- •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.
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:
case WM_TIMER:
// Flip surfaces.
if(bActive)
{if (lpDDSBack->GetDC(&hdc) == DD_OK)
{ SetBkColor(hdc, RGB(0, 0, 255));
SetTextColor(hdc, RGB(255, 255, 0));
if(phase)
{ TextOut(hdc, 0, 0, szFrontMsg, lstrlen(szFrontMsg));
phase = 0;
}
else
{ TextOut(hdc, 0, 0, szBackMsg, lstrlen(szBackMsg));
phase = 1;
}
lpDDSBack->ReleaseDC(hdc);
}
The line of code that calls the IDirectDrawSurface2::GetDC method locks the back buffer in preparation for writing. The SetBkColor and SetTextColor functions set the colors of the background and text.
Next, the "phase" variable determines whether the primary buffer message or the back buffer message should be written. If "phase" equals 1, the primary surface message is written, and "phase" is set to 0. If "phase" equals 0, the back buffer message is written, and "phase" is set to 1. Note, however, that in both cases the messages are written to the back buffer.
After the message is written to the back buffer, the back buffer is unlocked by using the IDirectDrawSurface::ReleaseDC method.
Step 7: Flipping the Surfaces. After the surface memory is unlocked, you can use the IDirectDrawSurface::Flip method to flip the back buffer to the primary surface, as shown in the following example:
while(1)
{ HRESULT ddrval;
ddrval = lpDDSPrimary->Flip(NULL, 0);
if(ddrval == DD_OK)
{break;
}
if(ddrval == DDERR_SURFACELOST)
{ddrval = lpDDSPrimary->Restore();
if(ddrval != DD_OK)
{break;
}
}
if(ddrval != DDERR_WASSTILLDRAWING)
{break;
}
}
In the example, lpDDSPrimary designates the primary surface and its associated back buffer. When IDirectDrawSurface::Flip is called, the front and back surfaces are exchanged (only the pointers to the surfaces are changed; no data is actually moved). If the flip is successful and returns DD_OK, the application breaks from the while loop. If the flip returns with a DDERR_SURFACELOST value, an attempt is made to restore the surface by using the IDirectDrawSurface::Restore method. If the restore is successful, the application loops back to the IDirectDrawSurface::Flip call and tries again. If the restore is unsuccessful, the application breaks from the while loop, and returns with an error.
Step 8: Deallocating the DirectDraw Objects. When you press the F12 key, the DDEX1 application processes the WM_DESTROY message before exiting the application. This message calls the finiObjects function, which contains all of the IUnknown::Release calls, as shown below:
static void finiObjects(void)
{
if(lpDD != NULL)
{
if(lpDDSPrimary != NULL)
{
lpDDSPrimary->Release();
lpDDSPrimary = NULL;
}
lpDD->Release();
lpDD = NULL;
}
} // finiObjects
The application checks if the pointers to the DirectDraw object (lpDD) and the DirectDrawSurface object (lpDDSPrimary) are not equal to NULL. Then DDEX1 calls the IDirectDrawSurface::Release method to decrease the reference count of the DirectDrawSurface object by 1. Because this brings the reference count to 0, the DirectDrawSurface object is deallocated. The DirectDrawSurface pointer is then destroyed by setting its value to NULL. Next, the application calls IDirectDraw::Release to decrease the reference count of the DirectDraw object to 0, deallocating the DirectDraw object. This pointer is then also destroyed by setting its value to NULL.
