style of the CDialog tool window similar to the CChildFrame windows. Any advice?
  9. What makes a better software engineer?

    I agree that discipline is a key ingredient of success. But what drives discipline is motivation. Keeping yourself motivated to live a disciplined life is a little more complex than 'just doing it'. Happiness, sense of self worth, contentment, and self esteem are big factors here. Feelings are often the biggest interference to motivation and discipline. My point is that consistent motivation is consistent inner happiness. This is a very good motivation talk and hypnosis session. It has the START formula to compliment your WIN equation ;) http://www.amazon.co.uk/Hypnotherapy-Motivation-Power-Paul-McKenna/dp/B00002MV9R
  10. Updatums

    Great to hear you're moving forward! ++ Morning's Wrath 2 [smile]
  11. OpenGL Indexed Geometry Buffer

    I've created a simple semi-flexible class to manage indexed geometry buffers. It allows the client to choose between hardware buffers or local buffers which it manages and defaults to when hardware buffers aren't available. This is all new to me having been in DirectX world for so long. Hardware buffers are not mapped to local pointers rather I opted to force the client to keep a local copy. I did this because from what I can tell it will be a faster solution. To keep things simple the class enforces vertex attribute order. Attributes available are vert, color, uv, normal, tangent, and bi tangent which are interleaved into the vertex buffer. It is able to pass these vertex attributes to shader programs though this is as yet untested. Index buffers are made of 16 bit indices. Next up I'll create an .OBJ loader that takes an initialized IGB as a parameter with storage offsets.
  12. Cult of Gameplay

    To please those of you who belong to the cult of gameplay and/or are easily fascinated with bright pixels, I bring you a brief description of an old game I created named KaBa. It is important to take a look at KaBa as it is the foundation for the game I am currently building - Path of War. KaBa was developed for the PocketPC. I never had any intention to sell it or profit from it, I just wanted something to play whilst I took bathroom breaks. Of course that's not entirely true... Unless you think me the sort of person who takes a 2 player bathroom break. Which I am not. Ka and Ba are two Egyptian words with some esoteric meaning I am too rational to understand. The two characters in KaBa are none other than Anubis and Ra (not the ones from Stargate SG-1). Anubis and Ra are upset at each other and decide to have a fight to see just who's more upset at the other. Elements on the screen include two opponents, a cursor, an action button, and 4 actions to take. The cursor moves from left to right under each possible action. When a player presses the action button the cursor stops. The action the cursor is underneath can now be taken by the player. To decide who goes first, one player presses the action button and the player closest to the stopped cursor goes first. Each player has a max of 15 Health points and 1 Power point to start. Each action will now be described below. Power Up - The player increases their power points by 2. Magic - A player may cast spells which require and use up a given amount of power points. Pass - Do nothing, skip turn. Heal - 2 pp, Increases health between 2-4 points. Lightning - 3 pp, Attack opponent with 3-5 damage. Shield - 3 pp, Absorb an attack from opponent. Cage - 4 pp, Freeze your opponent for 2 turns. Shining Sun - 6 pp, Mega attack causes 5-9 damage and cut-scene. Summon - A player can summon one of the four elements or power up 1 power point. Each element gives special powers to the player. An element can only be held by one player at a time. If an element is summoned while the other player holds it, then it is stolen from the opponent. Fire - 50% Chance to heal 1 health point per turn. Water - 50% Chance to power up 1 power point per turn. Air - Maximize all attacks. Earth - 50% Chance opponents attack will be blocked. Attack - The player attacks the opponent with 1-4 damage. Attack requires but does not use up 1 power point. Players take turns until one player's health points are
  13. Freebie anyway

    I enjoy your writing style, it's friendly, honest, and funny. Now turn those critic powers away from yourself.
  14. Shreddies

    It's nice to hear this. Keep playing. Sounds very Joe... Though I hate it when people say stuff like that to me. [smile] Marty Friedman and/or Paganini = good sweep picking exercises. http://www.guitarnine.com/image/columnist420a.jpg _NEil
  15. Full moons!

    ty for the link.