EZGUI 4.0 Professional is now on sale
from July 11, 2008 to July 27, 2008.
The price is only $179 (US)
which is a savings of $70.
For those interested in learning about the advantages of using EZGUI 4.0 pro, here are some long posts on my forum about what makes EZGUI 4.0 Pro different and how it benefits you.
http://chrisboss.hypermart.net/ubb/F...ML/000109.html (what makes EZGUI different ?)
http://chrisboss.hypermart.net/ubb/F...ML/000088.html (extensive discussion of the benefits of using EZGUI)
There are features in EZGUI 4.0 Pro not found in any other GUI tool, so find out what they are.
For a quick link to the order page click here: http://cwsof.com/order.htm
EZGUI 4.0 Professional makes development of
highly graphic applications easy.
EZGUI 4.0 Pro is the only Visual Designer/Code generator tool which comes with its own advanced Graphic engine.
EZGUI provides graphics for all sorts of tasks. It is an integrated Graphics engine.
You could purchase a Visual Designer separately, a Graphics Tool separately, a Print engine separately, but with EZGUI it all comes in one integrated package. When you use separate tools for each task, you have to learn the syntax of each tool and if they come from different vendors they likely will all be quite different in style.
EZGUI has a single core Graphics engine, which is then accessable to the print engine, Canvas control, DC drawing and Ownerdraw. You learn one syntax and use it over and over again for different drawing devices.
EZGUI also provides a unique Sprite engine (moveable, non-rectangular images) for use with its Graphic control. Sprites can also be used to draw permanently on the Canvas control, which can then be used to build images for drawing on the printer.
The Sprite engine provides a very powerful AlphaBlending and Anti_Aliasing engine.
EZGUI provides both high level and low level graphics features.
I don't know if any other graphic tools have this feature or not, but EZGUI's Canvas control provides the ability to define its image buffers as DIB sections (16 bit, 24 bit or 32 bit) so you can access the pixel data directly.
There is a big difference between using a DIB section directly compared to using the GET/SET DIBbits method of accessing pixel data. You don't have to move data to a temporary string buffer, then modify the pixels and then move it back. Accessing the data directly is much faster. Also EZGUI allows you to access data in 16 , 24 or 32 bits, so you are not limited to just 32 bits. This makes it possible to port old DOS Graphic code more easily which may have worked in 16 or 24 bit modes.
EZGUI's Canvas control is a real window control, designed specifically for Graphics. It supports things like Double Buffers and DIB's.
Its true there are other tools which support Graphics.
With EZGUI though, you can sum it up this way:
Integration !
EZGUI's Canvas control, Turtle Graphics control, Ownerdraw, DC Drawing, Form background drawing, control background drawing (via subclassing) and Print engine are all integrated.
Since drawing to a DC is the lowest level of drawing, the Graphic engine command set starts with the DC drawing commands. Then the higher level, Canvas drawing and Printer drawing command sets are built on top of these. OwnerDraw is drawn using the DC versions of the command set. Control or Form background drawing is also done at the DC level.
Once you learn the basic syntax of the graphic command set, you can apply that to the Canvas control, Printer and even Ownerdraw controls.
EZGUI even provides building complex regions from a Bitmap (for Forms) or the current image buffer of either the Canvas or Turtle graphic controls. Again this feature is integrated, so it is easy to apply it to a form, Canvas or turtle control.
The Visual Designer even supports Form regions (based on a Bitmap) Visually. Test your Forms (with regions) visually and see how they will actually look.
Another integrated feature is the simplified ownerdraw command set. Not only is low level owner draw supported (you can write your own ownerdraw routines using the graphics engine), but there is a high level owner draw command based on this integrated graphic engine.
Some of the ownerdraw is even supported visually in the designer. You can use 2D and 3D colored buttons in the Designer. You can even create your own button ownerdraw plugins so you can use your own ownerdraw code (your app will use the EZGUI command set source code in an include, but the designer uses a compiled DLL). You can even use the label control for Gradient backgrounds in the designer.
EZGUI comes with a built in set of simple graphic macros for drawing on the 3D buttons. Here is the Builder dialog in the designer:

When it comes to a more graphicly oriented application, EZGUI makes it easier than ever..
You can edit Turtle Graphic macros from within the Designer and test them out so you can see how your Turtle control will look. Save Turtle files and load them in the Designer, so you can reuse images. Turtle images are totally scalable.
Here is the Turtle builder in the designer:

Here is the Gradient Builder dialog in the designer for adding a gradient to a ownerdraw label control:

As I mentioned above, you can visually see how your Forms will look when they use a complex Region (based on a Bitmap background) in test mode.
Here is the regioned Form in edit more:

Here is the regioned Form in test mode:

The Visual Designer supports a number of graphic orientated features found in the runtime GUI engine.
For controls which can be ownerdrawn (listbox, combobox, etc.), but don't have a Builder dialog, the Designer can also generate the necessary code to get you started. You can be creating ownerdrawn listboxes, Listviews, menus, comboboxes, etc. in no time.
Using the simplified ownerdraw command set, you will be able to add fancy ownerdraw controls like these in no time:

Using the more low level ownerdraw command set you can even build customized controls like these two ownerdraw listboxes:

How about customizing the Common Dialogs ?
Can you do this using your current tools ?
Do you know how to do this via the API ?

Not only can EZGUI do things like center the common dialogs, but it can change the background colors (even use 3D brushes), resize the dialog , add new forms (with controls) to the dialog, process events for those controls and even skin the existing button controls to any customized ownerdraw look you want.
See the benefits of Integration !
By having a core Graphics engine built in, it can be used to customize all sorts of aspects of your software.
No other tool for PowerBasic has such an integrated Graphics engine which can be used for so many different things.
Sure some tools may be able to do some of the things above. But EZGUI is integrated so you can combine all sorts of features together in one app.
Now you can purchase EZGUI 4.0 Pro and save $70 (US).
That is a 28% savings on the retail price.
from July 11, 2008 to July 27, 2008.
The price is only $179 (US)
which is a savings of $70.
For those interested in learning about the advantages of using EZGUI 4.0 pro, here are some long posts on my forum about what makes EZGUI 4.0 Pro different and how it benefits you.
http://chrisboss.hypermart.net/ubb/F...ML/000109.html (what makes EZGUI different ?)
http://chrisboss.hypermart.net/ubb/F...ML/000088.html (extensive discussion of the benefits of using EZGUI)
There are features in EZGUI 4.0 Pro not found in any other GUI tool, so find out what they are.
For a quick link to the order page click here: http://cwsof.com/order.htm
EZGUI 4.0 Professional makes development of
highly graphic applications easy.
EZGUI 4.0 Pro is the only Visual Designer/Code generator tool which comes with its own advanced Graphic engine.
EZGUI provides graphics for all sorts of tasks. It is an integrated Graphics engine.
You could purchase a Visual Designer separately, a Graphics Tool separately, a Print engine separately, but with EZGUI it all comes in one integrated package. When you use separate tools for each task, you have to learn the syntax of each tool and if they come from different vendors they likely will all be quite different in style.
EZGUI has a single core Graphics engine, which is then accessable to the print engine, Canvas control, DC drawing and Ownerdraw. You learn one syntax and use it over and over again for different drawing devices.
EZGUI also provides a unique Sprite engine (moveable, non-rectangular images) for use with its Graphic control. Sprites can also be used to draw permanently on the Canvas control, which can then be used to build images for drawing on the printer.
The Sprite engine provides a very powerful AlphaBlending and Anti_Aliasing engine.
EZGUI provides both high level and low level graphics features.
I don't know if any other graphic tools have this feature or not, but EZGUI's Canvas control provides the ability to define its image buffers as DIB sections (16 bit, 24 bit or 32 bit) so you can access the pixel data directly.
There is a big difference between using a DIB section directly compared to using the GET/SET DIBbits method of accessing pixel data. You don't have to move data to a temporary string buffer, then modify the pixels and then move it back. Accessing the data directly is much faster. Also EZGUI allows you to access data in 16 , 24 or 32 bits, so you are not limited to just 32 bits. This makes it possible to port old DOS Graphic code more easily which may have worked in 16 or 24 bit modes.
EZGUI's Canvas control is a real window control, designed specifically for Graphics. It supports things like Double Buffers and DIB's.
Its true there are other tools which support Graphics.
With EZGUI though, you can sum it up this way:
Integration !
EZGUI's Canvas control, Turtle Graphics control, Ownerdraw, DC Drawing, Form background drawing, control background drawing (via subclassing) and Print engine are all integrated.
Since drawing to a DC is the lowest level of drawing, the Graphic engine command set starts with the DC drawing commands. Then the higher level, Canvas drawing and Printer drawing command sets are built on top of these. OwnerDraw is drawn using the DC versions of the command set. Control or Form background drawing is also done at the DC level.
Once you learn the basic syntax of the graphic command set, you can apply that to the Canvas control, Printer and even Ownerdraw controls.
EZGUI even provides building complex regions from a Bitmap (for Forms) or the current image buffer of either the Canvas or Turtle graphic controls. Again this feature is integrated, so it is easy to apply it to a form, Canvas or turtle control.
The Visual Designer even supports Form regions (based on a Bitmap) Visually. Test your Forms (with regions) visually and see how they will actually look.
Another integrated feature is the simplified ownerdraw command set. Not only is low level owner draw supported (you can write your own ownerdraw routines using the graphics engine), but there is a high level owner draw command based on this integrated graphic engine.
Some of the ownerdraw is even supported visually in the designer. You can use 2D and 3D colored buttons in the Designer. You can even create your own button ownerdraw plugins so you can use your own ownerdraw code (your app will use the EZGUI command set source code in an include, but the designer uses a compiled DLL). You can even use the label control for Gradient backgrounds in the designer.
EZGUI comes with a built in set of simple graphic macros for drawing on the 3D buttons. Here is the Builder dialog in the designer:

When it comes to a more graphicly oriented application, EZGUI makes it easier than ever..
You can edit Turtle Graphic macros from within the Designer and test them out so you can see how your Turtle control will look. Save Turtle files and load them in the Designer, so you can reuse images. Turtle images are totally scalable.
Here is the Turtle builder in the designer:

Here is the Gradient Builder dialog in the designer for adding a gradient to a ownerdraw label control:

As I mentioned above, you can visually see how your Forms will look when they use a complex Region (based on a Bitmap background) in test mode.
Here is the regioned Form in edit more:

Here is the regioned Form in test mode:

The Visual Designer supports a number of graphic orientated features found in the runtime GUI engine.
For controls which can be ownerdrawn (listbox, combobox, etc.), but don't have a Builder dialog, the Designer can also generate the necessary code to get you started. You can be creating ownerdrawn listboxes, Listviews, menus, comboboxes, etc. in no time.
Using the simplified ownerdraw command set, you will be able to add fancy ownerdraw controls like these in no time:

Using the more low level ownerdraw command set you can even build customized controls like these two ownerdraw listboxes:

How about customizing the Common Dialogs ?
Can you do this using your current tools ?
Do you know how to do this via the API ?

Not only can EZGUI do things like center the common dialogs, but it can change the background colors (even use 3D brushes), resize the dialog , add new forms (with controls) to the dialog, process events for those controls and even skin the existing button controls to any customized ownerdraw look you want.
See the benefits of Integration !
By having a core Graphics engine built in, it can be used to customize all sorts of aspects of your software.
No other tool for PowerBasic has such an integrated Graphics engine which can be used for so many different things.
Sure some tools may be able to do some of the things above. But EZGUI is integrated so you can combine all sorts of features together in one app.
Now you can purchase EZGUI 4.0 Pro and save $70 (US).
That is a 28% savings on the retail price.
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