- •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.
15.3 OpenGl example program
The listing below shows how to implement OpenGL program in MFC.
Pic 9.1 Illustrates the result of program (Here, fog is switched of).
Pic. 9.1 The view of 3-D object in OpenGL program.
Listing 9.1 The example of simple OpenGL program
// App.h: interface for the classes
class CApp : public CWinApp
{public:
BOOL InitInstance();
};
class CMain : public CFrameWnd
{ CPalette *m_pPal;
HGLRC m_hrc;
public:
void MakeImage();
void MakeCheckImage();
void GLInit();
void OnVScroll(UINT SBCode,INT Pos,CScrollBar *SB);
void OnHScroll(UINT SBCode,INT Pos,CScrollBar *SB);
void OnSize(UINT nType, int cx, int cy);
void OnPaint();
BOOL CreateRGBPalette(HDC hDC);
void OnOpenGLFirst();
CMain();
DECLARE_MESSAGE_MAP()
};
// App.cpp: implementation of the classes.
#include <afxwin.h>
#include <afxext.h> // MFC extensions
#include <memory.h>
#include <math.h> // sqrt
#include <mmsystem.h>
#include "gl/gl.h" //OPENGL
#include "gl/glu.h" //OPENGL
#include "gl/glaux.h" //OPENGL
#include "App.h"
#include "resource.h"
#define RANGEMAX 50
int vspos=50;
int hspos=50;
int xmn,ymn,xmx,ymx;
static GLint fogMode;
static GLubyte checkImage[64][64][4];
static GLuint texName;
static GLubyte image[16][16][16][3];
CMain::CMain()
{Create(NULL,"OpenGL Framework Application",WS_OVERLAPPEDWINDOW|WS_VSCROLL|WS_HSCROLL,rectDefault,NULL,MAKEINTRESOURCE(IDR_MENU1));
LoadAccelTable(MAKEINTRESOURCE(IDR_ACCELERATOR1));
SetScrollPos(SB_HORZ,50);
SetScrollPos(SB_VERT,50);
CClientDC dc(this);
// Fill in the Pixel Format Descriptor
PIXELFORMATDESCRIPTOR pfd ;
memset(&pfd,0, sizeof(PIXELFORMATDESCRIPTOR)) ;
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
pfd.nVersion = 1 ; // Version number
pfd.dwFlags = PFD_DOUBLEBUFFER | // Use double buffer
PFD_SUPPORT_OPENGL | // Use OpenGL
PFD_DRAW_TO_WINDOW ; // Pixel format is for a window.
pfd.iPixelType = PFD_TYPE_RGBA ;
pfd.cColorBits = 24; // 8-bit color
pfd.cDepthBits = 32 ; // 32-bit depth buffer
pfd.iLayerType = PFD_MAIN_PLANE ; // Layer type
int nPixelFormat = ChoosePixelFormat(dc.m_hDC, &pfd);
BOOL bResult = SetPixelFormat(dc.m_hDC, nPixelFormat, &pfd);
// Create a rendering context.
m_hrc = wglCreateContext(dc.m_hDC);
// Create the palette
CreateRGBPalette(dc.m_hDC) ;
m_pPal = NULL;
}
BOOL CApp::InitInstance()
{m_pMainWnd= new CMain;
m_pMainWnd->ShowWindow(m_nCmdShow);
m_pMainWnd->UpdateWindow();
return TRUE;
}
CApp App;
BEGIN_MESSAGE_MAP(CMain,CFrameWnd)
ON_COMMAND(ID_OPENGL_FIRSTITEM,OnOpenGLFirst)
ON_WM_PAINT()
ON_WM_VSCROLL()
ON_WM_HSCROLL()
ON_WM_SIZE()
END_MESSAGE_MAP()
void CMain::OnOpenGLFirst()
{
// glTranslatef(hspos-50,vspos-50,0.0); // 2D-scrolling
glRotatef(360.0*hspos/100,0,1,0); // 3D-scrolling around y
glRotatef(360.0*vspos/100,1,0,0); // 3D-scrolling around x
auxWireCube(15.0);
auxWireCylinder(3.6,2.4);
auxSolidCylinder(3.2,3.1);
glPopMatrix();
glFlush();
}
BOOL CMain::CreateRGBPalette(HDC hDC)
{ PIXELFORMATDESCRIPTOR pfd;
int n = GetPixelFormat(hDC);
DescribePixelFormat(hDC, n, sizeof(PIXELFORMATDESCRIPTOR), &pfd);
if (!(pfd.dwFlags & PFD_NEED_PALETTE)) return FALSE ;
// allocate a log pal and fill it with the color table info
LOGPALETTE* pPal = (LOGPALETTE*) malloc(sizeof(LOGPALETTE)
+ 256 * sizeof(PALETTEENTRY));
if (!pPal){TRACE("Out of memory for logpal");return FALSE;}
pPal->palNumEntries = 256; // table size
// Create RGB Palette
BOOL bResult = m_pPal->CreatePalette(pPal);
free (pPal);
return bResult;
}
void CMain::OnPaint()
{ CPaintDC pDC(this);
CPalette* ppalOld = NULL;
if (m_pPal){
ppalOld = pDC.SelectPalette(m_pPal, 0);
pDC.RealizePalette();
}
// Make the HGLRC current
BOOL bResult = wglMakeCurrent(pDC.m_hDC, m_hrc);
GLInit(); // Draw
OnOpenGLFirst();
SwapBuffers(pDC.m_hDC) ; //Swap Buffers
if (ppalOld) pDC.SelectPalette(ppalOld, 0); // select old palette if we altered it
wglMakeCurrent(NULL, NULL) ;
}
void CMain::OnSize(UINT nType, int cx, int cy)
{ CClientDC dc(this) ;
// Make the rendering context m_hrc current
BOOL bResult = wglMakeCurrent(dc.m_hDC, m_hrc);
// Set up the mapping of 3-space to screen space
GLdouble gldAspect = (GLdouble) cx/ (GLdouble) cy;
glMatrixMode(GL_PROJECTION);// OutputGlError("MatrixMode") ;
glLoadIdentity();
gluPerspective(30.0, gldAspect, 1.0, 10.0);
glViewport(0, 0, cx, cy);
// No rendering context will be current.
wglMakeCurrent(NULL, NULL);
}
void CMain::OnVScroll(UINT SBCode, INT Pos, CScrollBar *SB)
{char str[255];
switch(SBCode)
{case SB_LINEDOWN: vspos++; break;
case SB_LINEUP: vspos--; break;
case SB_PAGEDOWN: vspos+=5; break;
case SB_PAGEUP: vspos-=5; break;
case SB_THUMBTRACK: vspos=Pos; break;
case SB_THUMBPOSITION: vspos=Pos; break;
}
Invalidate(FALSE);
SetScrollPos(SB_VERT,vspos);
}
void CMain::OnHScroll(UINT SBCode, INT Pos, CScrollBar *SB)
{switch(SBCode)
{case SB_LINERIGHT: hspos++; break;
case SB_LINELEFT: hspos--; break;
case SB_PAGERIGHT: hspos+=5; break;
case SB_PAGELEFT: hspos-=5; break;
case SB_THUMBTRACK: hspos=Pos; break;
case SB_THUMBPOSITION: hspos=Pos; break;
}
Invalidate(FALSE);
SetScrollPos(SB_HORZ,hspos);
}
void CMain::GLInit()
{ GLfloat light_position[]={1.0,1.0,1.0,0.0};
glLightfv(GL_LIGHT0,GL_POSITION,light_position);
static GLdouble marengo[3] = {10.0, 0.0, 0.0 } ;
glEnable(GL_LIGHTING); glEnable(GL_LIGHT0) ;
glEnable(GL_DEPTH_TEST); glClearColor(1.0,1.0,1.0,0.0) ;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE) ;
glEnable(GL_COLOR_MATERIAL) ;
glMatrixMode(GL_MODELVIEW); // OutputGlError("MatrixMode") ;
glLoadIdentity();
glTranslated(0.15, 0.15, -4.5 );
glColor3dv(marengo);
// Fog
glEnable(GL_FOG);
{GLfloat fogColor[4]={1.0,1.0,1.0,0.0};
fogMode=GL_LINEAR;
glFogi(GL_FOG_MODE,fogMode);
glFogfv(GL_FOG_COLOR,fogColor);
glFogf(GL_FOG_DENSITY,0.15);
glFogi(GL_FOG_HINT,GL_DONT_CARE);
glFogi(GL_FOG_START,0.0);
glFogi(GL_FOG_END,5.0);}
glClearColor(0.5,0.5,0.5,1.0) ;
glScalef(0.1,0.1,0.1);
}
void CMain::MakeCheckImage()
{int i,j,c;
for(i=0;i<64;i++){
for(j=0;j<64;j++)
{c=(( ((i&0x8)==0)^((j&0x8))==0))*255;
checkImage[i][j][0]=(GLubyte)c;
checkImage[i][j][1]=(GLubyte)c;
checkImage[i][j][2]=(GLubyte)c;
checkImage[i][j][3]=(GLubyte)255;
}}
}
void CMain::MakeImage()
{int s,t,r;
for(s=0;s<16;s++)
for(t=0;t<16;t++)
for(r=0;r<16;r++)
{image[r][t][s][0]=s*17;
image[r][t][s][1]=s*17;
image[r][t][s][2]=s*17;
}
}
