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  1. Dear @Rollo62, first couldnt get what you mean and tried Windows regional settings. Later found Delphi unit settings in the bottom. Changed all unit settings from ANSI to UTF8 and all letters appeared correct. Thanks for effective solution. Now main language solved, I'll check multi language solution.
  2. stacker_liew

    How To Debug This Memory Leak?

    I managed to resolve this by reapply TStyleBook, and the memory leak just disappear, it's weird.
  3. programmerdelphi2k

    Can anyone spot the errors?

  4. I'm not sure what problem you need to solve, but for me, UTF8 works well under all platforms. Honestly, I have not checked for any UTF8 compatibility issues on the different platforms, because I use my own translation system. Did you find any specific issues with UTF8, do you have an example ?
  5. Krzy

    Upload Google Play android FMX app problem

    Work well. Thank you very much
  6. vfbb

    Upload Google Play android FMX app problem

    You should edit your AndroidManifest.template.xml (You can found it template in your dproj folder after the first compilation to android platform), and not the final AndroidManifest in deploy path.
  7. You can check if your normal ID2D1RenderTarget/ID2D1HwndRenderTarget/ID2D1DCRenderTarget from the TDirect2DCanvas supports the newer Direct2D 1.1 ID2D1DeviceContext. Something like this: // Self.Handle is the HWND of your Form... FVCLCanvas := TDirect2DCanvas.Create(Self.Handle); var DeviceContext: ID2D1DeviceContext; if Supports(FVCLCanvas.RenderTarget, ID2D1DeviceContext, DeviceContext) then begin var YourPointer: Pointer; var DontForgetThePitch := 1024; var AllImportantBitmapProperties: D2D1_BITMAP_PROPERTIES1; var D2D1Bitmap: ID2D1Bitmap1; DeviceContext.CreateBitmap(SizeU(1024,1024), YourPointer, DontForgetThePitch, @AllImportantBitmapProperties, D2D1Bitmap); DeviceContext.DrawImage(D2D1Bitmap, nil, nil, D2D1_INTERPOLATION_MODE_HIGH_QUALITY_CUBIC); end; I assume you will find out the details on your own (Fill the Pointer to your Data, Pitch, Bitmap props). Or you build the entire Direct 2D 1.1 - 1.3 thing by yourself and forget the crappy TDirect2DCanvas. Microsoft had a lot of DirectX samples and all of them have a abstract class called "DirectXBase" (e.g. https://github.com/microsoft/VCSamples/blob/master/VC2012Samples/Windows 8 samples/C%2B%2B/Windows 8 app samples/Direct2D interpolation modes sample (Windows 8)/C%2B%2B/DirectXBase.cpp). You can use the attachment pascal unit as a starting point. I recommend the header translations from MfPack (https://github.com/FactoryXCode/MfPack) for this. DirectXBase.pas
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