Introduction to MFC
Microsoft Foundation Classes
Where were headed
Whats that GUI stuff all about?
Event-driven programming
MFC History
Win32 API
MFC
Message Handling
Class Types & Hierarchy
Different kinds of windows
MVC (Doc/View Architecture)
Dialog based vs. SDI/MDI
Form elements (buttons, controls, etc.)
GDI, DC, and Drawing
NOTE: The labs are mandatory with these lectures;
the slides present the theory and the labs provide
tutorials on the implementation!
User Interfaces (UI)
The UI is the connection between the user
and the computer
Command line/console
Text based
Graphical User Interface (GUI)
Visually oriented interface (WYSIWIG)
User interacts with graphical objects
More intuitive
Other UIs: optical, speech-based, etc.
Main GUI Feature
THE WINDOW!
Window Caption (title)
Title bar
Minimize
Maximize
Close
Menu
Toolbar
Client
Area
Status bar
Icons
Scroll bar
Thumb wheel / elevator
A Gooey History of GUI
1968 ARPA (Advanced Research Projects
Agency) funded Stanford Research Center
(Doug Englebart)
First windows, light pen, and mouse
1970-1972 Xerox PARC (Palo Alto Research
Center) produces Alto and Star
First GUI, WYSIWIG, Ethernet, Laser
Printers, Postscript, etc.
1983 Apple Lisa
1984 Apple Macintosh
1985 Windows 1.0 (Win16)
1987 Windows 2.0
1990 Windows 3.0
1993 Windows NT followed by Win95, Win98,
Win2k, WinXP, etc. ALL are Win32
Other GUI OSs
OS/2
XWindows (OS independent)
Commodore Amiga
Atari GEM
And many others like MenuetOS
No ANSI Standard for GUI
ANSI/ISO C++ does not provide
capabilities for creating graphical user
interfaces (GUI)
MFC
A large collection of classes (and
framework) that help Visual C++
programmers create powerful Windowsbased applications
Microsoft library documentation is
available at:
http://msdn.microsoft.com/library/
Gooey User Interaction
Users interact with the GUI via
messages
When a GUI event occurs the OS
sends a message to the program
Programming the functions that
respond to these messages is
called event-driven programming
Messages can be generated by
user actions, other applications,
and the OS
Console vs. event-driven programming
GUI programs have a fundamentally different
structure than console-based programs
Console-based program:
ask user for some input;
do some processing;
print some output;
ask user for some more input;
etc.
The application programmer controls when
input and output can happen
GUI program model: the user is in control!
Event-driven programming
Structure GUI programs to respond to user events
Events are: mouse clicks, mouse moves, keystrokes, etc.
in MFC parlance, usually called messages
Main control structure is an event loop:
while (1) {
wait for next event
dispatch event to correct GUI component
}
You just write the code to respond to the events.
this code is always the same, so its handled by MFC
functions to do this are called message handlers in MFC
GUI model is: user should be able to give any input at
any time Non-Sequential!
Windows GUI Programming
Program directly using the API (Application
Programming Interface)
An API is a library that provides the functions
needed to create Windows and implement their
functionality
Use libraries that encapsulate the API with
better interfaces e.g., MFC, FCL, JFC, GTK,
Tk (with TCL or Perl), Motif, OpenGL, QT, etc.
Cross-platform: JFC, wxWindows, or Wind/U
How can we use the API?
Event-driven and graphics oriented
How does it work?
Suppose a user clicks the mouse in the
client area:
Windoze decodes HW signals from the
mouse
Figures out which window the user
selected
Sends a message (an event) to the
program that generated that window
Program reads the message data and
does the corresponding function
Continue to process messages (events)
from Windoze The Message Loop
Overview of a Win32 API Program
The loader looks for a WinMain() function as the
point of entry, as opposed to the regular main().
WinMain() does the following (in C, not C++):
1.
2.
3.
4.
5.
Variable declarations, intializations, etc.
Registers the window class (a C-style structure; NOT a
C++ class (implementation of an ADT))
Creates a window based on that registered class
Shows the window & updates the windows client area
Enters the message loop
Looks for messages in the applications message queue
(setup by the Windoze OS)
Blocks if there isnt one (basically does nothing and just
waits for a message to appear)
When a message appears, it translates and dispatches
the message to the window the message is intended for
Forwards to the correct callback message-processing
function
Other stuff needed by an API program
The program file also contains a function called
WndProc(), which processes the messages
sent to that application
Buttons, dialogs, etc. are all defined in resource
script (.rc) files
In other words, it listens for certain messages and
does certain actions when it receives them (using
a gigantic switch/case statement)
Compiled by a separate Resource Compiler
These resources are then linked into the code in
your main .cpp program file (which houses your
WinMain() and WndProc() functions)
What is MFC?
A full C++ API for Microsoft Windows
programming.
Object-oriented framework over Win32.
Provides a set of classes allowing for an easy
application creation process.
It encapsulates most part of the Windows API,
which is not class-based.
Win32 API is a C-based library of functions /
types
History of MFC/Win32 API
Turbo Pascal and IDE
Turbo C and Quick C
Microsoft C version 7: C/C++
plus MFC 1.0
Visual C++ 1.0
Visual C++ 2,3
Visual C++ 4, 5, 6
.NET (Visual Studio 7)
What isnt MFC?
MFC isnt a simple class library.
An ordinary library is an isolated class set
designed to be incorporated in any
program.
Although it can be used as a library
MFC is really a framework.
A framework defines the structure of the
program.
GUI Libraries
GUI programs involve a lot of code.
But for many different applications much of the code is the
same.
The common code is part of the library. E.g.:
getting and dispatching events
telling you when user has resized windows, redisplayed
windows, etc.
code for GUI components (e.g. look and feel of buttons, menus,
dialog boxes, etc.)
But the library is upside-down: library code calls your code.
A "class library" is a set of standard classes (including
properties and methods) for use in program development
this is called an application framework
You can also call library code
Application Frameworks
Sometimes called software architectures
Reusable software for a particular domain of
applications:
general purpose set of classes with pure virtual functions
as hooks for more specific versions
plus, protocol for using the virtual functions:
overall control structure given by framework code
application writer supplies exact functionality of the
methods
Contrast with a simple class library:
your code
Library
Framework
your code
MFC vs. other libraries
All GUI libraries are top-down like this.
Using an OO language means we can employ class
reuse, templates, and polymorphism.
MFC provides more in the framework than some other
smaller GUI libraries.
e.g. empty application, get a bunch of menus, and a
toolbar MFC provides skeleton code for your
application
richer set of components: color-chooser dialog, file
browser, and much more.
widely adopted
(used by everyone)
Application Framework Pros & Cons
Advantages to application framework:
less code for you to write:
more reuse of code between applications:
we can focus on whats different about our application
uniform look and feel to applications produced
application gets built faster & including less low-level
tedious code
less frustration for users/customers
Disadvantages to application framework
larger learning curve
may produce a slower application
may be harder to do exactly what you want
e.g., you want a different look-and feel, or you want a
new component
Programming Windoze Applications
Use either Win32 API or MFC!
YOUR C++ Windows App
MFC Library
Win32 API
Hardware
How to use MFC
Derive from base classes to add functionality
Override base class members
Add new members
Some classes can be used directly
The Main Objects
CObject is the base class from which all other MFC
classes are derived
CWnd is the base class for all the window types and
controls
CDialog, CFrameWnd, and CWinApp are the primary
classes used in applications
CDialog and CFrameWnd encapsulate the functionality
for creating windows
CWinApp encapsulates the functionality for creating
and executing the Windows applications themselves
You need objects derived from both kinds of classes in
order to create a functional MFC application
CWinApp
CWinApp class is the base class from which you always
derive a windows application / system object.
Each application that uses the MFC classes can only
contain one object derived from CWinApp.
CWinApp is declared at the global level. Creating an
instance of the application class (CApp) causes:
WinMain() to execute (it's now part of MFC [WINMAIN.CPP])
which does the following:
Calls AfxWinInit(), which calls AfxRegisterClass() to register
window class
Calls CApp::InitInstance() [virtual function overridden by the
programmer], which creates, shows, and updates the window
Calls CWinApp::Run(), which calls
CWinThread::PumpMessage(), which contains the GetMessage()
loop
After this returns (i.e., when the WM_QUIT message is received),
AfxWinTerm() is called, which cleans up and exits
The one and only CWinApp
Derived from CObject CCmdTarget
CWinThread
CObject: serialization and runtime information
CCmdTarget: allows message handling
CWinThread: allow multithreading, the CWinApp
object is the primary thread
Derive one CWinApp-based class and then
declare one instance of that class per
application
Encompasses WinMain(), message pump,
etc. within the CWinApp-derived object
CWnd and CFrameWnd
Holds a HWND (handle to a window) and all
of the functions associated with it
A handle is a strange type of pointer
(structure)
Hides the WndProc() function and handles
all the message routing
CWnd is the base class for everything from
CButton to CFrameWnd
CFrameWnd is the class used as the main
window in most applications
CWnd (cont.)
Two-stage initialization of CWnd objects:
1. constructor inits C++ object (m_hWnd is NULL).
2. Create func inits Windows object inside the C++
object
(cant really use it until second step happens.)
In Doc-View model
CView ISA CWnd
CMainFrame ISA CWnd
All CWnd objects can receive events (messages)
CObject
Serialisation; the ability to load and save the object
to /from structured permanent storage
Runtime Class Information; the class name its
position in the hierarchy can be extracted at run time.
Diagnostic Output; ability if in debug mode to use
trace info in debug window
Compatibility; all objects must be a member of the
MFC collection itself.
There are several non-CObject-inherited classes.
This is because CObject defines five virtual functions.
These functions are annoying when binary
compatibility with existing C data types is needed
Minimal MFC Program
Simplest MFC program just needs two classes, one
each derived from CWinApp and CWnd
Use #include <afxwin.h> to bring in these classes
An application class derived from CWinApp
This class will define the application and provide the
message loop
A window class usually derived from CFrameWnd which
defines the applications main window
Also includes some standard libraries
Need a resource file (.rc) if you want it to be dialog
based or include dialogs
Simplified WinMain
int AFXAPI AfxWinMain( ) {
AfxWinInit( );
AfxGetApp( )->InitApplication( );
AfxGetApp( )->InitInstance( );
AfxGetApp( )->Run( );
}
Some Operations in CWinApp
virtual
virtual
virtual
Virtual
BOOL InitApplication( );
BOOL InitInstance( );
int Run( );
int ExitInstance( );
Simplified CWinApp::Run( )
int CWinApp::Run( ) {
for( ; ; ) {
//check to see if we can do
// idle work
//translate and dispatch //
// messages
}
}
Template Method Design Pattern
CWinApp
MyApp
InitInstance( )
Run( )
First Window Program
CWinApp
HelloApp
CFrameWnd
MyFrame
MyFrameWindow
Message map
The message map for a class maps
messages (e.g., WM_LBUTTONDOWN, WM_PAINT)
to
message handlers (e.g., CMyView::OnLButtonDown,
CMyView::OnPaint)
Virtual function-like mechanism
Can inherit or override message handlers
But does not use C++ virtual function binding
Space-efficient implementation
We use macros which generate the code for
this mechanism.
Class MyFrameWindow
#include <afxwin.h>
class MyFrameWindow : public CFrameWnd {
public:
afx_msg void OnPaint( ) {
CPaintDC paintDC( this );
paintDC.TextOut( 0, 0, Hello world! );
}
DECLARE_MESSAGE_MAP( )
};
Message Map and Class HelloApp
BEGIN_MESSAGE_MAP(MyFrameWindow, CFrameWnd)
ON_WM_PAINT( )
END_MESSAGE_MAP( )
class HelloApp : public CWinApp {
public:
HelloApp( ) : CWinApp( Hello World!) { }
BOOL InitInstance( );
} theApp;
Method InitInstance
BOOL HelloApp::InitInstance( ) {
CFrameWnd * MyFrame = new MyFrameWindow;
m_pMainWnd = MyFrame;
MyFrame->Create(NULL, (LPCTSTR)Hello);
MyFrame->ShowWindow( SW_SHOW );
return TRUE;
}
CPaintDC
The CPaintDC class is a device-context class
derived from CDC
The CDC class defines a class of device-context
objects
All drawing is accomplished through the member
functions of a CDC object
Although this encapsulation aids readability, it
offers very little improvement on the basic GDI
in the native API's
Some Typical Structures
Library itself can be broadly categorised
General purpose: strings, files, exceptions,
date/time, rectangles, etc.
Visual Objects: windows, device context,
GDI functions, dialogs, etc.
Application architecture: applications,
documents (the data), views (on the data),
etc.
Collections: lists, arrays, maps, etc.
Other specific classes: OLE, ODBC, etc.
MFC Global Functions
Not members of any MFC Class
Begin with Afx prefix
Some important Global Afx func:
AfxMessageBox() message box
AfxAbort() end app now
AfxBeginThread() create and run a new thread
AfxGetApp() returns ptr to application object
AfxGetMainWnd() returns ptr to apps main window
AfxGetInstanceHandler() returns handle to apps
current instance
AfxRegisterWndClass() register a custom
WNDCLASS for an MFC app
Message Maps
Each class that can receive messages or
commands has its own "message map"
The class uses message maps to connect
messages and commands to their handler
functions
Message maps are setup using MFC macros
Theyre essentially lookup tables and they
replace the gigantic switch/case statement used
in the API
Message Handling
In MFC, the message pump and WndProc()
are hidden by a set of macros
MFC messaging acts virtually without the
overhead
To add message routing put the following line
in the class declaration,
DECLARE_MESSAGE_MAP()
For every message you want to handle you
have to add an entry to the message map
itself (appears outside the class declaration)
Adding to a message map
To have your class do something in response to a message:
1. Add DECLARE_MESSAGE_MAP statement to the class
declaration
2. In the implementation file, place macros identifying the
messages the class will handle between calls to
BEGIN_MESSAGE_MAP and END_MESSAGE_MAP
need to tell it the class name and the superclass name
Example:
BEGIN_MESSAGE_MAP(CHello2View, CView)
ON_WM_LBUTTONDOWN()
END_MESSAGE_MAP()
3. Add member functions to handle the messages (uses fixed
naming scheme). Heres an example function prototype:
afx_msg void OnLButtonDown(UINT nFlags,
CPoint point);
Message maps (cont.)
Class wizard can add this code for us.
Invoke class wizard from View menu (go to
Message Maps tab)
choose what class will respond to the event
choose the message to respond to
can go right from there to editing code . . .
We have to write the body of the handler
(What do you want to happen on a left mouse
click?)
A Typical Message Map
BEGIN_MESSAGE_MAP(CMyWnd, CFrameWnd)
ON_COMMAND( IDM_EXIT, OnExit )
ON_COMMAND( IDM_SHOW_TOTAL, OnShowTotal )
ON_COMMAND( IDM_CLEAR_TOTAL, OnClearTtotal )
END_MESSAGE_MAP()
Document /Views
Up to this point, looking at the classes that are
the basis of an application, MFC can still be
considered simply as wrappers for C++ around
the basic 'C' API calls.
CWinApp offers the control of the application.
Start-up
Execution
Termination
Model-View-Controller Architecture
Model-View-Controller (MVC)
example of an OO design pattern
started with Smalltalk
a way to organize GUI programs
Main idea: separate the GUI code from the rest
of the application.
Why?
more readable code
more maintainable code
more details later
MVC (cont.)
Model classes maintain the data of the
application
View classes display the data to the user
Controller classes allow user to
manipulate data in the model
or to change how a view is displayed
Modified version: controllers and views
combined
(MFC does this)
MVC structure
change
Controller
change
update
View
change
update
View
Model
getData
model
maintains
data
getData
view
displays current
state to user
controller
user manipulates
data in a model
or how view displayed
MVC example: Bank account
Make
deposit
Current balance
view
Make
withdrawal
change
update
update
getData
Bank
account
Plot of balance
over last month
getData
Document-view architecture
In MFC version of Model-View-Controller:
Models are called Document objects
Views and Controllers are called View objects
Example: in Microsoft Word
Views:
multiple windows open displaying same document
different types of views (normal, page layout, outline
views)
Document:
same data regardless of the view above
contains text/formatting of Word document
Benefits of Document/View
Recall organization:
GUI stuff is in View classes
non-GUI stuff is in Document (and related) classes
Benefits: modifiability and readability
Can add new Views fairly easily
would be difficult if data were closely coupled with its view
Examples:
spreadsheet: have a grid of cells view; add a bar graph view
target a different platform (with different GUI primitives)
Can develop each part independently
clear interface between the two parts
What is Doc/View?
The central concept to MFC
Provides an easy method for saving or
archiving objects
Takes the pain out of printing - uses the same
code thats used to draw to the screen
A possible downfall for apps that want MFC,
but not Doc/View
Document /Views
The concept of documents and views builds this into a
framework.
The CDocument class provides the basic functionality for
user-defined document classes.
Users interact with a document through the CView
object(s) associated with it.
The CFrameWnd class provides the functionality of a
Windows single document interface (SDI) overlapped or
pop-up frame window, along with members for managing
the window.
It is within these CFrameWnd that we will normally derive
the CView onto our CDocument data.
Application Framework
The Document
Derived from CDocument
Controls application data
provides a generic interface that encapsulates
data
Loads and stores data through serialization
(saving objects to disk)
The View
Attached to the document
Acts as an intermediary between the document
and the user
Derived from CView
Document/View Relationship is One-to-Many.
Data can be represented multiple ways
The Main Frame Window
The main, outermost window of the
application
Contains the views in its client area
Displays and controls the title bar,
menu bar, system menu, borders,
maximize and minimize buttons,
status bar, and tool bars
The Application Object
We have already discussed
CWinApp
Calls WinMain(), contains main
thread, initializes and cleans up
application, and dispatches
commands to other objects
In Doc/View it manages the list of
documents, and sends messages
to the frame window and views
Document/View Concept
The document object is responsible
for storing your programs data
The view object is responsible for
displaying program data and
usually for handling user input
Your application document class is
inherited from CDocument, the
view is inherited from CView
Document Object
Stores application data such as:
Text in a word processing application
Numeric values in a tax application
Shape characteristics in a drawing program
Handles commands such as
Load, save, save-as, new
View object
Displays document data and typically allows users
to enter and modify data
Can have more than one view (as in Excel)
May only show part of the data
Data may be too large to display
May only display a certain type of data
Principle graphic user interface
Handles most commands especially
Paint (draw), Print, Inputs (WM_CHAR) etc.
Communication
View requires access to the document
GetDocument() method of your view clas returns a
pointer to the document object
Can be used in any view method
Does the document need access to the view?
No, not really. It only needs to tell the view that the
data has been updated UpdateAllViews method
does this
Review
Store your data in your document class
Put your input and drawing (paint) code in your
view class
Get a pointer to your data by using the
GetDocument method
SDI and MDI
MFC has two flavors of applications
SDI = Single document interface
MDI = Multiple document interface
Examples
Word uses MDI
Notepad uses SDI
can have multiple documents open simultaneously
may see multiple smaller windows in the larger window
only can have one document open at a time
view fills up frame of window
Well focus on SDI
SDI classes
Every SDI application has the following four
classes:
CApp
CDoc
CView
CMainFrame
Our application will have classes derived from
these classes
AppWizard will create them automatically when
we ask for an SDI MFC application
The relationship between these classes is
defined by the framework.
Four classes of SDI Application
Instances:
Always one App
Always one MainFrame
Always one Document
May have multiple views on Same Document
Key part of learning MFC:
familiarize yourself with these four classes
learn what each one does
learn when and where to customize each of
them
Examples of Customization
Views
Document
stores data
most of the (non-GUI) meat of the application will be in this
object or objects accessible from here
CMainFrame
OnDraw handles most output (you write; MFC calls)
respond to input (write message handlers; MFC calls them)
OnCreate is used to set up control bars
(rarely need to customize in practice)
CWinApp
can use to store application-wide data
(rarely need to customize in practice)
SDI or MDI?
SDI - Single Document Interface
Notepad
MDI - Multiple Document Interface
Word, Excel, etc.
AppWizard and ClassWizard
AppWizard is like the Wizards in Word
Derives the four classes for you
Gives a starting point for an application
SDI, MDI
(even dialog, or non-Doc/View)
ClassWizard helps you expand your
AppWizard generate application
ex. Automatically generates message maps
Other AppWizard classes
App class
A class that instantiates your application
Key responsibilities
Can the application start(multiple copies OK?)
Load application settings (ini, registry)
Process command line
Create the document class
Create and open the mainframe window
Process about command
Mainframe class
Container for the view window
Main tasks
Create toolbar and status bar
Create the view window
CAboutDlg
Small class to display the about
dialog
Rarely modified (only for Easter
eggs or special version display
information)
Other classes
Document Template class
Container for all the documents of
the same type. Normally one per
application.
CSingleDocTemplate for SDI
CMultiDocTemplate for MDI
Other classes
For dialogs, Active X objects etc.
Message Queues
Windows processes messages
Hardware, operating system,
software and application
messages are all processed in the
same way
Sent to an application message
queue, one for each application
(Win95 and above)
App
Msg
Loop
MainFrame
GetActive
View
GetActive
Document
MFC Components
View
OnActivateView
OnPaint
OnPrint
OnInitialUpdate
GetDocument
Document
OnNewDocument
OnOpenDocument
OnSaveDocument
UpDateAllViews
System Q
Message Queues
Application
Queue
M
e
s
s
a
g
e
l
o
o
p
win proc
win proc
Messages and MFC
The MFC supervisor pulls messages from
the queue and routes them to the different
components of your application
Components register for messages they are
interested in
Unregistered messages are discarded
Each message may be processed multiple
times
Messages and MFC
Review
Any MFC object may register an interest in a
message through a message map.
Messages percolate through all components
Messages are the key communication
mechanism within windows and MFC
MFC message map (.h)
// Generated message map functions
protected:
//{{AFX_MSG(CTextView)
afx_msg void OnFontSmall();
afx_msg void OnFontMedium();
afx_msg void OnFontLarge();
afx_msg void OnUpdateFontSmall(CCmdUI* pCmdUI);
afx_msg void OnUpdateFontMedium(CCmdUI* pCmdUI);
afx_msg void OnUpdateFontLarge(CCmdUI* pCmdUI);
afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
afx_msg void OnMouseMove(UINT nFlags, CPoint point);
afx_msg void OnText();
afx_msg BOOL OnSetCursor(CWnd* pWnd, UINT nHitTest, UINT message);
afx_msg void OnUpdateText(CCmdUI* pCmdUI);
afx_msg void OnRectangle();
afx_msg void OnUpdateRectangle(CCmdUI* pCmdUI);
afx_msg void OnChar(UINT nChar, UINT nRepCnt, UINT nFlags);
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
MFC message map (.cpp)
BEGIN_MESSAGE_MAP(CTextView, CView)
//{{AFX_MSG_MAP(CTextView)
ON_COMMAND(IDM_FONTSMALL, OnFontSmall)
ON_COMMAND(IDM_FONTMEDIUM, OnFontMedium)
ON_COMMAND(IDM_FONTLARGE, OnFontLarge)
ON_UPDATE_COMMAND_UI(IDM_FONTSMALL, OnUpdateFontSmall)
ON_UPDATE_COMMAND_UI(IDM_FONTMEDIUM, OnUpdateFontMedium)
ON_UPDATE_COMMAND_UI(IDM_FONTLARGE, OnUpdateFontLarge)
ON_WM_LBUTTONDOWN()
ON_WM_MOUSEMOVE()
ON_COMMAND(IDM_TEXT, OnText)
ON_WM_SETCURSOR()
ON_UPDATE_COMMAND_UI(IDM_TEXT, OnUpdateText)
ON_COMMAND(IDM_RECTANGLE, OnRectangle)
ON_UPDATE_COMMAND_UI(IDM_RECTANGLE, OnUpdateRectangle)
ON_WM_CHAR()
//}}AFX_MSG_MAP
// Standard printing commands
ON_COMMAND(ID_FILE_PRINT, CView::OnFilePrint)
ON_COMMAND(ID_FILE_PRINT_DIRECT, CView::OnFilePrint)
ON_COMMAND(ID_FILE_PRINT_PREVIEW, CView::OnFilePrintPreview)
// Color commands
ON_UPDATE_COMMAND_UI_RANGE( IDM_RED, IDM_GRAY, OnUpdateColor)
ON_COMMAND_RANGE( IDM_RED, IDM_GRAY, OnColor)
END_MESSAGE_MAP()
MFC Message routing - SDI
View
Document
Document Template
Mainframe Window
Application
MFC Message routing - MDI
Active view
Document associated with the
active view
Document Template for the active
document
Frame window for the active view
Mainframe Window
Application
Message Categories
Windows Messages
Control Notification Messages
Standard window messages. Paint, mouse,
keyboard etc. All WM_XXX messages except for
WM_COMMAND
WM_COMMAND messages sent to a control
Command messages
WM_COMMAND messages that are sent by UI
elements such as menu, toolbar etc.
Message delivery
Only the CWnd class can handle Windows
messages or control notification messages
Or any class derived from CWnd (like CView)
Review derivation hierarchy
Container Windows
Provide the structure to the user interface
Used for managing the contained windows
Frame: application main window
CFrameWnd
CMDIFrameWnd
Container Windows (contd.)
Dialog: only contains dialog box controls
CDialog
Nineteen classes more, useful to the most common
needs
Data Windows
Windows contained in Frame or Dialog windows,
managing some kind of user data
Control bars
View windows
Dialog box controls
Control Bars
Inherit from CControlBar; Frame window ornaments
CStatusBar
CToolBar
CDialogBar
View Windows
Inherit from CView
Provide graphic representation and
edition of a data group
CScrollView: when the object is
bigger than the window
CRecordView: connect the form
values to the fields of a data base
Dialog Box Controls
Seven classes:
CStatic: system static controls: Text,
rectangles, icons and other non-editable
objects.
CButton: system buttons
CBitmapButton: connect a bit map to a
button
CListBox: lists
CComboBox: combo boxes
CScrollBar: scroll bars
CEdit: text edition controls
Messages and Windows Control
Message: window entry unit
Create, resize, close window
Keyboard and mouse interaction
Other object events
Message map: data structure used to
capture messages. Matrix connecting
message values and class functions.
Intensive use to manage command
inputs via menus, keyboard accelerators
and toolbars
MFC and Database Access
Target: ODBC made easier
Three main classes:
CDatabase
CRecordset
CRecordView
Exception
CDBException (inherits from
CException).
MFC and Database Access
CDatabase: data source connection
Might be used with one or more CRecordSet
objects or by itself (e.g. when we want to
execute an SQL command without receiving
any result)
CRecordset: set of records in a data source
Dynaset: data synchronized with the
updates commited by the other data source
users.
Snapshot: static image of the data in a
determined moment
MFC and Network Access
Winsock: low level Windows API
for TCP/IP programming.
MFC Winsock classes:
CAsyncSocket, CSocket
Not recommended in 32 bit
programming: its a dirtily-patched
Win16 code, based in messages
MFC and Internet Access
WinInet
A higher level API than Winsock
Used to build client programs
Useless to build server programs
Used in Internet Explorer
Only available in Win32
MFC provides an quite good
WinInet envelope
MFC and Internet Access
MFC adds exception processing to the
underlying API
CInternetException.
MFC classes for Internet access:
CInternetSession
CHttpConnection
CFtpConnection
CGopherConnection
CInternetFile
CHttpFile
CFtpFileFind
CGopherFileFind
CDC and CPaintDC
MFC device context classes.
Holds a device context handle, and wraps the
SDK DC functions.
CPaintDC is used when responding to
WM_PAINT messages.
CPaintDC encapsulates calls to BeginPaint
and EndPaint in the constructor and
destructor respectively.
Simple types and GDI classes
MFC does a very simple encapsulation of
structures like RECT and POINT with classes like
CRect and CPoint.
One of the most useful classes in MFC is CString.
Similar to a character array, with a handful of
useful methods
All of the GDI structures have their own classes
creation and destruction is handled by C++
can be used freely with the old structures
GDI - A Little
Background
GDI - Graphics Device Interface
Provides a single programming interface
regardless of the graphics device being
used.
Program to a display the same as a printer
or other graphics device.
Manufacturer provides the driver Windows
uses to interface with a graphics device
instead of programmers having to write
code for every device they wish to support.
The Device Context
The DC contains information that
tells Windows how to do the job you
request of it. In order for Windows to
draw an object it needs some
information.
How thick should the line be?
What color should the object be?
What font should be used for the text and what
is its size?
These questions are all answered by
you configuring the DC before
requesting an object to be drawn.
More on drawing
GDI = Graphics device interface
allows for device independent drawing
could draw to different kinds of displays, or a printer
Device Context (or DC)
(class is called CDC)
object contains all information about how to draw:
pen, brush, font, background color, etc.
member functions for get/set of all of the above
attributes
all drawing functions are member functions of CDC
GDI Objects
GDI objects are for storing the attributes of the DC
base class is CGdiObject
subclasses include:
CPen -- lines and borders
have width, style, and color
CBrush -- filled drawing
can be solid, bitmapped, or hatched
Changing DC attributes:
can select GDI objects into and out of device
contexts
if you change an attribute for drawing, you must
restore it back to the old value when you are done.
Example: save and restore GDI object
void CHelloView::OnDraw(CDC* pDC)
{
CHelloDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
CPoint loc = pDoc->getLoc();
CFont newFont;
newFont.CreatePointFont(24*10,
"Harlow Solid Italic", pDC);
CFont *pOldFont =
pDC->SelectObject(&newFont);
pDC->TextOut(loc.x, loc.y, "Hello world!");
pDC->SelectObject(pOldFont);
}
Drawing Basics
Logical coordinate system
(0,0)
Line drawing Example:
pDC->MoveTo(5, 10);
pDC->LineTo(50, 100);
To get total coordinates of View:
CWnd::GetClientRect(CRect *);
View classes are derived from CWnd
Drawing Utility classes
CPoint, CRect, CSize subclasses of Win32
structs POINT, RECT, SIZE
data is public; have some arithmetic operators
Also, RGB macro, for specifying colors:
for use where type COLORREF is required
Examples:
RGB(0,0,0) RGB(255,0,0) RGB (255, 255, 255)
black, red, white
Example use:
CPen pen (PS_SOLID, 2, RGB(0,255,0));
Using Stock GDI objects
Some built-in GDI objects
Example:
CBrush *pOldBrush;
pOldBrush = static_cast<CBrush *>(
pDC>SelectStockObject(GRAY_BRUSH));
. . .
pDC->SelectObject(pOldBrush);
Need down-cast because SelectStockObject returns
CGdiObject *
Acquiring a DC
(not while in an OnPaint method)
To acquire a DC pointer in an MFC
application outside its OnPaint method, use
CWnd::GetDC. Any DC pointer acquired in
this fashion must be released with a call to
CWnd::ReleaseDC.
CDC* pDC = GetDC();
// Do some drawing
ReleaseDC(pDC);
Acquiring a DC
(While in an OnPaint method)
To respond to a WM_PAINT
message in an OnPaint
method, MFC provides
functions:
CWnd::BeginPaint and
CWnd::EndPaint
PAINTSTRUCT ps;
CDC* pDC = BeginPaint(&ps);
// Do some drawing
EndPaint(&ps);
Acquiring the DC - Yet Even
Easier
So you dont have to remember
procedures for acquiring and
releasing the DC, MFC
encapsulates them in 4 classes.
CPaintDC - For drawing in a windows client
area in an OnPaint method.
CClientDC - For drawing in a windows client
area outside of an OnPaint method.
CWindowDC - For drawing anywhere in the
Window, including the nonclient area.
CMetaFileDC - For drawing to a GDI metafile
CPaintDC
Using CPaintDC makes the
example from before even
easier and safer.
Before:
Void CMainWindow::OnPaint()
After: Void CMainWindow::OnPaint()
PAINTSTRUCT ps;
CDC* pDC =
BeginPaint(&ps);
// Do some drawing
EndPaint(&ps);
}
CPaintDC dc (this);
//Do some drawing
}
The Device Context
Attributes
The Attributes of the Device
Context supplies Windows with the
information it needs to draw a line
or text or
The LineTo function uses current pen to
determine line color, width and style.
Rectangle uses current pen to draw its border
and current brush to fill its area.
The Device Context SelectObject
The function used more than any other is
the SelectObject function which changes
current Pen, Brush or Font of the DC. The
DC is initialized with default values but you
can customize the behavior of functions
like LineTo by replacing the current CPen
and CBrush with your own.
//Assume pPen and pBrush are pointers to
CPen and CBrush objects.
dc.SelectObject (pPen);
dc.SelectObject (pBrush);
dc.Ellipse(0, 0, 100, 100);
SelectObject Method
CPen* SelectObject( CPen* pPen );
CBrush* SelectObject( CBrush* pBrush );
virtual CFont* SelectObject( CFont* pFont );
CBitmap* SelectObject( CBitmap* pBitmap );
int SelectObject( CRgn* pRgn );
The Device Context - Drawing
Mode
The drawing mode determines how Windows will display pixels that
represent an object being drawn. By default, Windows will just
copy pixels to the display surface. The other options combine pixel
colors, based on Boolean expressions. For example, you can draw
a line just by NOTing the pixels required to draw the line, which
inverts the current pixel color. The drawing mode is R2_NOT.
dc.SetROP2(R2_NOT);
dc.MoveTo(0,0);
dcLineTo(100,100);
SetROP2 means Set Raster Operation to
The Device Context - Mapping
Mode
The mapping mode is the attribute of the device
context that indicates how logical coordinates
are translated into device coordinates.
Logical Coordinates are the coordinates you
pass to CDC output functions. Logical
coordinates are in some unit of measurement
determined by the mapping mode.
Device Coordinates are the corresponding pixel
positions within a window. Device Coordinates
always speak in pixels.
Device Context- Mapping
Mode
The default mapping mode is MM_TEXT with
units in pixels. This doesnt have to be the
case.
MM_LOENGLISH is a mapping mode whos units
are in inches. One unit = 1/100 of an inch. One
way to ensure something you draw is exactly 1
inch for instance.
Non-MM_TEXT mapping modes allow for
consistent sizes and distances regardless of a
devices physical resolution.
dc.SetMapMode(MM_LOMETRIC)
dc.Ellipse(0, 0, 500, -300)
The Device Context - Mapping
Mode
Orientation of the X and Y axes differ in some
mapping modes. For the default, MM_TEXT,
mapping mode, x increases to the right and y
increases down with origin at upper left.
All others (except for the user defined modes)
have x increasing to the right and y decreasing
down, with origin at upper left.
MM_ANISOTROPIC(scale independent) ,
MM_ISOTROPIC(scale evenly) have user defined
units and x,y axes orientation.
The Device Context - Mapping
Mode
The origin is separate from the mapping
mode. By default, the origin is the top left
corner but like the mapping mode can be
customized.
Crect rect;
GetClientRect(&rect);
dc.SetViewportOrg(rect.Width()/2,
rect.Height()/2);
This example moves the origin to the
center of the client area.
Drawing with the GDI - Lines and
Curves
The GDI supplies a long list of output functions to draw all
sorts of graphics.
The simplest objects are lines and curves and a few of the
supporting functions follow.
MoveTo - sets current position
LineTo - draws a line from current pos to new pos and
updates current pos
Polyline - Connects a set of pts with line segments.
PolylineTo -PolyLine but updates current pos with last
pt.
Arc - Draws an arc
ArcTo - Arc but updates current pos to equal the end of
arc
Drawing with the GDI
- Ellipses, Polygons and Other
Shapes
More advanced shapes are also supported by GDI
functions.
Chord - Draws a closed figure bounded by the
intersection of an ellipse and a line.
Ellipse - Draws a circle or ellipse.
Pie - Draws a pie-shaped wedge
Polygon - Connects a set of points for form a
polygon
Rectangle - Draws a rectangle with square
corners
RoundRect - Draws a rectangle with rounded
corners
Pens and the CPen
Class
The Device Context has an Attribute referred to as a Pen.
Windows uses the Pen to draw lines and curves and also to
border figures drawn with Rectangle, Ellipse and others.
The default pen creates a black, solid line that is 1 pixel wide.
Users can customize a pen by creating a CPen object and
specifying its color, width and line style then selecting it into
the Device Context with the SelectObject member function.
Cpen pen;
pen.CreatePen(PS_DASH, 1, RGB(255, 0,
0));
dc.SelectObject(&pen);
Brushes and the CBrush
Class
The current Brush is an attribute of the
Device Context. The current brush is how
Windows determines how to fill objects
drawn with functions like Rectangle, Ellipse
and others. Brush indicates both color and
style (solid or Hatch)
//Solid Brush
CBrush brush (RGB(255,0,0));
//Hatch Brush
CBrush brush (HS_DIAGCROSS,
RGB(255,0,0));
Drawing Text
As with drawing objects, the GDI offers supporting
functions for drawing text.
DrawText - Draws text in a formatting rectangle
TextOut - Outputs a line of text at the current or specified
position.
TabbedTextOut - Outputs a line of text that includes tabs
ExtTextOut - Outputs a line of text and optionally fills a
rectangle, varies intercharacter spacing
Drawing Text
- Supporting Functions
Drawing text and getting things to line up space
properly can be a little cumbersome. The following
functions are available to supply needed
information:
GetTextExtent - Computes width of a string in the current
font.
GetTabbedTextExtent - Width including tabs
GetTextMetrics - Font metrics(character height, average
char width )
SetTextAlign - Alignment parameters for TextOut and
others
SetTextJustification - specifies the added width needed to
justify a string
SetTextColor - Sets the DC text output color
SetBkColor - Sets the DC background color for text
Fonts and the CFont
Class
MFC represents a Font with the CFont
class. Like Pens and Brushes, you can
change the default Font by creating an
instance of the CFont class, configuring it
the way you wish, and selecting it into the
DC with SelectObject.
//12 pt Font (pt parameter passed is 10 *
desired_pt_size)
CFont font;
fond.CreatePointFont(120, _T(Times New Roman));
Types of Fonts
Raster Fonts - fonts that are
stored as Bitmaps and look
best when theyre displayed in
their native sizes.
TrueType Fonts - fonts that are
stored as mathematical
formulas which allows them to
scale well.
Stock Objects
Windows predefines a handful
of pens, brushes, fonts and
other GDI objects that can be
used without being explicitly
created and are not deleted.
dc.SelectStockObject(LTGRAY_BRUSH
);
dc.Ellipse(0,0,100,100);
Example without Using Stock
Objects
Drawing a light gray circle with no
border:
//Example Without Stock Objects
CPen pen (PS_NULL, 0,
(RGB(0,0,0)));
dc.SelectObject(&pen);
CBrush brush (RGB(192,192,192));
dc.SelectObject(&brush);
dc.Ellipse(0, 0, 100, 100);
Using Stock Objects
Drawing a light gray circle with no
border:
//Example With Stock Objects
dc.SelectStockObject(NULL_PEN);
dc.SelectStockObject(LTGRAY_BRUSH);
dc.Ellipse(0 ,0, 100, 100);
GDI Object
Management
GDI objects are resources and consume memory. This
makes it important to ensure an object is deleted when
you are finished. The best way is to always create
instances of CPens, CBrushs and CFonts on the stack,
as local objects, so their destructors are called as they
go out of scope.
Sometimes, newing an object is required. Its
important to make sure that all GDI objects created with
the new operator are deleted with the delete operator
when they are no longer needed.
Stock Objects should NEVER be deleted.
GDI Object Management
- Deselecting GDI Objects
Ensuring GDI objects are deleted is important.
But, it is also extremely important to avoid
deleting an object while its selected into a device
context.
An easy and good habit to get into is to store a
pointer to the default object that was installed
when you retrieved the device context and then
re-select it back into the context before deleting
the object you created.
GDI Object Management
-Deselecting GDI Object
Example
//Option 1
CPen pen (PS_SOLID, 1, RGB(255, 0,
0));
CPen* pOldPen =
dc.SelectObject(&pen);
:
dc.SelectObject(pOldPen);
//Option 2
CPen pen (PS_SOLID, 1, RGB(255,0,0));
dc.SelectObject(&pen);
:
WM_PAINT / OnPaint
WM_PAINT is the message that gets sent by
Windows if a Window needs to be repainted.
because exposed, resized, etc. OR
because someone called Invalidate
(i.e., data has changed; need to redraw to reflect
changes)
OnPaint is message handler for WM_PAINT
textbook has examples of writing this handler
except, CView has a different mechanism.
Instead of OnPaint, well write OnDraw
more details to follow.
Updating a View
Recall Doc-View model:
Doc has program data
View is for I/O
How to handle updating a view . . .
Updating a view: sequence diagram
Document
View
Windows OS
data changes
UpdateAllViews
OnUpdate
causes
WM_PAINT
OnPaint
OnDraw
Updating a view: application code
When data changes, call UpdateAllViews (from
Document class). (I.e., in Doc member funcs)
Write OnDraw for View class
CDC variable is passed in as a parameter
DC = device context (first C is for Class); needed for
drawing
(more about CDC later)
means you dont have to create and destroy it
means this function can work for both drawing and
printing
(Note: OnDraw is not part of the message map; its a
real virtual function)
All the other stuff is taken care of by MFC
Using CDocument
Application data goes here:
youll add data members and associated
member functions. Functions that modify an
object should call UpdateAllViews(NULL)
In SDI: one document object for the lifetime of
the application.
Dont initialize in constructor or
cleanup in destructor
When we open new file documents, we reuse the
same document object
Constructor and destructor only get called once
per run of the application
CDocument: Possible Overrides
(the following applies to SDI apps)
OnOpenDocument, OnNewDocument
DeleteContents
initialize
make sure overriding version calls base class version
(see below)
cleanup (not in destructor)
gets called by base class versions of OnOpenDocument
and OnNewDocument
also gets called on application startup and finish
Other funcs for processing commands and files: well
discuss in future lectures.
When a message is received the application framework
looks up the message identifier in the Windows message
map and calls the appropriate message handler.
The message map is declared using
DECLARE_MESSAGE_MAP()
The Actual message map in the source begins with
BEGIN_MESSAGE_MAP(ownerclass,baseclass)
and ends with END_MESSAGE_MAP()
Between these lines the programmer ties message
identifiers to message handlers using message macros.
Predefined MFC message identifies are located in
header file <afxwin.h> with range 0 1023
Programmer defined range: 1025 to 65535
Message handlers are functions MFC calls to
respond to messages passed to the program by
Windows. Message handlers are mapped to
message identifiers by the message map.
We use the macro _N_COMMAND to associate
a message identifier with a programmer defined
message handler.
MFC Resources
Visual C++ provides a resource
definition language to specify each GUI
controls location, size, message
identifier.
The resource files are identified with the
.rc file extension.
Be sure to edit the .rc file as TEXT FILE.
Clicking on it opens the graphical
resource editor.
Hungarian Notation
Controversial since placing in a
name a prefix that indicates the
data type violates data abstraction
and information hiding.
BUT, it makes a complex MFC C++
program easier to read and
maintain if the notation is used
consistently.
Pg 32
Win32 Applications
When creating the project select
Win32Application
NOT Win32 Console Application
BE SURE TO SELECT
Use MFC in a Shared DLL on the
Project Settings Screen.
Fig 2.8
CWelcomeWindow is derived from
MFC class CFrameWnd.
By inheriting CFrameWnd, our
class starts out with the basic
windowing functionality such as the
ability to move, resize and close.
#include <afxwin.h> application
framework header
Create creates the main window .
NULL indicates a standard CFrameWnd window.
Welcome name in the title bar
WS_OVERLAPPED create a resizable window
with system menu (Restore, Move, Size,
Minimize, Maximize and Close)
Ie a full featured window
CRect SCREEN COORDINATES
X axis 0 to +x horizontal in pixels
Y axis 0 to +y vertical in pixels
100,100 top left coordinate of the window
300,300 bottom right coordinate of the window
CStatic object an object that displays text but does not
send messages.
m_pGreeting = new CStatic; //static control
Create windows control
m_pGreeting->Create ( text, window styles and static
object styles, WINDOW COORDINATES, the context that
owns the child window)
WS_CHILD a window that is always contained inside
another window.
WS_VISIBLE visible to user
WS_BORDER window to have a border
SS_CENTER text displayed in the CStatic window
should be centered.
Coordinates 40,50,160,100
Upper left 40,50 in parent window
With size 160,100
Remember to call delete in the destructor on any
dynamically allocated objects.
Application start-up, execution and termination are
controlled by CWinApp.
} welcomeApp;
Creates an instance of CWelcomeApp called welcomeApp.
When welcomeApp is instantiated the default constructor
calls the base-class constructor (CWinAPP) which stores
the address of this object for WinMain to use. WinMain
calls function InitInstance which creates
CWelComeWindow.
Section 2.8 Menus
Figure 2.11 creates a window containing 4
menus. When an item is selected the price
is added to a running total. When show
total is selected the total price is displayed.
Four files
CMenusWin.h class definition
Menus.cpp class implementation
Menus.rc resource file that defines the
menus
Menus_ids.h defines message identifiers.
CMenusWin.h
CMenusWin extends CFrameWnd
Defines methods to be message
handlers.
Instantiate object of type output
string stream.
Declares the message map.
Associates message identifiers.
Menus.rc
Defines Food MENU
Associates menuitem with a message identifier.
Menus.cpp
Message map ties message identifiers to the message
handlers.
NOTE: Standard boilerplate
Note: initialization of ostrstream in CMenusWin
constructor.
Create 5th argument NULL ie not a child window.
6th argument Food is the label on the MENU definition in
the resource file.
Dialog Boxes
Class CDialog is used to create windows
called dialog boxes used to get
information input by the user.
Figure 2-12 uses a dialog box containing
2 buttons and 2 edit text controls to
prompt the user for a series of numbers.
When the user enters a number in the
white edit box and clicks Add, the number
is added to a running total and displayed
in the Total exit box. The Total box is
gray because it does not accept input.
CAdditionDialog.h
Is derived from class CDialog.
The dialog resource name Addition is passed to the
CDialog base-class constructor to initialize the dialog box.
GetDlgItem is used to retrieve the addresses of the two
edit boxes in the dialog box. Note: the addresses
returned can change from one message to another
because Windows reallocates memory as it creates and
deletes windows.
The ID codes IDC_TOTAL and IDC_NUIMBER are
defined in the header addition_ids.h
ES_NUMBER edit style only permits numeric input into
the edit box.\
DoModal is called to display the dialog as a modal
window ie no other windows in the program can be
interacted with until this dialog is closed alternative is
to use Create.
Style resource definition statement:
DS_MODALFRAME other windows in the application
cannot be accessed until the frame is closed.
WS_POPUP standalone window
WS_CAPTION title bar
WS_SYSMENU indicates close button (x)
IDC_STATIC static control does not generate
messages or need to be accessed by the
program so it does not require a unique control
identifier.
IDC_TOTAL edit style is read-only ie
ES_READONLY.
Mouse Messages
Programmer writes message handlers
to respond to mouse messages.
Override baseclass message handlers
OnLButtonDown and
OnRButtonDown.
Use UINT value to determine which
mouse button was pressed and use
CPoint object to get the coordinates of
the mouse click.
Before we can draw on a window we must get a
device-context object that encapsulates the
functionality for drawing on a window.
To draw inside the windows client area we need
a CClientDC device_context object.
CClientDC dc(this); gets the contexst for
CMouseWins client area by passing the this
pointer to the CClientDC constructor. Using the
object dc, we can draw in the windows client
area.
Processing Keyboard Input
Fig 3.4
When the user types a character on the keyboard, Windows
passes the WM_CHAR message to our program. The message
dispatcher looks up the WM_CHAR message identifier and calls
our overridden message handler OnChar.
InvalidateRect is called to repaint the client area (sends a
WM_PAINT message to the message dispatcher for our class)/
Argument NULL indicates that the entire client area should be
repainted
Message handler OnPaint handles the paint message ie the
message passed by Windows when the client area must be
redrawn. Generated when a window is minimized, maximized,
exposed (becomes visible)
NOTE: Function OnPaint must use a CPaintDC device context
to draw in the window.
CPaintDC dc (this).
TextOut is passed the top-left coordinates where
drawing is to begin, the text to display, and the
number of characters of text to display.
Figure 3.5
Demonstrates how to determine the size of
the screen, control the color and placement
of text on the screen and determine the
width and height in pixels of a string of text.
OnPaint used the CPaintDC
GetClientRect()
GetTextExtent to determine a strings width
and height.
RGB(255,0,0) red Red Green Blue
Note what happens when you shrink the
window to be smaller than the text clipped.
Figure 4.1
Allow the user to enter text in a
multiline edit text control. When the
user clicks count it counts and displays
the count in the same edit box.
ES_MULTILINE edit text is multiline.
ES_WANTRETURN Respond to
ENTER key with a newline
WS_VSCROLL display a vertical
scrollbar
Figure 4.2
Check Boxes On/Off State for
each.
Clicking toggles.
.RC Features
GROUPBOX
AUTOCHECKBOX
GetButtonStatus
Figure 4.3
Radio Buttons
Only 1 radio button in a group can be
true.
.RC
GROUPBOX
NOTE: WS_GROUP indicates first
radio button in a group. Distinguished
groups NOT GROUPBOX
AUTORADIOBUTTON
GetCheckedRadioButton
Figure 4.4
ListBox displays a list of items from
which the user can select 1 or
MORE.
Mostly a matter of string
manipulation and indexes.
Fish has index 0
Salad index 1
Chicken index 2
Ch 5 - Graphics
At lowest level MFC has SetPixel and
GetPixel.
But higher level functions for drawing lines
and shapes are provided.
An MFC device context provides the
functions for drawing and contains the
data members that keep track of the
BITMAP(array of pixels), PEN (object for
drawing), BRUSH (object for filling
regions), COLOR PALETTE (available
colors)
When a function needs to draw in a window, it
creates a CClientDC object to write in the client
area of the dinwos.
The function OnPaint creates a CPainDC object
to access the regions of the window that needs
to be updated.
Colors Fig 5.1
Drawing functions clip an image to fit into the
bitmap.
First Step
Clear the bitmap by calling PatBlt pattern block
transfer
Often more efficient, after creating an image, to
copy the image rather than redraw.
Drawing uses 2 object to specify drawing
properties
CDC member function BitBlt (bit block transfer)
Pen and Brush (CPen/CBrush)
CreateStockObject( HOLLOW_BRUSH) used to
prevent filling of the enclosed region.
Note: NO predefined RGB colors so use the
macro RGB to make colors as needed.