
- •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.
Other DirectDraw Features
In addition to the features discussed in DirectDraw, DirectDraw also supports transparent blitting and overlays.
In transparent blitting, a bitmap is transferred to a surface and a certain color, or range of colors, in the bitmap is defined as transparent. Transparent blits are achieved by using color keying. Source color keying operates by defining which color or color range on the bitmap is transparent and therefore not copied during a transfer operation. Destination color keying operates by defining which color or color range on the surface will be covered by pixels of that color or color range in the source bitmap. For more information about color keying, see Color Keying.
Finally, DirectDraw supports overlays in hardware and by software emulation. Overlays present an easier means of implementing sprites and managing multiple layers of animation. Any DirectDrawSurface object can be created as an overlay with all of the capabilities of any other surface, in addition to the extra capabilities associated only with overlays. These capabilities require extra display memory. If there are no overlays in display memory, the overlay surfaces can exist in system memory.
Color keying works in the same way for overlays as for transparent blits. The z-order of the overlay automatically handles the occlusion and transparency manipulations between overlays.
Types of DirectDraw Objects
The DirectDraw object represents the display device. Multiple DirectDraw objects can be created for each logical display device. Each unique DirectDraw object can create surface, palette, and clipper objects that are independent of all other DirectDraw objects.
A DirectDrawSurface object represents a linear region of display memory that can be directly accessed and manipulated. These display memory addresses may point to visible frame buffer memory (primary surface) or to non-visible buffers (off-screen or overlay surfaces). These non-visible buffers usually reside in display memory, but they can be created in system memory if required by the hardware design or if DirectDraw is performing software emulation.
A DirectDrawPalette object represents either a 16- or a 256-color indexed palette. Palettes are provided for textures, off-screen surfaces, and overlay surfaces, none of which are required to have the same palette as the primary surface.
The DirectDraw object creates DirectDrawSurface, DirectDrawPalette, and DirectDrawClipper objects. DirectDrawPalette and DirectDrawClipper objects must be attached to the DirectDrawSurface objects they affect. A DirectDrawSurface object may refuse the request to attach a DirectDrawPalette object to it. This is not unusual, because most hardware does not support multiple palettes.
Width and Pitch
If the application writes to display memory, bitmaps stored in memory do not necessarily occupy a contiguous block of memory. In this case, the width and pitch of a line in a bitmap can be different. The width is the distance between two addresses in memory that represent the beginning of a line and the end of the line of a stored bitmap. This distance represents only the width of the bitmap in memory; it does not include any extra memory required to reach the beginning of the next line of the bitmap. The pitch is the distance between two addresses in memory that represent the beginning of a line and the beginning of the next line in a stored bitmap.
For rectangular memory, for example, the pitch of the display memory will include the width of the bitmap plus part of a cache. The figure below shows the difference between width and pitch in rectangular memory:
In figure, the front buffer and back buffer are both 640x480x8, and the cache is 384x480x8. To reach the address of the next line to write to the buffer, you must add 640 and 384 to get 1024, which is the beginning of the next line.
Therefore, when rendering directly into surface memory, always use the pitch returned by the IDirectDrawSurface2::Lock method (or the IDirectDrawSurface2::GetDC method). Do not assume a pitch based solely on the display mode. If your application works on some display adapters but looks garbled on others, this may be the cause of your problem.