
- •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.
DirectDraw Architecture
DirectDraw provides display-memory and display-hardware management services. It also provides the usual functionality associated with memory management: Memory can be allocated, moved, transformed, and freed. This memory represents visual images and is referred to as a surface. Through the DirectDraw hardware-abstraction layer (HAL), applications are exposed to unique display hardware functionality, including stretching, overlaying, texture mapping, rotating, and mirroring.
DirectDraw is implemented in both hardware and software. Applications using DirectDraw retrieve two sets of capabilities, one for hardware capabilities and one for software-emulation capabilities. Using these, an application can easily determine what DirectDraw is emulating and what functionality is provided in hardware. DirectDraw is the only client of the DirectDraw hardware-abstraction layer (HAL). Applications must write to DirectDraw; there is no mechanism for writing to the HAL more directly.
DirectDraw is implemented by the Ddraw dynamic-link library (DLL). This 32-bit DLL implements all of the common functionality required by DirectDraw. It performs all of the necessary thunking between Win32® and the 16-bit portions of the HAL, as well as complete parameter validation. It provides management for off-screen display memory, and performs all of the bookkeeping and semantic logic required for DirectDraw. It is responsible for presenting the Component Object Model (COM) interface to the application, hooking window handles to provide clip lists, and all other device-independent functionality.
DirectDraw is a combination of four COM interfaces: IDirectDraw2, IDirectDrawSurface2, IDirectDrawPalette, and IDirectDrawClipper.
The first two objects a DirectDraw application uses are DirectDraw and DirectDrawSurface. A DirectDraw object, created by using the DirectDrawCreate function, represents the display adapter card. After retrieving an IDirectDraw2 interface to the object, an application can call the IDirectDraw2::CreateSurface method to create the primary DirectDrawSurface object, which represents the display memory being viewed on the monitor. From the primary surface, off-screen surfaces can be created in a linked-list fashion.
In the most common case, one back buffer is created to exchange images with the primary surface. While the screen is busy displaying the lines of the image in the primary surface, the back-buffer surface frame is composed. This composition is performed by transferring to the back buffer a series of off-screen bitmaps stored on other DirectDrawSurface objects in display memory. To display the recently composed frame, the application calls the IDirectDrawSurface2::Flip method. This method sets a register so that the exchange occurs when the screen performs a vertical retrace. This operation is asynchronous, so the application can continue processing after calling this method. (After this method has been called, the back buffer is automatically write-blocked until the exchange occurs.) After the exchange occurs, this process continues: The application composes the next frame in the back buffer, calls IDirectDrawSurface2::Flip, and so on.
DirectDraw improves performance over the Windows version 3.1 GDI model, which had no direct access to bitmaps in display memory. Blits, which always occurred in system memory, were subequently transferred to display memory, slowing performance. With DirectDraw, processing is done on the display adapter card whenever possible. DirectDraw also improves performance over the Windows 95 and Windows NT GDI model, which uses the CreateDIBSection function to enable hardware processing.
A third DirectDraw object is DirectDrawPalette. Because the physical display palette is usually maintained in display hardware, an object represents and manipulates it. The IDirectDrawPalette interface implements palettes in hardware. These bypass Windows palettes and are therefore available only when a game has exclusive access to the display hardware. DirectDrawPalette objects are also created from DirectDraw objects.
The final DirectDraw object is DirectDrawClipper. DirectDraw manages clipped regions of display memory by using this object.