
- •The ministry of education and science of ukraine kharkiv national university of radio electronics
- •1. The Basics of Microsoft Foundation Classes
- •Mfc general information
- •A Framework of mfc-program
- •Creating the Application Class
- •Creating the Frame-Window Class
- •Declaring a Message Map and instantiation of application object global instance
- •Defining a Message Map
- •Messages and their processing in mfc-programs
- •Writing Message Map Functions
- •Message boxes and menus in mfc-programs
- •2. Dialog windows
- •2.1 Modal and modeless dialog windows
- •2.2 The control elements of dialog window
- •CListBox::AddString (lpctstr lpszItem ); // Call this member function to add a string (lpszItem) to a list box;
- •3. Additional control elements in mfc-programs. Working with icons, cursors, raster images
- •3.1 Additional control elements
- •Radio buttons
- •Afx_msg void cWnd::OnVScroll( uint nSbCode, uint nPos, cScrollBar* pScrollBar ); afx_msg void cWnd::OnHScroll( uint nSbCode, uint nPos, cScrollBar* pScrollBar );
- •Afx_msg void OnVScroll( uint nSbCode, uint nPos, cScrollBar* pScrollBar );
- •Working with icons, cursors, raster images
- •The icons and cursor registration
- •Icon and cursor loading
- •4. The elements of text processing in mfc
- •The redrawing problem decision
- •5. The Elements of working with graphics
- •5.1 The graphics functions.
- •Working with brushes
- •5.2 The mapping modes and output regions
- •6. Common control elements
- •Windows Common Controls
- •6.2 The toolbar using
- •On resizing, the message wm_size is sent and the standard handler OnSize() is called.
- •The working with Spins
- •The working with slider
- •To set the range (minimum and maximum positions) for the slider in a slider control use the following function:
- •The working with progress bar
- •The tree control using in mfc programs
- •Adding elements to the tree
- •The status bars usage
- •Bool cStatusBarCtrl::SetParts( int nParts, int* pWidths );
- •Tab controls using in mfc-programs
- •Int cTabCtrl::GetCurSel(); To Selects a tab in a tab control use SetCurSel() function:
- •Int cTabCtrl::SetCurSel( int nItem );
- •The property sheets and wizards
- •7. Thread multitasking and it’s implementation in mfc
- •7.1 The basic features of multitasking
- •7.2 The Synchronization
- •7.3 The working with semaphore
- •7. 4 The working with event object
- •8. The concept of Document view
- •8.1 Introduction to document conception
- •The control of documents storing
- •8.2 The dynamic creation of objects
- •The application framework creation
- •The main window and application classes creation
- •Listing 8.1 The example of main window class in Document / View concept
- •Listing 8.2 The example of document class in Document / View concept
- •8.3 The document framework creation
- •8.4 The initiation of application
- •8.5 The standard id’s, used in Document / View concept
- •9. The special types of menu and their implementation in mfc
- •9.1 The description of special menu styles
- •The mechanism to make changes in menus
- •9.2 The dynamic and floating menus implementation
- •CMenu::CreatePopupMenu
- •The example programs to work with dynamic menus
- •10. The system of help
- •10.1 The basic information on help structures
- •The call of help
- •The file of help
- •The Help file creating
- •The example of rtf file
- •10.2 The Help system including to the mfc-program
- •Parameters:
- •Return Values: If the function succeeds, the return value is nonzero. If the function fails, the return value is zero.
- •10.3 The handlers of help messages
- •The processing of help calls
- •Wm_commandhelp message processing
- •10.4 Wm_contextmenu message processing
- •11. Manipulating Device-Independent Bitmaps
- •11.1 The types of bitmap
- •11.2 The structures included to bitmap
- •Introducing the cDib Class
- •11.3 Programming the cDib Class
- •Loading a dib into Memory
- •Other cDib Member Functions
- •Creating ShowDib program
- •Modifying ShowDib's Resources
- •Adding Code to ShowDib
- •Examining the OnFileOpen() Function
- •Examining the OnDraw() Function
- •12. The elements of Database Programming
- •12.1 Understanding Database Concepts
- •Accessing a Database
- •12.2 Mfc odbc Classes
- •Registering the Database
- •Creating the Basic Employee Application
- •Creating the Database Display
- •Adding and Deleting Records
- •12.4 Sorting and Filtering
- •12.5 Odbc versus dao
- •13. Remote Automation
- •13.1 The introduction to Remote Automation
- •13.2 The Remote Automation Connection Manager and user components
- •13.3 Automation
- •Automation Clients
- •13.4 ActiveX
- •ActiveX Document Servers
- •ActiveX Document Containers
- •ActiveX Document Views
- •13.5 ActiveX Documents
- •ActiveX Controls
- •Interaction Between Controls with Windows and ActiveX Control Containers
- •13.6 Optimization of ActiveX Controls
- •13.7 Automation Servers
- •13.8 Connection Points
- •14. Microsoft DirectX and the main items of its using
- •14.2 The Component Object Model
- •IUnknown Interface
- •DirectX com Interfaces
- •DirectDraw Architecture
- •Other DirectDraw Features
- •Width and Pitch
- •14.5 Support for 3d Surfaces in DirectX
- •14.6 Direct3d Integration with DirectDraw
- •Direct3d Device Interface
- •Direct3d Texture Interface
- •The Basics of DirectDraw
- •Step 6: Writing to the Surface.The first half of the wm_timer message in ddex1 is devoted to writing to the back buffer, as shown in the following example:
- •Loading Bitmaps on the Back Buffer
- •Step 1: Creating the Palette. The ddex2 sample first loads the palette into a structure by using the following code:
- •Step 4: Flipping the Surfaces. Flipping surfaces in the ddex2 sample is essentially the same process as that in the first example. Blitting from an Off-Screen Surface
- •Step 1: Creating the Off-Screen Surfaces. The following code is added to the doInit function in ddex3 to create the two off-screen buffers:
- •Color Keys and Bitmap Animation
- •Dynamically Modifying Palettes
- •Optimizations and Customizations
- •Blitting with Color Fill
- •Determining the Capabilities of the Display Hardware
- •Storing Bitmaps in Display Memory
- •Triple Buffering
- •15. General information on OpenGl
- •15.1 Common information
- •Primitives and Commands
- •OpenGl Graphic Control
- •Execution Model
- •15.2 Basic OpenGl Operation
- •OpenGl Correctness Tips
- •15.3 OpenGl example program
- •Ph.D. Assosiate prof. Tsimbal Alexander m. System software, summary of lectures.
10.4 Wm_contextmenu message processing
The WM_CONTEXTMENU message notifies a window that the user clicked the right mouse button (right clicked) in the window.
hwnd = (HWND) wParam;
xPos = LOWORD(lParam);
yPos = HIWORD(lParam);
hwnd - Handle to the window in which the user right clicked the mouse. This can be a child window of the window receiving the message. xPos - Horizontal position of the cursor, in screen coordinates, at the time of the mouse click.
yPos - Vertical position of the cursor, in screen coordinates, at the time of the mouse click.
A window can process this message by displaying a shortcut menu using the TrackPopupMenu or TrackPopupMenuEx function.
If a window does not display a shortcut menu it should pass this message to the DefWindowProc function. If a window is a child window, DefWindowProc sends the message to the parent. Otherwise, DefWindowProc displays a default shortcut menu if the specified position is in the window’s caption.
DefWindowProc generates the WM_CONTEXTMENU message when it processes the WM_RBUTTONUP or WM_NCRBUTTONUP message.
11. Manipulating Device-Independent Bitmaps
11.1 The types of bitmap
The term bitmap is frequently misunderstood by new Windows programmers. For most people, a bitmap is a picture that can be displayed on the screen. While this definition is generally true, there are actually two main types of bitmaps used with Windows applications. The first, called device-independent bitmaps (DIBs), are found in picture files with a .BMP file extension and are the type of bitmap with which most people are familiar. You'll learn about DIBs in the next chapter.
The second type of bitmap, called a device-dependent bitmap (DDB), resides only in the computer's memory and is usually not a picture per se but rather some sort of image that a Windows application needs to create its display. In this chapter, you learn about DDBs and how they're used to build an application's display.
DIBs are the picture files that most people think of as bitmaps. DIBs are device independent because their file includes the color information needed to reproduce the picture on other devices. DDBs, on the other hand, don't include color tables, so you'll never (well, maybe I shouldn't say never) find DDBs saved to files. Instead, these types of images usually are created directly in the computer's memory and disappear when the application that created them terminates.
Because of their nature, DDBs are more utilitarian than DIBs. That is, the Windows programmer uses DDBs as tools for creating an application's display rather than displaying DDBs simply as pictures. Think of a Windows paint application. Often, a paint application enables the user to copy and paste a portion of the display. The user might, for example, copy the image of a tree and paste it down in various places on the display to create a forest. The tree image is a bitmap in the computer's memory. It's unlikely that the tree image will ever be saved to disk. On the other hand, the entire forest picture probably will be saved to disk as a DIB.
Another popular way to use DDBs (hereafter called bitmaps) is to use them to represent an application's entire display area in memory. The application makes changes to its display by drawing on the bitmap in memory and then copying the bitmap to the application's window. Using a bitmap in this way, an application can quickly update its display whenever it needs to without having to redraw the data from scratch. In the following section, you'll create a Windows application that handles its display in exactly this way.
Device-dependent bitmaps are graphical images that can be displayed on only one type of physical device. For example, when you use Windows functions such as CreateBitmap() and LoadBitmap(), you're creating in memory a bitmap image that is compatible with a certain device, usually the screen. These types of bitmaps are also sometimes called GDI bitmaps because Windows' GDI (graphics device interface) can handle them directly. DDBs are stored without color tables because they use the colors of their associated device. Moreover, DDBs usually reside only in memory, rather than as files on a disk.
Device-independent bitmaps are graphical images that can be displayed on many different devices. These types of bitmaps carry with them a color table that the current device must use to display the bitmap so that the bitmap looks similar from one device to another. For example, a DIB should look almost the same under Windows as it does under DOS or OS/2. Because DIBs are generally portable between systems, you often find them as disk files. If you look in your Windows directory, for example, you'll see many files that have the BMP extension. These are DIBs. You can create your own DIBs using various types of paint programs, including Windows Paintbrush, which comes with every copy of Windows. You also can use Visual C++'s bitmap editor.
Whether a DIB is stored on disk or in memory, it has almost exactly the same structure. Actually, a DIB is made up of several different types of structures, one following the other. These structures include the BITMAPFILEHEADER, BITMAPINFO, BITMAPINFOHEADER, and RGBQUAD types. The following sections describe these structure types and how they're used in Windows programs.