Tracking the ISS with Weatherpanel - Windows Mobile Software Development

If you want to track the position if the International Space Station at any given point in its orbit, you can add the data below into your "radars.txt" file
ISS - Current Position
http://images.ontwikkel.nl/iss/iss-globe.jpg
ISS - Orbital Track
http://images.ontwikkel.nl/iss/iss-map.jpg
Enjoy!

More Solar Images...
Since the SOHO EIT Satellite is undergoing a CCD Bakeout, here are some alternative sources for solar images, just add the data below into your "radars.txt" file.
Sun - SDO 131 (1024x1024)
http://umbra.nascom.nasa.gov/images/latest_aia_131.gif
Sun - SDO 171 (1024x1024)
http://umbra.nascom.nasa.gov/images/latest_aia_171.gif
Sun - SDO 193 (1024x1024)
http://umbra.nascom.nasa.gov/images/latest_aia_193.gif
Sun - SDO 211 (1024x1024)
http://umbra.nascom.nasa.gov/images/latest_aia_211.gif
Sun - SDO 304 (1024x1024)
http://umbra.nascom.nasa.gov/images/latest_aia_304.gif
Sun - SDO 335 (1024x1024)
http://umbra.nascom.nasa.gov/images/latest_aia_335.gif
Sun - SDO Coronagraph (512x512)
http://umbra.nascom.nasa.gov/images/latest_mk4.gif
Enjoy!

Related

TomTom Nav Colour Schemes

Has anyone managed to decypher the content of TomTom Navigator colour scheme (.clr) files?
They look like rgb sets, but some of the examples I've got don't make much sense.
This is one of the TomTom night schemes:
016,016,032 // background - black
043,000,000 // built-up area (city) - darkred
043,000,000 // water solid - darkblue
043,000,000 // park - darkgreen
085,000,000 // woodland - darkred
Also, are the descriptions after the // just comments? If so, then I guess it's the order of the entries that determines what the entry defines...
Any pointers would be useful as I wish to create a couple of my own to match the dash lighting in my car...
Cheers,
-FM
After messing about a bit, it seems they are just regular RGB triplets.
The example file I posted just doesn't have meaningful comments despite coming from TomTom themselves..
-FM
New night TomTom Navigator Color Scheme
Hi,
For those who really want dark in dark: A new color scheme for night drive.
Instructions for installation:
1. Find or create a "schemes" folder in PDA - Program Files - Navigator
2. copy attached file into this folder
3. Run TomTom
4. Open "change color" menu
5. Select "advanced" options in Night colors
6. Select "rainbow" icon, which is added to the original menu
7. Run the added color
8. Enjoy the ride!

[App + Src + Game] Test OpenGL and OpenVG performance; Game using OpenGL

Test OpenGL performs different tests to show the 3d rendering performance on PPCs. It cycles through all tests by rendering 500 frames.
The tests are:
1 alpha texture: eight textured (128x256 RGBA) rotating rectangles with alpha testing
2 torus light: torus with 3k triangles and one lightsource (visual glitches)
3 color blending: blending of four rectangles and a 256x256 texture
4 sub texture: copy a 15x15 rgba texture into a 128x128 rgba texture
Currently, there are discussions on different drivers.
The images show the four test results on a HTC Touch HD (Blackstone) running the latest official HTC ROM.
Please post your frame rates and the model/ROM running this test.
More tests to come.
----------------Updates-----------------
18 January 2010
print information about available hardware acceleration in OpenVG post #47
17 January 2010
added TestOpenGLVGResolutionHD2.cab to test OpenVG on new devices like HD2 post #47
5 November 2009
Watch the test running on a HTC HD and a HTC HD2! video
10 August 2009
different resolutions test added post #47
24 June 2009
OpenVG test added post #33
17 May 2009
OpenGL game 'Lights On' added
Turn all tiles from black to yellow. Clicking on a tile turns it and all its adjacent neighbours (up/down/left/right)
It starts with a 2x2 grid and automatically grows after completion.
Anybody solved the 6x6 grid?
09 May 2009
source code released (C# .net cf 2.0)
to add a new test add a new class (in namespace OpenGLTest), implement IOpenGLTest and add a new instance to the list _openglTests in MainForm.InitGL().
To run the app in the emulator copy the file libGLES_CM.dll (software implementation) to /windows or the deployment directory of the emulator (not on the device!).
The managed OpenGL ES wrapper, Font and Texture classes are from here.
The Blackstone texture is a print screen of the xda main page (with additional alpha layer)
The text texture is out of one of the OpenGL ES specs
08 May 2009
more accurate performance measurement (taking screen size into account)
show report when closing the test (performance and OpengGL ES information)
02 May 2009
initial version
says its unable to choose config. anyone know why
Hi there, I am using a Diamond with my favourite rom Vic 3.4, 3.7 is old but for me this was best, I have pissed about a bit with some of the the ati drivers found in the thread linked above and these are my scores coresponding to your screenies.
1:68
2:21
3:78
4:49
incubus26jc, you'll need libgles_cm.dll in the /windows directory. Try to find the one for your device.
uniqueboy, not bad
current results on Blackstone (stock rom)
Code:
Results
--------------------------------
alpha texture (128x256 rgba)
30340 kPixels/s
torus (3k triangles) one light
6272 kPixels/s
color blending
31498 kPixels/s
sub texture (128x128 15x15)
10762 kPixels/s
OpengGL ES info
--------------------------------
Vendor
QUALCOMM, Inc.
Version
OpenGL ES-CM 1.0
Renderer
Q3Dimension MSM7500W 01.02.03 0 5.1.2
Extensions
GL_OES_byte_coordinates
GL_OES_read_format
GL_OES_fixed_point
GL_OES_single_precision_commands
GL_OES_compressed_paletted_texture
GL_OES_matrix_palette
GL_OES_point_sprite
GL_OES_point_size_array
GL_ARB_vertex_buffer_object
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar
GL_ARB_texture_mirrored_repeat
GL_EXT_stencil_wrap
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_blend_func_separate
GL_EXT_blend_equation_separate
GL_ATI_texture_compression_atitc
GL_ATI_extended_texture_coordinate_data_formats
GL_OES_draw_texture
mine result without any graphic performance dll added.
HD English stock rom
Code:
Results
--------------------------------
alpha texture (128x256 rgba)
20260 kPixels/s
torus (3k triangles) one light
5683 kPixels/s
color blending
24444 kPixels/s
sub texture (128x128 15x15)
10449 kPixels/s
OpengGL ES info
--------------------------------
Vendor
QUALCOMM, Inc.
Version
OpenGL ES-CM 1.0
Renderer
Q3Dimension MSM7500W 01.02.03 0 5.1.2
Extensions
GL_OES_byte_coordinates
GL_OES_read_format
GL_OES_fixed_point
GL_OES_single_precision_commands
GL_OES_compressed_paletted_texture
GL_OES_matrix_palette
GL_OES_point_sprite
GL_OES_point_size_array
GL_ARB_vertex_buffer_object
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar
GL_ARB_texture_mirrored_repeat
GL_EXT_stencil_wrap
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_blend_func_separate
GL_EXT_blend_equation_separate
GL_ATI_texture_compression_atitc
GL_ATI_extended_texture_coordinate_data_formats
GL_OES_draw_texture
Any source code available?
source code released!
When you say "more accurate performance measurement (taking screen size into account)" Does this auto detect screensize for phones like the x1 that has a thinner screen then the HD or is it set to the HD screen size to measure performance.
SE X1
Code:
Results
--------------------------------
alpha texture (128x256 rgba)
24313 kPixels/s
torus (3k triangles) one light
7374 kPixels/s
color blending
24279 kPixels/s
sub texture (128x128 15x15)
11585 kPixels/s
shadowmike said:
When you say "more accurate performance measurement (taking screen size into account)" Does this auto detect screensize for phones like the x1 that has a thinner screen then the HD or is it set to the HD screen size to measure performance.
Click to expand...
Click to collapse
Yes, it uses the current screen size. It takes the average fps after rendering 50 frames and multiplies it by the number of pixels (screen size width x height).
heliosdev said:
source code released!
Click to expand...
Click to collapse
Thanks! I'll see if I have the time to produce a C++ optimized version.
Minor improvements I can suggest for the torus test.
heliosdev, do You use diffrent thread for pixels/s counter?
I have made this test and each time the result label changed I got a little slowdown.
I tried it on XDA Atom Life with software rendering (it works on devices without gfx accelerator ) and got those results:
Code:
Results
--------------------------------
alpha texture (128x256 rgba)
1128 kPixels/s
torus (3k triangles) one light
666 kPixels/s
color blending
1039 kPixels/s
sub texture (128x128 15x15)
954 kPixels/s
OpengGL ES info
--------------------------------
Vendor
Hans-Martin Will
Version
OpenGL ES-CL 1.1
Renderer
Software
Extensions
GL_OES_fixed_point
GL_OES_single_precision
GL_OES_read_format
GL_OES_query_matrix
GL_OES_point_size_array
GL_OES_point_sprite
GL_OES_compressed_paletted_texture
No threading. It's because of (slow) software rendering. As I'm updating the performance number every 50 frames you don't see the 'slowdown' during these 50 frames because the number doesn't change!
Btw, looking at your results, also in software rendering the torus test is the evil one!
Yeah, torus test is a masacre for my 640MHz XScale CPU alone .
I'm waiting for GSmart S1204. When it will appear my benchmark will be simillar to that of Diamond (I hope).
Code:
Results
--------------------------------
alpha texture (128x256 rgba)
25128 kPixels/s
torus (3k triangles) one light
4701 kPixels/s
color blending
27114 kPixels/s
sub texture (128x128 15x15)
9299 kPixels/s
OpengGL ES info
--------------------------------
Running on my HD with OpenVG driver, without ATI driver.
Code:
Results
--------------------------------
alpha texture (128x256 rgba)
25630 kPixels/s
torus (3k triangles) one light
4793 kPixels/s
color blending
27267 kPixels/s
sub texture (128x128 15x15)
9300 kPixels/s
OpengGL ES info
--------------------------------
Running on my HD with OpenVG and ATI driver.
Running Juicy7 090512 (WM6.5 build21222)
Results
--------------------------------
alpha texture (128x256 rgba)
24159 kPixels/s
torus (3k triangles) one light
6188 kPixels/s
color blending
22541 kPixels/s
sub texture (128x128 15x15)
12201 kPixels/s
OpengGL ES info
--------------------------------
Vendor
QUALCOMM, Inc.
Version
OpenGL ES-CM 1.0
Renderer
Q3Dimension MSM7500W 01.02.03 0 5.1.2
Extensions
GL_OES_byte_coordinates
GL_OES_read_format
GL_OES_fixed_point
GL_OES_single_precision_commands
GL_OES_compressed_paletted_texture
GL_OES_matrix_palette
GL_OES_point_sprite
GL_OES_point_size_array
GL_ARB_vertex_buffer_object
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar
GL_ARB_texture_mirrored_repeat
GL_EXT_stencil_wrap
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_blend_func_separate
GL_EXT_blend_equation_separate
GL_ATI_texture_compression_atitc
GL_ATI_extended_texture_coordinate_data_formats
GL_OES_draw_texture
Added a small game using OpenGL.
Thanks for the game I will be playing it shortly, 6x6, bah I hope to do better than that!
HTC Touch Diamond2 (Default ROM, German)
Code:
Results
--------------------------------
alpha texture (128x256 rgba)
20323 kPixels/s
torus (3k triangles) one light
8422 kPixels/s
color blending
19615 kPixels/s
sub texture (128x128 15x15)
12010 kPixels/s
OpengGL ES info
--------------------------------
Vendor
QUALCOMM, Inc.
Version
OpenGL ES-CM 1.0
Renderer
Q3Dimension MSM7500W 01.02.03 0 5.1.2
Extensions
GL_OES_byte_coordinates
GL_OES_read_format
GL_OES_fixed_point
GL_OES_single_precision_commands
GL_OES_compressed_paletted_texture
GL_OES_matrix_palette
GL_OES_point_sprite
GL_OES_point_size_array
GL_ARB_vertex_buffer_object
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar
GL_ARB_texture_mirrored_repeat
GL_EXT_stencil_wrap
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_blend_func_separate
GL_EXT_blend_equation_separate
GL_ATI_texture_compression_atitc
GL_ATI_extended_texture_coordinate_data_formats
GL_OES_draw_texture

[Layout][WWE][SWE] BIGkeys for FingerKeyboard 2.1

First off: Credits, a big THANKS and hats off to Rozenthal, Exidler and Giannis86 for their respective work with FingerKeyboard: IMHO the best typing solution for windows mobile.
Click here to go to the FingerKeyboard thread!
What's BIGkeys? This is a landscape layout for FingerKeyboard v2.1 that maximizes the size of the keys to facilitate typing even more. The goal of the layout is to be as similar to a normal keyboard as possible to provide intuitive placement of special chars. Of course with the size constraints of the keyboard there are some compromises. There is no BIGkeys portrait layout. If you want bigger keys in portrait, try the SoftTouch Max Key layout by ring-bearer (thanks aussiebum for recommendation).
The original swedish layout is created by a friend of mine. I thought it was so good that I wanted to publish it here and he's given me permission to do so. He made the key spacing and the original layout, I have polished the layout to make it similar to a normal keyboard for intuitive placement of special chars etc and I also made a WWE layout with his layout as base. My friend has the name byggver here on XDA and all credit goes to him for this excellent layout.
How to install: First install FingerKeyboard. Then copy the .txt file attached in the post for respective layout into the Skins folder of where you installed FingerKeyboard, for example Internal Storage\Program Files\FingerKeyb\Skins. Then select correct language in FingerKeyboard settings.
One more thing: These layouts are provided as-is. If you want something added or changed, take a look into the layout .txt file and do it yourself. It is really quite simple: there is one row per key, the first numbers in every row are key x-placement, y-placement, width and height, then there is a reference to the key images used and there is the text displayed on the key as well as the corresponding output. It is really self-explainatory once you look into the .txt file. I did this with hardly any programming skills and so can you.
I cannot please every taste, only you can make the perfect keyboard for you. I'm just sharing what I already have and as a bonus I'm doing a WWE layout. This way, you can at least have a starting point for your own perfect layout. If you make your own layout based on BIGkeys and want to share it, feel free to post it in this thread and I'll make a link to it on the first page.
WWE layout
So, here's the WWE layout. I used the standard US keyboard layout as reference, however I've not done much typing on US or UK keyboards, so I probably don't have a good feel on where to put the special chars that don't have a given place. I tried to make it as intuitive as I could.
Feel free to change what you don't like!
{
"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
"lightbox_stop_slideshow": "Stop slideshow",
"lightbox_full_screen": "Full screen",
"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
SWE version
This is the swedish layout. It contains no key to change language, I removed it to give more space for other keys. I only use this language layout anyway so...
UPDATE: A swedish portrait layout for WVGA can be found HERE. The keys are only standard size, but it's still useful.
Links:
-------
BIGkeys WWE VGA version by MrObvious
.
hi, can you do the same for potrait mode aswell as there are buttons i dont use, then we can have the keys bigger in potrait aswell, just an option.
thankyou
r8zer said:
hi, can you do the same for potrait mode aswell as there are buttons i dont use, then we can have the keys bigger in potrait aswell, just an option.
thankyou
Click to expand...
Click to collapse
Actually, portrait doesn't really give much to work with if you want bigger keys. The 480 pixel width is really a limiting factor there. The BIGkeys layouts are only landscape, at least for now. But feel free to make your own and post it here, I'll put a link up on fist page if it gets buried in the thread.
Of course I can share the swedish portrait layout I'm using if anyone is interested, but the keys are not bigger than FingerKeyboard standard size. The WVGA version looks the same as the VGA version in my signature but with an extra row for arrows and keyboard on/off.
ok, thanks for your response, and i would not have a clue where to start on this, and will take your expert advice in this and leave well alone.
Thanks!
How nice isn´t this! I was going to buy a bluetooth keyboard, but with this I will not. I can type at full speed without errors again, just as on my Hermes.
Thank you very much!
WWE layout is up. Enjoy!
r8zer said:
ok, thanks for your response, and i would not have a clue where to start on this, and will take your expert advice in this and leave well alone.
Click to expand...
Click to collapse
You have some pointers in the first post. Back-up the .txt-files before you start trying and you can't ruin anything. Have a go, you'll figure it out in no time, promise!
robinmalmberg said:
How nice isn´t this! I was going to buy a bluetooth keyboard, but with this I will not. I can type at full speed without errors again, just as on my Hermes.
Thank you very much!
Click to expand...
Click to collapse
Thanks for your feedback! Glad you like it, it's a pleasure to help my fellow swedes. I used to have an Xperia with a hardware keyboard but I find typing with FingerKeyboard and this layout faster and more accurate.
r8zer said:
hi, can you do the same for potrait mode aswell as there are buttons i dont use, then we can have the keys bigger in potrait aswell, just an option.
Click to expand...
Click to collapse
If you want bigger keys in Portrait mode try the SoftTouch Max Key layout in the Xperia forums => http://forum.xda-developers.com/showthread.php?t=506474
It looks a bit funny but actually works quite well.
I think I am missing something. I did what you said loaded the text file into the skins folder. Nothing no resize in portrait. Any help?
Thanks Really want to use this!
Marty
martywix said:
I think I am missing something. I did what you said loaded the text file into the skins folder. Nothing no resize in portrait. Any help?
Thanks Really want to use this!
Marty
Click to expand...
Click to collapse
BIGKeys is landscape only. If you want larger portrait keys use MaxKey: http://forum.xda-developers.com/showthread.php?t=506474
suveränt, bra jobbat !
Hi, I've been using FingerKeyboard but found the landscape keyboard is much wider. Copied the text.file onto my installed folder (storage card/program file/fingerkeyboard/skin) but nothing happen. I'm still in portrait mode. Have I missed out anything. Nd help here.
Thanks
mel69hash said:
Hi, I've been using FingerKeyboard but found the landscape keyboard is much wider. Copied the text.file onto my installed folder (storage card/program file/fingerkeyboard/skin) but nothing happen. I'm still in portrait mode. Have I missed out anything. Nd help here.
Thanks
Click to expand...
Click to collapse
When the app you run (for example notes) is rotated into landscape and you bring up the keyboard, you will automatically get the landscape layout. To be able to rotate you need to activate rotation for the application you run and to be able to do so you need to have a rotation app like ChangeScreen, Gyrator etc.
Thank you Thank you
losdrivare said:
Of course I can share the swedish portrait layout I'm using if anyone is interested
Click to expand...
Click to collapse
Yes I am, did you post it somewhere???
Awsome work on the SWE BIGkeys!!!
/Mike
Swedish portrait WVGA layout
This is not really part of BIGkeys since the keys on this layout are standard size.
It was hard to do something useful with the portrait layout because of the size constraints. This is definetely a compromise but at least the swedish special characters are easily availible. Enjoy!
Preview:
Thanks for the layout. I have a Diamond but I converted it to VGA and made a few modifications of my own. Here is what I got for anyone interested:
Code:
ResolutionBegin 640 480
LayoutBegin eng
Size 640 289
DisplayName EN
Fill 0 0 640 280 CSCHEME.BgColor
Draw 0 0 640 2 border
FontNormal normal
FontHold hold
FontSelected selected
FontSelectedHold selhold
Taskbar 52
ChildWnd 0
;ROW 1 -------------------------------------------------------------------------------------------------
Key 1.6 1 57 72 2,2,8,2 key0 key1 q,1,Q,! SC:q,SC:1,SC:Q,SC:!
Key 58.4 1 57 72 2,2,8,2 key0 key1 w,2,W,@ SC:w,SC:2,SC:W,SC:@
Key 115.2 1 57 72 2,2,8,2 key0 key1 e,3,E,# SC:e,SC:3,SC:E,SC:£
Key 172 1 57 72 2,2,8,2 key0 key1 r,4,R,$ SC:r,SC:4,SC:R,SC:$
Key 228.8 1 57 72 2,2,8,2 key0 key1 t,5,T,% SC:t,SC:5,SC:T,SC:%
Key 285.6 1 57 72 2,2,8,2 key0 key1 y,6,Y,^ SC:y,SC:6,SC:Y,SC:^
Key 342.4 1 57 72 2,2,8,2 key0 key1 u,7,U,& SC:u,SC:7,SC:U,SC:&
Key 399.2 1 57 72 2,2,8,2 key0 key1 i,8,I,* SC:i,SC:8,SC:I,SC:*
Key 456 1 57 72 2,2,8,2 key0 key1 o,9,O,( SC:o,SC:9,SC:O,SC:(
Key 512.8 1 57 72 2,2,8,2 key0 key1 p,0,P,) SC:p,SC:0,SC:P,SC:)
Key 569.6 1 57 72 2,2,8,2 bks0 bks1 ,, ACTION.Backspace
;ROW 2 -------------------------------------------------------------------------------------------------
Key 11.2 73 57 72 2,2,8,2 key0 key1 a,CSCHEME.Smile1,A,CSCHEME.Shortcut1 SC:a,AC:Smile1,SC:A,AC:Shortcut1
Key 68 73 57 72 2,2,8,2 key0 key1 s,CSCHEME.Smile2,S,CSCHEME.Shortcut2 SC:s,AC:Smile2,SC:S,AC:Shortcut2
Key 124.8 73 57 72 2,2,8,2 key0 key1 d,CSCHEME.Smile3,D,CSCHEME.Shortcut3 SC:d,AC:Smile3,SC:D,AC:Shortcut3
Key 181.6 73 57 72 2,2,8,2 key0 key1 f,CSCHEME.Smile4,F,CSCHEME.Shortcut4 SC:f,AC:Smile4,SC:F,AC:Shortcut4
Key 238.4 73 57 72 2,2,8,2 key0 key1 g,CSCHEME.Smile5,G,CSCHEME.Shortcut5 SC:g,AC:Smile5,SC:G,AC:Shortcut5
Key 295.2 73 57 72 2,2,8,2 key0 key1 h,€,H,CSCHEME.Shortcut6 SC:h,SC:€,SC:H,AC:Shortcut6
Key 352 73 57 72 2,2,8,2 key0 key1 j,{,J,§ SC:j,SC:{,SC:J,SC:§
Key 408.8 73 57 72 2,2,8,2 key0 key1 k,},K,½ SC:k,SC:},SC:K,SC:½
Key 465.6 73 57 72 2,2,8,2 key0 key1 l,\,L,| SC:l,SC:\,SC:L,SC:|
Key 522.4 73 120 72 2,2,8,2 ret0 ret1 ,, ACTION.Return
;ROW 3 -------------------------------------------------------------------------------------------------
Key 40.8 145 57 72 2,2,8,2 key0 key1 z,",Z," SC:z,SC:",SC:Z,SC:"
Key 97.6 145 57 72 2,2,8,2 key0 key1 x,cut,X,cut SC:x,AC:Cut,SC:X,AC:Cut
Key 154.4 145 57 72 2,2,8,2 key0 key1 c,copy,C,copy SC:c,AC:Copy,SC:C,AC:Copy
Key 211.2 145 57 72 2,2,8,2 key0 key1 v,pst,V,pst SC:v,AC:Paste,SC:V,AC:Paste
Key 268 145 57 72 2,2,8,2 key0 key1 b,undo,B,undo SC:b,AC:Undo,SC:B,AC:Undo
Key 324.8 145 57 72 2,2,8,2 key0 key1 n,\,N,£ SC:n,SC:\,SC:N,SC:£
Key 381.6 145 57 72 2,2,8,2 key0 key1 m,',M,~ SC:m,SC:',SC:M,SC:~
Key 438.4 145 57 72 2,2,8,2 key0 key1 TEXTcomma,;,<,[ SC:,,SC:;,SC:<,SC:[
Key 495.2 145 57 72 2,2,8,2 key0 key1 .,:,>,] SC:.,SC::,SC:>,SC:]
Key 552 145 57 72 2,2,8,2 key0 key1 /,',?,* SC:/,SC:',SC:?,SC:*
;ROW 4 -------------------------------------------------------------------------------------------------
Key 1 217 100 72 2,2,8,2 shf0 shf1 ,, ACTION.Shift
Key 102 217 82 72 2,2,8,2 num0 num1 ,, SL:digits
Key 186 217 286 72 2,2,8,2 spc0 spc1 ,, ACTION.Space
Key 474 217 76 72 2,2,8,2 tog0 tog1 ,, ACTION.KbdButton
Key 552 217 76 72 2,2,8,2 key0 key1 KT,KT KT
LayoutEnd
ResolutionEnd
Now the KT key is just to show/hide the bottom bar for quick texting in landscape. I paired it with the abovementioned MaxKeys and converted that to VGA just by changing the resolution from 800x480 to 640x480 and it was easy.
MrObvious said:
Thanks for the layout. I have a Diamond but I converted it to VGA and made a few modifications of my own.
Click to expand...
Click to collapse
Thank you for your contribution, I've added a link to first page.

Free SliderList control (kinetic scrollable list with functional items)

Hi all!
I've written a small library and hope it is useful for some other software developers, too. As I got so many hints/tweaks/apps from xda-devs for free, I also want to give this lib out for free. But that does not mean that you are not welcome to donate if you like my work
Attached to this post you will find a zip file containing the library and a demo project showing the capabilities of the library.
As you can see on the screen shots below, the list items can be simple text, check items with and without thumbnail and radio items. All items can be grouped, but do not have to. If you use grouping, you can decide, if the group is collapsible/expandable or not (see also screen shots)
Each item may have ChildItems (despite to the group items, which have *SubItems*). The child items slide in view either by using a ParentItem, which has a "button" to scroll the children in view, or by sliding the finger from right to left after tapping on the item.
If you need another functionality for your item, you can either inherit and extend the item that fits best, or implement IItem on your own.
Of course you can use any graphics you like to skin the list items. To see how it all works, please have a look at the demo project.
I hope this helps others a little bit!
Best regards,
Obelix
FOR DETAILED INFORMATION SEE NEXT POSTING.
Thanks a lot to my friend amird, who spent hours of his spare time to convert my sample from C# to VB. The sample is also available for download here. If you VB users want to contribute for his hard work, please use this thread to find his paypal button
Changelog:
2.3 improved click stability (list won't move while clicking)
2.2 minor changes
2.1
TextItem can now have empty text
fixed: Exception if SliderList has no items
2.0
GroupItems have events for Before-/AfterCollapse and Expand
SliderList has events for Before-/AfterSlideToChildren and -Parent
VirtualMode for SliderList (not internally managed items for a huge number of items)
1.8 HeadlineItems don't care about text, only if Color and Font are set
1.7 Added new Items: HeadlineCheckItem and HeadlineRadioItem
1.6 New Item: ControlHostItem
1.5
sliderList.Recalculate is now public (was internal)
OnItemFocused fired when FocusedItem is manually set
1.4 GroupItems have now published property SubItems
1.3
CheckItem Property: CompleteItemCheck (to check/uncheck the item by clicking anywhere (not thumbnail) on the item
internal Recalculate() in SLiderList. Used by GroupItem to be sure after adding/removing SubItems to have the internal list parameters recalculated
1.2
new methods (see next Post)
GroupItem and RadioGroupItem constructor changed and problem fixed when used in a ChildItem list
pInvoke added (BasItem) to exactly calculate multi line text height in TextItem
Static string SliderList.Version to get the current Version (would be nice to see this in your about screens )
Used some Invokes to make it WM5 compatible and thread save
1.1 event chain changed
1.0 Initial release
If you like my work, you can buy me a glass of wine
Some annotations and sources...
- To skin the control you can use PNG graphics. The transparent color will be the bottom right pixel.
- If you use a graphic as background the height of the item is determined my the bitmap.
- If you inherit from TextItem (as it is done by CheckItem) you have to specify the textRect for the underlying item to render the text correctly.
- the SliderList has an event OnFocusedControl that is fired after tipping on an IItem. After this event the event chain for the items is fired.
SLIDERLIST EVENTS:
event OnItemFocused
is fired when an item is clicked
event BeforeSlideToChildren OnBeforeSlideToChildren
is fired fired before the list slides to ChildItems of the focused item.
event BeforeSlideToParent OnBeforeSlideToParent
if fired before the list slides from the ChildItems back to the parent.
event AfterSlideToChildren OnAfterSlideToChildren
is fired fired after the list slided to the ChildItems
event AfterSlideToParent OnAfterSlideToParent
is fired after the list slided back to the ParentItem.
event GetMaxHeight OnGetMaxHeight
is fired in VirtualMode to determin some values.
event GetItem OnGetItem
is fired in VirtualMode to get the currently rendered item.
event GetIndexOf OnGetIndexOf
is fired in VirtualMode to determin the index of an item for the SliderList
SLIDERLIST PROPERTIES:
List<IItem> Items { get; }
Retrieves the list of items.
bool ShowIndicator
Determines if the indicator bar (Scrollbar) is shown
Color IndicatorColor
The color of the indicator.
Bitmap IndicatorBitmap
Is used as the list indicator. If this is used, the height of the indicator is determined by the height of the bitmap. The indicator color is ignored.
int TopIndex
The index of the IItem that is shown on top of the list.
IItem FocusedItem
The IItem that is currently focused.
Image BackgroundImage
The background image to use.
SLIDERLIST METHODS:
void AddItem( IItem Item )
Add one item to the list
void RemoveItem( IItem Item )
Removed the item from the list
void IndexOf( IItem Item )
Get the index of the item.
void InsertItem( int Index, IItem Item )
Inserts the Item at Index position.
void Clear()
Clears the list of items.
void SlideToChildren()
If the focused IItem has children, the list slides to the left and from the right the list with the children appears.
void SlideToParent()
When a list with children is displayed, it slides out to the right and the list with its parent item appears from the left.
void ScrollInView( IItem Item )
Ensure that the IItem is visible (this could be improved, because the IItem will always be the top item)
void BeginUpdate()
Prevent the list from updating while adding/removing items. If you call it twice, you also have to call EndUpdate twice before the list invalidates itself.
void EndUpdate()
Internally counts back how many BeginUpdate were called. If non is left the control invalidates.
internal Recalculate()
Used by GroupItem to be sure after adding/removing SubItems to have the internal list parameters recalculated
void StartVirtualMode()
Starts the virtual mode. Can be called whenever changed on the items were made to reflect the changed in the SliderList.
ITEMS
IItem interface
Implement this interface for own items.
Additional to the events and properties of IItem the items can have own events, methods and propertis
BaseItem
Bitmap Background : the background image that is used. If background image is used, the item height is determined by the image. Otherwise it can be set by property or constructor.
TextItem
string Text : the text to draw.
Font Font : the font to draw the text.
Color TextColor : the text color.
protected Rectangle textRect : internal used rectangle in which the text is drawn.
RadioItem (derived from TextItem)
Bitmap IconUnchecked : the bitmap displayed right hand side of the item as unchecked state
Bitmap IconChecked : the bitmap displayed right hand side of the item as checked state.
bool Checked : get/set checked state.
CheckItem (derived from TextItem)
event ItemChecked OnItemChecked : fired by cheking/unchecking the item
event ThumbnailClicked OnThumbnailClicked : fired by clicking on the thumbnail (if set)
Bitmap Thumbnail : the image that is displayed left hand side (if not set the corresponding event cannot be fired)
Bitmap IconUnchecked : the bitmap displayed right hand side of the item as unchecked state
Bitmap IconChecked : the bitmap displayed right hand side of the item as checked state.
bool Checked : get/set checked state.
bool CompleteItemCheck : get/set whether to check/uncheck the item by clicking anywhere (not thumbnail) on the item
ParentItem (derived from TextItem)
event ThumbnailClicked OnThumbnailClicked : fired by clicking on the thumbnail (if set)
Bitmap Thumbnail : the image that is displayed left hand side (if not set the corresponding event cannot be fired)
Bitmap IconShowMore : the icon used to indicate that children are available.
when clicked on that bitmap the list slides automatically to the childrens list.
GroupItem (derived from TextItem)
BeforeCollapseOrExpand OnBeforeCollapseOrExpand : fired before items is collapsed or expanded.
event AfterCollapseOrExpand OnAfterCollapseOrExpand : fired after item is collapsed or expanded.
Bitmap IconExpanded : the icon used to indicate the list can be collapsed.
Bitmap IconCollapsed : the icon used to indicate the list can be expanded.
bool Expanded : get/set the expanded/collapsed state
AddSubItem( IItem SubItem ) : add a new item to the group.
RemoveSubItem( IItem SubItem ) : remove an item from the group
List<IItem>SubItems : gets the IItems list of this group. Don't forget to call sliderList.Recalculate() after changing the list directly!
RadioGroupItem (derived from GroupItem)
takes care that only one RadioItem can be checked. Other items are allowed in that list.
ControlHostItem
Control Control : the control to be hosted (may be TextBox or UserControl. See DemoProject)
depending on the guest control scrolling may be slow!
HeadlineCheckItem (derived from TextItem)
same settings as CheckItem
Font HeadlineFont (must be set to get headline displayed)
Color HeadlineColor (must be set to get headline displayed)
String HeadlineText
HeadlineRadioItem (derived from TextItem)
same settings as RadioItem
Font HeadlineFont (must be set to get headline displayed)
Color HeadlineColor (must be set to get headline displayed)
String HeadlineText
As example for extending the control with own items I post the source of CheckItem here.
The most common problems
using the items and not setting the Font property!
Using GroupItems and not adding them to the SliderList before adding SubItems to the group
Using Headline items and not setting Font/Color/Text for the Headline (results in headline not drawn)
Have fun!
Obelix
for German speaking developers: http://www.pocketpc.ch/news/78204-fuer-entwickler-innen-sliderlist-control.html
Very cool.
... thanks!
I thought nobody will comment in any way...
I hope some suggestions and hints will show up. Maybe devs will use it in real world apps and will post screen shots and links to their software.
Thank Obelix_A nice work !
Thanxs for your hard work
how to use?
looks nice. will try it in one of my next projects!
Thank you! Very good! Whether you plan to make library with an open source?
P.S. Sorry, my English is so bad.
P.P.S. ClickedItem example:
Code:
using System;
using System.Linq;
using System.Collections.Generic;
using System.Text;
using System.Drawing;
using Microsoft.Drawing;
namespace ARBOControls.PPC.SliderList
{
public delegate void ItemClicked(IItem Item);
public class ClickedItem : TextItem
{
public event ItemClicked OnItemClicked;
public Bitmap Thumbnail { get; set; }
protected Rectangle ThumbRect = new Rectangle(-1, -1, -1, -1);
public ClickedItem(SliderList SL)
: base(SL)
{
}
#region IItem Members
public override void Paint(System.Drawing.Graphics G, int Top, int Width)
{
int lMargin = 3;
int thumbWidth = 0;
if (Thumbnail != null)
{
int h = Thumbnail.Height;
thumbWidth = Thumbnail.Width;
lMargin = (this.height - h) / 2;
ThumbRect = new Rectangle(lMargin, Top + lMargin, Thumbnail.Width, Thumbnail.Height);
}
int rMargin = 3;
int bWidth = 0;
textRect = new Rectangle(2 * lMargin + thumbWidth, Top + 4, Width - (2 * lMargin + thumbWidth) - (2 * rMargin + bWidth), height - 9);
base.Paint(G, Top, Width);
if (Thumbnail != null)
G.DrawImageTransparent(Thumbnail, ThumbRect);
}
public override void Click(Point Position)
{
base.Click(Position);
if (OnItemClicked != null)
OnItemClicked(this);
}
#endregion
}
}
wei2005yh said:
how to use?
Click to expand...
Click to collapse
...download the demo project from the 2nd post and have a look at the source. If anything left unclear please ask a more specific question. I will answer as good as I can
Obelix_A: What else can I say!! Thanks!
Looks very impressive and you have surely put in a lot of hard work creating this library.
When I start my next project, I will try them out.
Once again, many thanks!
Thanks! It's great!
This looks VERY nice mate. Thanks for your hard work.
If there was a cross-over between michyprima's manila SDK and your work, that would be fantastic!
looks awsome. This will help with my learning. Thank you very much.
Obelix_A said:
...download the demo project from the 2nd post and have a look at the source. If anything left unclear please ask a more specific question. I will answer as good as I can
Click to expand...
Click to collapse
ok I see ,thank you..
How to determine the SelectedItem
Hi,
This looks very promisefull. But how can I check which item is selected or changed in the Sliderlist.
Nico
Hi Nico,
by catching the OnItemFocused event from the list you get the last selected/focused item
Looking very promising, going to check it up.
Thanks mate...
very nice work! thx a lot

[Q] Explanation of Drawing Modes

Can someone offer a detailed explanation of all 9 drawing modes? All the reference material and tutorials only explain the obvious ones (e.g. clear, XOR).
The background is the image as it appears after each previous layer has been drawn in sequence.
( 4th object's background is the three objects before it )
Normal : draws directly over the background.
Clear : deletes the background
XOR : the xor of each byte of ARGB with the background
Add : add the byte of each ARGB with the background
Darken : draw the darker of the current layer or the background
DST : << I believe this mode is essentially don't draw >>
Lighten : like darken, only drawing the lighter of the two pixels.
Multiply : Multiplies the ARGB against each other, always results in a light color (more white)
Overlay : Similar to add or multiply, but not as powerful.
Screen : basically normal, but less powerful.
SRC : << Clear all under and draw this instead >>
Monochrome : draw this but set the color bytes to the same value ( I believe lowest, or average )
I would like to see a more accurate one, but this should cover it.
Thanks, Silverware. I did a little research and found some good reference links (shown below). These drawing modes are known as Porter-Duff composites and their exact algorithms are given in the reference links. Apparently there are as many as 18 of these modes, although Zooper only incorporates 9 of them. Too bad... some of them look very useful.
Incidentally, the SRC drawing mode appears to be working incorrectly. It is supposed to show ONLY the source layer; however, it also shows the destination graphics. Bug perhaps?
Reference links:
Well, crap... new users can't post links?!!! Lame. Just google Porter-Duff. The link at w3.org has the best descriptions.

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