- •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.
14. Microsoft DirectX and the main items of its using
14.1 The common information on Microsoft DirectX
The Microsoft® DirectX™ Software Development Kit provides a set of application programming interfaces (APIs) that provide the resources need to design high-performance, real-time applications. DirectX technology helps build the next generation of computer games and multimedia applications.
The primary goals of DirectX are to provide portable access to the features used with MS-DOS today, to meet or improve on the performance of MS-DOS console-based applications, and to remove the obstacles to hardware innovation on the personal computer.
Microsoft developed DirectX to provide Windows-based applications with high-performance, real-time access to available hardware on current and future computer systems. DirectX provides a consistent interface between hardware and applications, reducing the complexity of installation and configuration and using the hardware to its best advantage.
A high-performance Windows-based game will take advantage of the following technologies:
Accelerator cards designed specifically for improving performance;
Plug and Play and other Windows hardware and software;
Communications services built into Windows, including DirectPlay.
Display-hardware features that are available with DirectX include:
Overlays, which will be supported so page flipping will be enabled within a window in a graphic device interface (GDI). Page flipping is the double-buffer scheme used to display frames on the entire screen.
Sprite engines, which make overlaying sprites easier.
Stretching with interpolation, which efficiently conserve display memory because it stretches a smaller frame to fit the entire screen.
Alpha blending, which mixes colors at the hardware-pixel level.
Three-dimensional (3D) accelerators with perspective-correct textures, which allow you to display textures on a 3D surface. For example, you can texture hallways in a castle generated by 3D software with a brick-wall bitmap that maintains the correct perspective.
Blits for 3D graphics that take z-buffers into account.
Standard 2 megabytes (MB) of display memory, which is typically the minimum required by 3D games.
Compression standard, which allows you to store more data in display memory. This standard will be very fast when implemented in either software or hardware. It will be used for textures and will include transparency compression.
Audio-hardware features that will be available soon include:
Hardware and enhancers that provide a 3D spatial placement for different sounds.
On-board memory for audio boards.
Audio-video combination boards that share on-board memory.
In addition, video playback will benefit from future DirectX-compatible hardware accelerators. One of the features that future releases of DirectX will support is hardware-accelerated decompression of YUV video.
The DirectX SDK includes several components that address the performance issues of programming Windows-based games and high-performance applications. This section lists these components and provides a link to the chapter for each component.
DirectDraw® accelerates hardware and software animation techniques by providing direct access to bitmaps in off-screen display memory, as well as extremely fast access to the blitting and buffer-flipping capabilities of the hardware.
DirectSound® enables hardware and software sound mixing and playback.
DirectPlay® makes connecting games over a modem link or network easy.
Direct3D™ provides a high-level Retained-Mode interface that allows applications to easily implement a complete 3D graphical system, and a low-level Immediate-Mode interface that lets applications take complete control over the rendering pipeline.
DirectInput™ provides input capabilities to your game that are scalable to future Windows-based hardware-input APIs and drivers. Currently the joystick, mouse, and keyboard are supported.
DirectSetup provides a one-call installation procedure for DirectX.
AutoPlay is a Windows 95 feature that starts an installation program or game automatically from a compact disc when you insert the disc in the CD-ROM drive.
The AutoPlay feature is part of the Microsoft Win32® API and is not unique to DirectX.
