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10月3日

HOW TO: Skin selection

You want to provide your users with a visual skin selector in your settings, but don't know where to start.  Here's all the code you'll need to do it.  The end result will look something like this:

skinSelection

 

File structure

Firstly, create a file structure to support skins.  You'll be placing all the skins in subfolders under a themes folder.

<Gadget Folder>
    images
    themes
        <skin1 folder>
        <skin2 folder>

This keeps all your skins out of the way, and easy to distinguish from the rest of the Gadget.  Each skin subfolder should be named as you'd like the skin name to appear to the user.  ie Default, Blue, Black etc.  And each folder needs to contain a folder.png file, which should be a screenshot of the Gadget with the skin applied.  This image should ideally be scaled and no larger than 100x100 pixels.

 

Images

You'll need some images for the previous/next buttons, so save the following images in the images folder created above.

left.png: Left leftdown.png: LeftDown lefthover.png: LeftHover
right.png: Right rightdown.png: RightDown righthover.png: RightHover

 

Settings.html

The settings file needs to search the themes subfolder, store the options and select the current skin.

Without going into too much detail, it will create an array of the subfolders under themes and using the gSkin stored setting, select the currently selected skin.  The only entry you need to change is the default skin name, which is the first line of the script.

<html>
 <style>
     * {
      font-family:Segoe UI;
      font-size:12px;
     }

  body{
   width:300px;
   height:250px;
   margin:0px;
  }
 </style>
 <head>
  <script language="javascript" type="text/javascript">
   var defaultSkin = "Default";   // default skin name
   var maxSkins = 256;  // max number of skins allowed

   System.Gadget.onSettingsClosing = settingsClosing;

   var oFSO = new ActiveXObject("Scripting.FileSystemObject");
   var aSkins = new Array(maxSkins);
   var skinCount = 0;        // number of skins found
   var currentSkinNo = 0;    // the current skin selected

   var currentSetting = System.Gadget.Settings.readString("gSkin");
   if (currentSetting == "")
    currentSetting = defaultSkin;

   
   function init() {
       getSkins();
       updateSkin();
   }
   
   function settingsClosing(event) {
       try{
            if (event.closeAction == event.Action.commit) {
               //write settings to INI
               System.Gadget.Settings.write("gSkin", aSkins[currentSkinNo].substring(aSkins[currentSkinNo].lastIndexOf("\\") + 1, aSkins[currentSkinNo].length));
   
               // update the Gadget if the skin has changed
               if (currentSetting != System.Gadget.Settings.readString("gSkin"))
                   updateGadget();
           }
       } catch(err) {System.Debug.outputString("settingsClosing: " + err.name+" - "+err.message)}
   
       event.cancel = false;
   }
   
   function updateSkin() {
       imgSkin.src = aSkins[currentSkinNo] + "\\folder.png";
       divCount.innerText = (currentSkinNo + 1) + "/" + skinCount;
       divName.innerText = aSkins[currentSkinNo].substring(aSkins[currentSkinNo].lastIndexOf("\\") + 1, aSkins[currentSkinNo].length);
   }
   
   // Read skin folders
   function getSkins() {
       var oFolder = oFSO.GetFolder(System.Gadget.path + "\\themes");
       var oSubFolders = new Enumerator(oFolder.SubFolders);
   
       try{
           for (; !oSubFolders.atEnd() && skinCount < maxSkins; oSubFolders.moveNext())
           {
               aSkins[skinCount] = String(oSubFolders.item());
   
               // have we found the current skin
               if(aSkins[skinCount].toLowerCase() == (System.Gadget.path.toLowerCase() + "\\themes\\" + currentSetting).toLowerCase())
                   currentSkinNo = skinCount;
   
               skinCount++;
           }
       } catch(err) {System.Debug.outputString("getSkins: " + err.name + " - " + err.message)}
   }
   
   // Display the next Skin
   function nextSkin() {
       currentSkinNo = (currentSkinNo+1) % skinCount;
       updateSkin();
   }
   
   // Display the previous Skin
   function previousSkin() {
       currentSkinNo = (currentSkinNo-1+skinCount) % skinCount;
       updateSkin();
   }
   
   // Change a IMG source
   function changeIMG(imagesource, imagename) {
       imagesource.src= "images\\" + imagename;
   }
  </script>
 </head>
 <body onload="init()">
  <div style="position:static; width:100%; height:160px;">
   <div style="position:absolute; top:0px; left:0px; width:100%; height:100px; text-align:center;">
    <div style="width:128px; height:100%; background-color:white; border-style: solid; border-width:1px; border-color:rgb(180,180,180); overflow:hidden;">
     <div style="position:absolute; top:50%; left:50%;">
      <img id="imgSkin" src="images/blank.png" style="position:relative; top:-50%; left:-50%"/>
     </div>
    </div>
   </div>
   <div style="position:absolute; width:100%; height:50px; top:110px; left:0px; text-align:center;">
    <div style="position:absolute; top:0px; left:50%;">
     <div style="position:absolute; left:-35px;">
        <img id="imgPreviousSkin" title="Previous" src="images/left.png"
       style="position:relative; left:-50%;"
       onMouseOver="javascript:changeIMG(imgPreviousSkin,'LeftHover.png')"
       onMouseOut="javascript:changeIMG(imgPreviousSkin,'Left.png')"
       onClick="previousSkin()"
      />
     </div>
       <div style="position:absolute; left:35px;">
          <img id="imgNextSkin" title="Next" src="images/right.png"
           style="position:relative; left:-50%;"
       onMouseOver="javascript:changeIMG(imgNextSkin,'RightHover.png')"
       onMouseOut="javascript:changeIMG(imgNextSkin,'Right.png')"
       onClick="nextSkin()"
      />
     </div>
    </div>
    <div style="position:absolute; top:2px; left:50%;">
     <div id="divCount" style="position:relative; left:-50%;"></DIV>
    </div>
    <div style="position:absolute; top:22px; left:50%;">
     <B><DIV id="divName" style="position:relative; left:-50%;"></DIV></B>
    </div>
   </div>
  </div>
   </body>
</html>

 

The only function not coded above is updateGadget(), which needs to apply the skin to the Gadget.  An example would be to reload the Gadget:

function updateGadget() {
    try{
        System.Gadget.document.parentWindow.location.href = System.Gadget.document.parentWindow.location.href;
    } catch(err) {}
}

Or, call the parent function that loads the skin (see Loading the Gadget skin):

function updateGadget() {
    try{
        System.Gadget.document.parentWindow.loadSkin();
    } catch(err) {}
}

 

Loading the Gadget skin

This is the tricky bit and depends very much on how complicated you want your skins to be.  It can also get very complicated if you're supporting docked/undocked states and left/right handed sidebars.  For sanity, I've assumed we have only one Gadget state in the following examples.

Option 1 -  The skin contains graphics only, in which case you just need to update the URL's of your images. eg.

var defaultSkin = "Default";
function loadSkin() {
    // use the default skin if there's no saved setting
    if (System.Gadget.Settings.readString("gSkin") != "")
        var skinPath = "themes/" + System.Gadget.Settings.readString("gSkin") + "/";
    else
        var skinPath = "themes/" + defaultSkin + "/";

    // update the Gadget background and images
    System.Gadget.background = "url(" + skinPath + "background.png)";
    img1.src = skinPath + "img1.png";
    img2.src = skinPath + "img2.png";
    ...
}

 

Option 2 - As well as containing images, the skin also has a stylesheet called skin.css. To see this in action, look at Media Player

var defaultSkin = "Default";
function loadSkin() {
    // use the default skin if there's no saved setting
    if (System.Gadget.Settings.readString("gSkin") != "")
        var skinPath = "themes/" + System.Gadget.Settings.readString("gSkin") + "/";
    else
        var skinPath = "themes/" + defaultSkin + "/";

    // create the stylesheet if it doesn't exist
    var x = document.getElementsByTagName('link');
    if (x.length > 0)
        x[0].href = skinPath + "skin.css";
    else {
        var oLink = document.createElement("link");
        oLink.href = skinPath + "skin.css";
        oLink.rel = "stylesheet";
        oLink.type = "text/css";
        document.body.appendChild(oLink);
    }
    // update the Gadget background and images
    System.Gadget.background = "url(" + skinPath + "background.png)";
    img1.src = skinPath + "img1.png";
    img2.src = skinPath + "img2.png";
    ...
}

Note that when applying a stylesheet, due to bugs in Sidebar, several style settings aren't applied.  Body background images, body width and body height to name but a few.  If you skins change the Gadget size, you'll have to code around this by reading and applying the stylesheet settings yourself.

 

Option 3 - The skin contains code.  To see this in action, look at Spectrum Analyser.

This is ironically the easiest option, as you can leave the skin to initialise the Gadget's graphics etc.  Simply append the following code immediately before the closing </html> statement in your gadget.html file:

<script language="javascript" type="text/javascript">
    try{
        if (System.Gadget.Settings.readString("gSkin") != "")
            var skinPath = "themes/" + System.Gadget.Settings.readString("gSkin") + "/";
        else
            var skinPath = "themes/" + defaultSkin + "/";

        var scriptInclude = "<script src=\"" + skinPath + "skin.js\" language=\"javascript\" type=\"text/javascript\"></script" + ">";
        document.body.appendChild(document.createElement(scriptInclude));
    } catch(err) {System.Debug.outputString("loadSkin: " + err.name + " - " + err.message)}
</script>

Your skins should then use the skinPath variable for all local file references.

9月27日

Spectrum Analyser updated

There's a new version of Spectrum Analyser available on AeroXP.

drag

9月20日

WMP Gadget/Streamed media issues.

For the past month, I've been investigating an issue where embedding WMP into a Gadget causes Sidebar to not trust Gadget code.  Obvious symptoms are "Access Denied" errors when Gadgets try to access local files or Flyout/Gadget/Settings variables.  The problem centers around security updates released on the 14th August, notably KB937143.

I've not actually found what the cause is, but removing the update didn't resolve the issue.  However reinstalling it seems to resolve it.  I can only guess that there's either a conflict with other updates or the install is failing in some way, which isn't visible.

I expect this isn't the end of the story, as I'm not convinced this is either the cause or the fix.  I'm fairly certain that something else is coming into play here, that I've missed.  Unfortunately, the problem isn't always easily reproducible, it's a random issue that occurs after no obvious event.

An early workaround I found was to put an invalid "Mark of the Web" in the HTML header.  Although this stopped the issue occurring virtually immediately (playing a stream would immediately brand the Gadget untrusted), the problem would reoccur if a WMP Gadget was left open for any length of time.

9月12日

Network Utilization

 

If you use Network Utilization, you might want to have a look at Network Traffic, which is based on my Gadget, but with a nifty front end:

folder

And whilst you're on the site, have a look at Volume Control Reloaded, which uses the new Vista Sound API:

vcr_screen

8月30日

Work in Progress

I have several Gadgets in progress on AeroXP, if you want to try/make suggestions.  You can download them from here.

Spectrum Analyser

Spectrum Analyser

If Microsoft didn't make it so difficult, this Gadget would probably be quite interesting.  It shows a realtime EQ of your soundcard's output.  Unfortunately, you have to do some messing around to get around Vista's DRM, to get it working.  It does implement a rather nifty skin model, that allows you to add your own code.


Mandelbrot Explorer

Mandelbrot Explorer

This Gadget just flies in and out of the Mandelbrot set, completely useless to all - I coded it because whilst coding Spectrum Analyser I stumbled upon a Mandelbrot generator I coded in ARM Assembler 20 years ago.
If you look near the bottom of the thread, I've also posted a Mandelbrot generator EXE that I coded, that does the whole thing on the GPU, in a Pixel Shader.  You'll need an XB360 and a graphics card that supports Pixel Shader 3 to be able to use it though.


Flip Calendar

Flip Calendar

This is a simple calendar Gadget someone asked me to write for them.  Very basic, but someone might find it useful.

Testers required

If you have a Wireless card, I need some testers to confirm that the latest version of Network Utilization does handle the WiFi NIC appearing/disappearing.

You can grab the latest version on AeroXP, here.  I think you need to setup a free account before you can get to it, which you can do from the home page.

Sidebar known bugs list growing

My Known Bugs in Sidebar list is now up to 52 known issues and bugs, if you've not looked at it recently.

Windows update causes problems for some Gadgets

I noticed the other day the Media Player was doing strange things when playing streamed media.  After a few hours of testing over the past two weeks, another developer notice something similar happening in their media gadget, which made me immediately rule out my code and start looking at Windows Updates.

In short, KB937143 causes Gadgets that embed WMP to become untrusted.  Symptoms include Flyouts, Settings and the main Gadget HTML to all refuse to see to each other.

By embedding a Mark of the Web, you can over come this problem - for a few minutes (without it, playing a stream causes the Gadget to become untrusted immediately).  I'm not sure at the moment if it's a timing issue, or an event that causes the Gadget to become untrusted again after ~10 mins.  I'll continue testing.
7月3日

How to find the IFrame size in WPF

Whilst coding a Mandelbrot explorer, I needed to find the IFrame size in pixels to produce a Bitmap the same size.  After a lot of wasted time searching the net, via trial and error I came up with the following method:

Assuming you're using a Grid to hold your elements:

<Grid Name="myGrid">
   ...
</Grid>

To get the IFrame's size, we get the XAML page's parent, which is a ContentPresenter that holds the width/heigh in pixels:

Dim browser As System.Windows.Controls.ContentPresenter = VisualTreeHelper.GetParent(myGrid.Parent)
Dim width As Integer = browser.ActualWidth
Dim height As Integer = browser.ActualHeight
6月13日

More bugs and issues

I've got a few bugs/issues to document, so keep an eye on Known bugs in Sidebar RTM over on AeroXperience.  The first four were discovered last year, the rest are recent, some from fellow developers:

I've not spent any time checking these, or trying to create repros, so workarounds are unknown at the moment.

1. <g:text> quality.  g:text can produce very bad aliasing
2. <g:image/g:background>.softEdge doesn't work on an image at 45 degrees
3. Mouse events don't work on pixels where the opacity is <100%
4. Magenta in GIF's becomes transparent
5. [James Ross] System.Shell.Item.isFile is unusable
6. [David E. Craig] Changing the Settings page via location.replace(<filename>) causes the page to go blank
7. Desktop DPI affects Gadget text sizes (as mentioned in a previous article)
8. Overlaying <g:background> where opacity has been set <100%, with an image containing transparent pixels, causes the whole image to gain the <g:background> opacity when the Gadget loses focus (variation on bug#32)
6月7日

DPI and Fonts in Gadgets

An issue which I've overlooked in Gadgets until recently. What happens to the them when the Font DPI is changed from the default setting?

If the user changes the DPI from 96 to 120, all fonts become larger and consequently Gadget that have text often look a mess.

The workaround is actually quite simple. Firstly you need to specify the default font size, to ensure it's the same no matter what the DPI setting is. You can do this by adding an entry to your main Gadget, Settings and Flyout HTML files. This needs to be placed at the top of your STYLE section or CSS file:

* {font-size:12px;}

Secondly, all explicit font-size entries must be specified in px as above. Unlike other font units px is not linked to DPI size.


Another font issue in Gadgets is the inconsistent default font styles. INPUT and SELECT entries default to "Arial", body text, DIV's etc default to "Tahoma". If you want you Gadget to look consistent, specify the default font-family as well as the default size:

* {font-size:12px; font-family:Segoe UI;}
5月9日

How to determine which side the Flyout opened on

If you need to determine which side your Flyout opened, relative to your Gadget, you need to compare window.screenLeft of the Gadget parent to the Flyout.  Nothing of course is that simple, as the Flyout screen position isn't determined until the Flyout has been composed.  The trick is to repeatedly check the Flyout's position until it has been defined.

Add this code to the HEAD section:

    var offScreen = window.screenLeft;
   
    function checkFlyout() {
        if (window.screenLeft == offScreen)
        {
            setTimeout(checkFlyout, 100);
            return;
        }
   
        if (window.screenLeft > parseInt(System.Gadget.document.parentWindow.screenLeft)) {
           document.body.innerHTML = "right";
        } else {
           document.body.innerHTML = "left";
        }
    }

and then add an onload event to the Flyout body:

onload="checkFlyout()"

3月20日

HOW TO: Implementing a Settings dialogue

There's many ways to implement the Settings page, this being one.  Alternate methods include using parent Gadget variables to hold settings and coding the Settings page to refresh the main Gadget.  In this method, we're following Microsoft best practice, where the Settings and Gadget code are independent and update themselves if the other changes a setting.

First the main Gadget code, where you need to initialise the settings and read and saved settings in.

You need to read/initialise the Settings in the HEAD section. It's a good idea to write default settings back immediately if they aren't available, so they're available to Settings.html without any validation.

Another important factor is to always read string values with readString, to ensure the variable type is correct.

//initialize default settings variable values
var mySetting1 = 10;
var mySetting2 = 50;
var mySetting2 = "Hello";

//read the settings
readSettings();

function readSettings() {
  //check if they exist by checking if the first setting exists
  if (System.Gadget.Settings.readString("mySetting1") == "") {
    //no, save the defaults
    System.Gadget.Settings.write("mySetting1", mySetting1);
    System.Gadget.Settings.write("mySetting2", mySetting2);
    System.Gadget.Settings.write("mySetting3", mySetting3);
  } else {
    mySetting1 = System.Gadget.Settings.read("mySetting1");
    mySetting2 = System.Gadget.Settings.read("mySetting2");
    mySetting3 = System.Gadget.Settings.readString("mySetting3");
  }
}

To avoid type issues, we're converting mySetting1 to a string before checking if it exists. If we didn't do this, the setting would appear to not exist if it's value was zero.



Settings dialogue:

Initialising a settings dialogue

To let Sidebar know you have a settings dialogue, you need to include the following line in the HEAD section of gadget.html

System.Gadget.settingsUI = "settings.html";


The Settings.html file itself

Because we know the settings have been initialised, the code is very simple. Here's the complete Settings.html file.  The settingsClosing function writes the values back, if the user has clicked the OK buttom.

<HTML>
<HEAD>
<SCRIPT language="javascript" type="text/javascript">
System.Gadget.onSettingsClosing = settingsClosing;

//Save the settings
function settingsClosing(event) {
  if (event.closeAction == event.Action.commit) {
    //User has clicked OK so commit the settings
    System.Gadget.Settings.write("mySetting1", input1.value);
    System.Gadget.Settings.write("mySetting2", input2.value);
    System.Gadget.Settings.write("mySetting3", input3.value);
  }

  //allow the settings page to close
  event.cancel = false;
}

function init() {
  input1.value = System.Gadget.Settings.read("mySetting1");
  input2.value = System.Gadget.Settings.read("mySetting2");
  input3.value = System.Gadget.Settings.readString("mySetting3");
}
</SCRIPT>
</HEAD>

<BODY onload="init()" style="width:200px; height:100px; margin:0px">
  <input type="text" id="input1" title="Setting#1" size=3>
  <input type="text" id="input2" title="Setting#2" size=20>
</BODY>
</HTML>



Reading the settings back, once the Settings dialogue has close

We'll need to know if settings have been changed in the settings dialogue. To do this, we setup a function in gadget.html and tell Sidebar to call it once the settings page has closed. Again, place the code in the HEAD section of gadget.html:

System.Gadget.onSettingsClosed = settingsClosed;
 
function settingsClosed() {
  //read the settings back in
  readSettings();
 
  //code to update your gadget if necessary
}
 
Your final gadget.html should be:
 
//initialize default settings variable values
var mySetting1 = 10;
var mySetting2 = 50;
var mySetting2 = "Hello";
System.Gadget.settingsUI = "settings.html";
System.Gadget.onSettingsClosed = settingsClosed;

//read the settings
readSettings();

function readSettings() {
  //check if they exist by checking if the first setting exists
  if (System.Gadget.Settings.readString("mySetting1") == "") {
    //no, save the defaults
    System.Gadget.Settings.write("mySetting1", mySetting1);
    System.Gadget.Settings.write("mySetting2", mySetting2);
    System.Gadget.Settings.write("mySetting3", mySetting3);
  } else {
    mySetting1 = System.Gadget.Settings.read("mySetting1");
    mySetting2 = System.Gadget.Settings.read("mySetting2");
    mySetting3 = System.Gadget.Settings.readString("mySetting3");
  }
}
function settingsClosed() {
  //read the settings back in
  readSettings();
 
  //code to update your gadget if necessary
}

3月13日

Sidebar bugs

If you've tried doing anything beyond a simple HTML page in Sidebar, you're bound to have come across one of it's many bugs. Personally, I've found it very frustrating as every Gadget I've written, I've ended up spending more time finding workaround's for bugs then coding the Gadget. Polaroid is a good example of this, which exposed 9 bugs! I ended up recoding it four times before it was usable, finally ending up with a combination of VML and <g:background>/<g:image> to get the result you see now.

Out of the Gadget's I've coded so far, two were bug free, the bug totals for the others were as follows:

Asteroids (4, 1 being a bug in VML)
Calvin and Hobbes (2)
CPU Utilization (2)
Network Utilization (2)
Media Player (5, 1 being a bug in IE)
Polaroid (9)


Polaroid took around 30 mins to code, followed by around 30 hours figuring out workarounds for all the Sidebar bugs. I was determined to prove it could be done though, so stuck with it.
I'm still not completely happy with the result; the image jitters like crazy when you rotate it, which seems to be an issue with Sidebar's transitioning code. Simple you say, wrap the code in begin/endTransition - but this results in an unusable Gadget which is extremely slow and sometimes corrupts the screen due to more "issues" in Sidebar - sometimes you just can't win.

Asteroids was probably the most frustrating, as I had to content with an annoying bug in VML which ironically was the only way to fix a bug in Sidebar, so I ended up spending over a month trying different methods to work around both.
The main bug was screen corruption when the VML objects were updated. For some reason, putting all the VML objects into a VML groups fixed this. It however highlighted a bug in VML which caused the objects to jitter by anything up to ~50 pixels each time an object's top/left was touched. So I recoded it to put every object into it's own VML group, which looked perfect - except it was around 400% slower. For another odd reason, using VML groups really slows down VML.

In the end, I opted for a compromise where I put each ship/asteroid in it's own VML groups and put all text and dust into another group. The end result, it's a lot faster, but the dust jitters around the screen. Which is really noticable when your ship explodes.

I started coding Gadgets to assist Microsoft's Sidebar team in the debugging process, so I've continued that process by documenting the bugs, producing Repro's and figuring out workarounds where possible.  You can see the full bug list along with examples and workarounds here

Supporting Drag/Drop

If you want your Gadgets to do something with URL's and Files when they're drag/dropped on it, here's how.


Allowing drag/drop

First, you need to setup the HTML side to allow for drag/drop. By default they're disabled, so you need to allow them. You do this by canceling two drag events on the <BODY> tag:
<BODY
  ondragenter="javascript:event.returnValue = false"
  ondragover="javascript:event.returnValue = false"
>
The next thing you need to do, is setup the function to handle the drag/drop action. This is also done on the <BODY> tag with the ondrop event. In this case, the function is fileDragDropped(), so your final <BODY> tag should be:
<BODY
  ondragenter="javascript:event.returnValue = false"
  ondragover="javascript:event.returnValue = false"
  ondrop="fileDragDropped"
>
Handling File drag/drop from Explorer

Files are passed through event.dataTransfer, as an object with a collection of items inside. To extract each entry you need to use System.Shell.itemFromFileDrop(<object>, <n>). To avoid errors, you need to loop whilst the object is not null.


function fileDragDropped() {
  var sFile;

  for (var i=0; System.Shell.itemFromFileDrop(event.dataTransfer, i) != null; i++)
  {
    // get the file name and path
    sFile = System.Shell.itemFromFileDrop(event.dataTransfer, i).path;

    // do something with sFile
  }
}

Trapping for certain file types

In most cases, you'll want to handle only certain file types. So you need to check the file extension and ignore files that are not supported. The best way to do this is through a string that contains all your supported extensions, you then check if the file extension is in that string. supportedFileTypes contains all your extensions padded with a space either side, to stop it catching truncated extensions (ie we want to catch ".doc" but not ".document"). In this example, we're checking for .doc, .xls and .ppt files:
var supportedFileTypes = " .doc .xls .ppt ";
 
function fileDragDropped() {
  var sFile, sFiletype;

  for (var i=0; System.Shell.itemFromFileDrop(event.dataTransfer, i) != null; i++)
  {
    // get the file name and path
    sFile = System.Shell.itemFromFileDrop(event.dataTransfer, i).path;

    // get the extension
    sFiletype = " " + sFile.substring(sFile.lastIndexOf(".")).toLowerCase() + " ";

    if (supportedFileTypes.indexOf(sFiletype) > -1) {
      // do something with sFile
    }
  }
}


Handling URL drag/drop from Internet Explorer

IE passes information slightly differently, URL's are passed as text, so you need to change the code slightly to handle these.  The URL you end up with is a string and to ensure we don't pick up files being drag/dropped, we just need to check if that string is null:

function fileDragDropped() {
  var url = event.dataTransfer.getData("text");

  if (url != null) {
    // do something
  }
}

Putting it all together

Combining both IE and file/drag drop together, your final function is:

var supportedFileTypes = " .doc .xls .ppt ";
 
function fileDragDropped() {
  var sFile, sFiletype;

  //is it a URL from IE?
  var url = event.dataTransfer.getData("text");

  if (url != null) {
    // do something with the url
  } else {
    for (var i=0; System.Shell.itemFromFileDrop(event.dataTransfer, i) != null; i++)
    {
      // get the file name and path
      sFile = System.Shell.itemFromFileDrop(event.dataTransfer, i).path;

      // get the extension
      sFiletype = " " + sFile.substring(sFile.lastIndexOf(".")).toLowerCase() + " ";

      // is the extension supported
      if (supportedFileTypes.indexOf(sFiletype) > -1) {
        //do something with sFile
      }
    }
  }
}

Gadget sound

If you've tried using System.Sound you'll have realised just how useless it is. Not only is it monophonic, due to a bug it doesn't always play the sound. Why Microsoft choose this, over an implementation of DirectSound I don't understand. For Asteroids, I figured DirectSound was the only option, so I coded a COM wrapper.

If you're trying to code a game, or musical instrument Gadget, you may find this handy. Here's the VB.NET code, I apologise for the lack of formatting, this stupid site strips out the indents.

First the global definitions:

Private Declare Function FindWindow Lib "user32" Alias "FindWindowA" (ByVal lpClassName As String, ByVal lpWindowName As Integer) As IntPtr
Private DSDevice As Microsoft.DirectX.DirectSound.Device
Private Sound(0) As Microsoft.DirectX.DirectSound.SecondaryBuffer
Private SoundFlags(0) As Microsoft.DirectX.DirectSound.BufferPlayFlags
Private BufferDescriptions(0) As Microsoft.DirectX.DirectSound.BufferDescription


The first problem you'll come across with DirectSound is it requires a HWND to link the sound to, without this you won't hear any sound. The reasoning behind this, is to silence games etc when you tab out of them. So, first we have to find the HWND of Sidebar. We do this by finding the window handle of Sidebar, which is called "SideBar_AppBarWindow", so we call Initialize("SideBar_AppBarWindow") which will find the window, create the DirectSound device and return True if it succeeded.

Public Function Initialize(ByVal title As String) As Boolean
  On Error GoTo ErrOut
  Initialize = False

  Dim handle As System.IntPtr

  handle = FindWindow(title, 0)
  If Not handle.Equals(IntPtr.Zero) Then
    DSDevice = New Microsoft.DirectX.DirectSound.Device
    DSDevice.SetCooperativeLevel(handle, Microsoft.DirectX.DirectSound.CooperativeLevel.Priority)
    Initialize = True
    Exit Function
  End If

  ErrOut:
End Function


That's DirectSound initialised. Now we need to load sounds, which can be done via handle = LoadSound(<filename>, <loop>). LoadSound returns a sound handle, which you'll need to reference to play/stop sounds.

Public Function LoadSound(ByVal sourceName As String, ByVal isLoop As Boolean) As Short
  Dim i As Short
  Dim index As Short

  'Search the sound array for any empty spaces
  index = -1
  For i = 0 To UBound(Sound)
    If Sound(i) Is Nothing Then 'If there is an empty space, us it
      index = i
      Exit For
    End If
  Next
  If index = -1 Then 'If there's no empty space, make a new spot
    index = UBound(Sound) + 1
    ReDim Preserve Sound(index)
    ReDim Preserve SoundFlags(index)
    ReDim Preserve BufferDescriptions(index)
  End If
  LoadSound = index

  If isLoop Then
    SoundFlags(index) = Microsoft.DirectX.DirectSound.BufferPlayFlags.Looping
  Else
    SoundFlags(index) = Microsoft.DirectX.DirectSound.BufferPlayFlags.Default
  End If

  BufferDescriptions(index) = New Microsoft.DirectX.DirectSound.BufferDescription
  BufferDescriptions(index).ControlVolume = True
  BufferDescriptions(index).ControlPan = True

  'Load the sound into the buffer
  Sound(index) = New Microsoft.DirectX.DirectSound.SecondaryBuffer(sourceName, BufferDescriptions(index), DSDevice)
End Function


To play a sound. PlaySound(<handle>):

Public Sub PlaySound(ByVal index As Short)
  'Check to make sure there is a sound loaded in the specified buffer
  If Sound(index) Is Nothing Then Exit Sub

  Sound(index).SetCurrentPosition(0)
  Sound(index).Play(0, SoundFlags(index))
End Sub

To stop a sound, which is only really necessary for looped sounds. StopSound(<handle>):

Public Sub StopSound(ByVal index As Short)
  'Check to make sure there is a sound loaded in the specified buffer
  If Sound(index) Is Nothing Then Exit Sub

  Sound(index).Stop()
End Sub


And finally, set the volume which in DirectSound goes from 0 (full volume) to -10000 (silent). SetVolume(<handle>, <volume>):

Public Sub SetVolume(ByVal index As Short, ByVal vol As Integer)
  'Check to make sure there is a sound loaded in the specified buffer
  If Sound(index) Is Nothing Then Exit Sub

  Sound(index).Volume = vol
End Sub


You could go further and implement panning etc, but it wasn't required for my needs. It's simply a matter of copying SetVolume() and changing .Volume to .Pan

The only thing left to implement is to cleanly close down DirectSound and Dispose of the sounds:

Public Sub Terminate()
  Dim i As Short

  'Delete all of the sounds created
  For i = 0 To UBound(Sound)
    If Not Sound(i) Is Nothing Then Sound(i).Dispose()
  Next

  SoundFlags = Nothing
  Sound = Nothing
  DSDevice.Dispose()
End Sub


Once you've registered the DLL, your Gadget code will look something like:


DSXLib = new ActiveXObject("<DLL class>");
var gadgetPath = System.Gadget.path;
var sounds = new Array(10);
var sound = DSXLib.Initialize("SideBar_AppBarWindow");
if (sound) {
  //load the sounds in to DirectSound buffers
  sounds[0] = DSXLib.LoadSound(gadgetPath + "\\sounds\\explode1.wav", false);
  sounds[1] = DSXLib.LoadSound(gadgetPath + "\\sounds\\explode2.wav", false);
  sounds[2] = DSXLib.LoadSound(gadgetPath + "\\sounds\\explode3.wav", false);
  sounds[3] = DSXLib.LoadSound(gadgetPath + "\\sounds\\fire.wav", false);
  sounds[4] = DSXLib.LoadSound(gadgetPath + "\\sounds\\life.wav", false);
  sounds[5] = DSXLib.LoadSound(gadgetPath + "\\sounds\\lsaucer.wav", true);
  sounds[6] = DSXLib.LoadSound(gadgetPath + "\\sounds\\sfire.wav", false);
  sounds[7] = DSXLib.LoadSound(gadgetPath + "\\sounds\\ssaucer.wav", true);
  sounds[8] = DSXLib.LoadSound(gadgetPath + "\\sounds\\thrust.wav", true);
  sounds[9] = DSXLib.LoadSound(gadgetPath + "\\sounds\\thumphi.wav", false);
  sounds[10] = DSXLib.LoadSound(gadgetPath + "\\sounds\\thumplo.wav", false);

  //set the volumes
  for(i=0; i<11; i++)
    DSXLib.SetVolume(sounds[i], -750);
}

...
// play a sound
if (sound) DSXLib.PlaySound(sounds[3]);
...
// clean up
DSXLib.Terminate();

3月9日

Using ActiveX DLL's in Gadgets

I'll cover the specifics of creating a DLL suitable for Gadgets in a later article, for now I'll just cover how to register them.

Assuming you have a .NET DLL, how do you register it? You can't use regasm as the user will not have enough rights to add it to the assembly, so you've got to resort to doing it manually. The first step is to get the registry entries from your DLL, which you can use regasm for (you can find regasm in "%windir%\Microsoft.NET\Framework\v2.0.50727"):

regasm myfile.dll /codebase /regfile:myreg.reg


This will result in a reg file something like:

REGEDIT4

[HKEY_CLASSES_ROOT\DSXLib.DSX]
@="DSXLib.DSX"

[HKEY_CLASSES_ROOT\DSXLib.DSX\CLSID]
@="{3ADAA9CC-08D1-3745-8343-7BBDAD783F14}"

[HKEY_CLASSES_ROOT\CLSID\{3ADAA9CC-08D1-3745-8343-7BBDAD783F14}]
@="DSXLib.DSX"

[HKEY_CLASSES_ROOT\CLSID\{3ADAA9CC-08D1-3745-8343-7BBDAD783F14}\InprocServer32]
@="mscoree.dll"
"ThreadingModel"="Both"
"Class"="DSXLib.DSX"
"Assembly"="DSXLib, Version=1.0.2579.29850, Culture=neutral, PublicKeyToken=null"
"RuntimeVersion"="v2.0.50727"
"CodeBase"="file:///C:/Users/Admin/AppData/Local/Microsoft/Windows Sidebar/Gadgets/Asteroids_dev.gadget/dsxlib.dll"

[HKEY_CLASSES_ROOT\CLSID\{3ADAA9CC-08D1-3745-8343-7BBDAD783F14}\InprocServer32\1.0.2579.29850]
"Class"="DSXLib.DSX"
"Assembly"="DSXLib, Version=1.0.2579.29850, Culture=neutral, PublicKeyToken=null"
"RuntimeVersion"="v2.0.50727"
"CodeBase"="file:///C:/Users/Admin/AppData/Local/Microsoft/Windows Sidebar/Gadgets/Asteroids_dev.gadget/dsxlib.dll"

[HKEY_CLASSES_ROOT\CLSID\{3ADAA9CC-08D1-3745-8343-7BBDAD783F14}\ProgId]
@="DSXLib.DSX"

[HKEY_CLASSES_ROOT\CLSID\{3ADAA9CC-08D1-3745-8343-7BBDAD783F14}\Implemented Categories\{62C8FE65-4EBB-45E7-B440-6E39B2CDBF29}]


Take the red values and add them into the code below, which needs to be added into the HEAD section of your gadget.html file.

Now, it's not as simply as adding the registry entries to HKCU as this fails if the user is running as an elevated Administrator. So you have to try to register them to HKCU and then register to HKLM if that fails. The code below will handle this for you:


var axDllClass = "DSXLib.DSX";
var axDllCLSID = "{3ADAA9CC-08D1-3745-8343-7BBDAD783F14}";
var axDllAssembly = "DSXLib";
var axDllVersion = "1.0.2579.29850";
var axDllRuntimeVer = "v2.0.50727";
var axDllFilename = "dsxlib.dll";

var regRoot, dllOK, myDLL;
if (!activateDLL("HKCU"))
    if (!activateDLL("HKLM"))
        System.Debug.outputString("Error creating ActiveX object");



// Try to register the DLL
function activateDLL(root) {
    regRoot = root;

    try{
    RegisterDLL();
        myDLL = new ActiveXObject(axDllClass);
        dllOK = true;
    } catch(err) {
       myDLL = null;
        dllOK = false;
        UnregisterDLL();
    }
    return dllOK;
}


// Register DLL
function RegisterDLL() {
    try{
        var classRoot = regRoot + "\\Software\\Classes\\" + axDllClass + "\\";
        var clsidRoot = regRoot + "\\Software\\Classes\\CLSID\\" + axDllCLSID + "\\";
        var dllPath = System.Gadget.path.replace(RegExp("\\\\", "g"), "/") + "/" + axDllFilename;

        oShell.RegWrite(classRoot, axDllClass, "REG_SZ");
        oShell.RegWrite(classRoot + "CLSID\\", axDllCLSID, "REG_SZ");
        oShell.RegWrite(clsidRoot, axDllClass, "REG_SZ");
        oShell.RegWrite(clsidRoot + "InprocServer32\\", "mscoree.dll", "REG_SZ");
        oShell.RegWrite(clsidRoot + "InprocServer32\\ThreadingModel", "Both", "REG_SZ");
        oShell.RegWrite(clsidRoot + "InprocServer32\\Class", axDllClass, "REG_SZ");
        oShell.RegWrite(clsidRoot + "InprocServer32\\Assembly", axDllAssembly + ", Version=" + axDllVersion + ", Culture=neutral, PublicKeyToken=null", "REG_SZ");
        oShell.RegWrite(clsidRoot + "InprocServer32\\RuntimeVersion", axDllRuntimeVer, "REG_SZ");
        oShell.RegWrite(clsidRoot + "InprocServer32\\CodeBase", "file:///" + dllPath, "REG_SZ");
        oShell.RegWrite(clsidRoot + "InprocServer32\\" + axDllVersion + "\\Class", axDllClass, "REG_SZ");
        oShell.RegWrite(clsidRoot + "InprocServer32\\" + axDllVersion + "\\Assembly", axDllAssembly + ", Version=" + axDllVersion + ", Culture=neutral, PublicKeyToken=null", "REG_SZ");
        oShell.RegWrite(clsidRoot + "InprocServer32\\" + axDllVersion + "\\RuntimeVersion", axDllRuntimeVer, "REG_SZ");
        oShell.RegWrite(clsidRoot + "InprocServer32\\" + axDllVersion + "\\CodeBase", "file:///" + dllPath, "REG_SZ");
        oShell.RegWrite(clsidRoot + "ProgId\\", axDllClass, "REG_SZ");
        oShell.RegWrite(clsidRoot + "ProgId\\Implemented Categories\\{62C8FE65-4EBB-45E7-B440-6E39B2CDBF29}\\", "", "REG_SZ");
   
} catch(err) {System.Debug.outputString("RegisterDLL: "+err.name+" - "+err.message)}
}



// Unregister DLL
function UnregisterDLL() {
    var classRoot = regRoot + "\\Software\\Classes\\" + axDllClass + "\\";
    var clsidRoot = regRoot + "\\Software\\Classes\\CLSID\\" + axdllCLSID + "\\";

    try{       
        oShell.RegDelete(clsidRoot + "ProgId\\Implemented Categories\\{62C8FE65-4EBB-45E7-B440-6E39B2CDBF29}\\");
        oShell.RegDelete(clsidRoot + "ProgId\\Implemented Categories\\");
        oShell.RegDelete(clsidRoot + "ProgId\\");
        oShell.RegDelete(clsidRoot + "InprocServer32\\" + axDllVersion + "\\");
        oShell.RegDelete(clsidRoot + "InprocServer32\\");
        oShell.RegDelete(clsidRoot);
        oShell.RegDelete(classRoot + "CLSID\\");
        oShell.RegDelete(classRoot);
   
} catch(err) {System.Debug.outputString("UnregisterDLL: "+err.name+" - "+err.message)}
}


In your code, you can now check if the DLL registered correctly by checking dllOK and reference it via myDLL. eg.

if(dllOK) myDLL.PlaySound(...);


The only thing you need to do now, is remove the assembly when the Gadget is removed so you're not leaving any rogue registry values. This you do by simply adding an unload event to the gadget.html BODY tag:

<BODY ... onunload="UnregisterDLL()">

Array shuffling

A user pointed out to me that the Shuffle code in Desktop Wallpaper wasn't very good and very kindly provided an example of how to extend Array functionality with Array prototyping. So here's two array extensions I coded to improve the shuffle:

// shuffle array
Array.prototype.shuffle = function() {
  var elements = this.length;

  // step through the array
  for (var j=0; j<elements; j++)
    this.swap(j, Math.floor(elements * Math.random()));

  return this;
}

// swap array elements
Array.prototype.swap = function(a, b) {
  var tmp = this[a];
  this[a] = this[b];
  this[b] = tmp;
}

To shuffle an array, simply use "<arrayname>.shuffle();" and to swap array elements over, use "<arrayname>.swap(<e1>, <e2>);"

Optimizing graphics in Gadgets

One thing I keep seeing in Gadgets, which really bugs me is graphics file sizes.  Natively saved PNG files from Paint/Photoshop are huge and very inefficient and with readily available tools can be shrunk considerably.  For example.

"Yahoo! Search" show this to good effect, they've stripped out half of the colour schemes due to the size.  In it's current form, the Gadget is 2.95mb in size.  Running it though a lossless PNG optimizer brings this down to 2.65mb - 10% smaller.

Another annoyance is thumbs.db files.  I've noticed lots of Gadgets (mainly commercial) where the packagers haven't bothered to remove these unnecessary files.  "Yahoo! Search" being another example.  With the PNG optimization and these files remove the Gadget comes down to 2.02mb - 31% smaller.

My advice, before you package your Gadget file.  Run all the PNG files through something like PNGOut.  The DOS version is free, or you can buy the Window version here.  Then make sure you don't have any thumbs.db files if you've created the images on XP.

Now this is just an example of bad packaging and doesn't show really large file reductions.  By optimizing Asteroids and Media Player, the Gadget file sizes were reduced by 50% in the case of Asteroids and 35% in the case of Media Player.


2月25日

Gadget basics

If you're new to Gadgets, it can be a little confusing. So here's the basics to creating one:
1. Create a folder for your Gadget in "C:\Users\<username>\AppData\Local\Microsoft\Windows Sidebar\Gadgets". This can be called whatever you like, but it must end with ".gadget" otherwise your Gadget won't appear in the Sidebar Gallery.
eg. "myTestGadget.gadget"
2. Within your newly created folder create a gadget.xml file. This contains information such as the name, icon and description of your Gadget, I've highlighted in Blue the only sections you need be concerned with at the moment.
<?xml version="1.0" encoding="utf-8" ?>
<gadget>
<name>My test Gadget</name>
<author name="Jonathan Abbott">
<logo src="images\icon.png" />
</author>
<copyright>25th February 2007</copyright>
<description>A test Gadget, which does very little.</description>
<icons>
<icon width="64" height="64" src="images\icon.png" />
</icons>
<version>1.0.0.0</version>
<hosts>
<host name="sidebar">
<base type="html" apiVersion="1.0.0" src="gadget.html" />
<permissions>full</permissions>
<platform minPlatformVersion ="0.3" />
</host>
</hosts>
</gadget>
3. Create a gadget.html file. This contains the main Gadget HTML page
<html>
<body style="width: 120px; height:90px;">
Hello world
</body>
<html>

If you now go to the Gadget Gallery, you should see your Gadget. If you add it, you should get a white box with "Hello world" in it. Simple as that.

From here on it gets more complicated. In future articles I'll go into detail on the gadget.xml file, settings pages and flyouts. Not to mention how to overlay transparent text/images and various bugs you're going to come across along the way.