Hello!
I am currently working at dll to replace some standard and common controls. I hope it will be smaller and faster. I was wondering about your opinion about splitting this dll in multiple dll files, because it tend to grow in size.... or -maybe- would be better to build this project as libs?
BTW, if you feel that something is missing for a specific control, please let me know!
Nick
Well, I think that SysTabControl32 is just piece of crap: does nothing, and makes so much trouble... Some of standard controls might not look superb, but they support unicode... My suggestion regarding split would be: if those controls are relatively small (one control doesn't occupy whole window), then that group should be kept in one dll, & if you've implemented something more sophisticated then that control should be separated from others. Personally I don't like bunch of dll files in one directory, if it's possible I link everything into exe (static lib)
Thanks for your reply, ramguru ! I will add a tab control, and further suggestions on that matter will be highly appreciated!
Nick
I'd put them in .libs, too. And would use something like sDraw or better, instead of simple GDI, to get better-looking graphics :)
Hi, thanks for reply!
Libs seem to be popular... let's see what size will have the final version...
BTW, the controls that I think of 'till now are:
- single line edit control \
- multi line edit control / or maybe just one with flags
- simple list and combo boxes
- button
- label (static control) ???????????
- treeview control (almost ready)
- image container (almost ready)
- image list
- tab control (ramguru's suggestion)
- <some other suggestions>
Anyway, Ultrano, I think (and know by following some DirectX tutorials) that there is a serious speed decrease by using this kind of stuff. Am I wrong? I didn't try OpenGL and I didn't know about sDraw, but I'm willing to try if you think is worthing for this project.
As I said, the purpose is to create faster and smaller controls, with similar (or increased) functionality.
Nick
[later]
found and downloaded sDraw :)
sDraw draws purely in software. The only tricky thing is its back-buffer... the decision on how big to make it.
I've been using DirectDraw and Direct3D9 a lot for custom-drawing of whole windows - it's been a boost of performance. But I've never tried using it in custom-controls to test how 100 instances of such custom-controls perform on drawing.