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VC++ Tutorial for BeginnersModule by: Avanija j. E-mail the author
Summary: This course entails the programming concepts in VC++ with clear syntax specification and programming examples.
Chapter 1
Basics of Windows Programming
1. 1 Paradigms of Programming Languages
Although many different computer architectures are being developed, the most prevalent is still the
traditional von Neumann architecture - consisting of a single sequential CPU separate from memory,
with data piped between cpu and memory. This is reflected in the design of the dominant computer
languages, with dynamic variables (representing memory cells with changing values); sequential
iteration (reflecting the single sequential cpu); assignment statements (reflecting piping). This
combination of choices gives rise to the imperative language paradigm - C, Ada, Pascal, FORTRAN,
COBOL, Basic etc.
But other choices are possible - variables do not have to directly reflect memory cells (logic
programming); repetition need not be iterative (logic, functional, concurrent); assignment need not be
important (logic, functional); data and control need not be separated (object oriented, functional).
A paradigm is essentially a high level model of what computation is about - the unifying factor that
makes Ada and C seem very similar, ignoring details such as what data or control structures are
available, exactly how variables are passed to procedures, and so on.
Some Paradigms
Procedural (COBOL, FORTRAN, Pascal, C)
functional (LISP)
logic (PROLOG)
structured
object-oriented (Smalltalk)
4GL (Dbase)
Visual (Visual Basic)
1.1.1 Procedural
This is focusing on grouping organizations and/or code by similar operations or by the operations that
can be done on them.
1.1.2 Functional
Functional programming is so called because a program consists entirely of functions. The program
itself is written as a function which receives the program's input as its argument and delivers the
program's output as its result. Typically the main function is defined in terms of other functions, which
in turn are defined in terms of still more functions, until at the bottom level the functions are language
primitives. These functions are much like ordinary mathematical functions.
Functional programs contain no assignment statements, so variables, once given a value, never
change. Functions can be described intentionally by a rule describing the association, or extensionally
as a set of associated pairs (argument, result) which are called the graph of the function. Functional
programming also provides greater abstraction for solution. One such a feature is polymorphism which
allows general definition of functions which could be applied to objects of any type. To achieve such a
behavior we use type variables which stand for any type. Further higher order functions provide facility
to treat functions as a data objects and use them like other data objects. It means that function (higher
order function) can manipulate and create other functions. Another important feature of the functional
programming is that evaluation of arguments could be delayed but done at most once. This technique
is called lazy evaluation. Postponing sometimes can lead to such a situation that postponed value
could be found as not necessary to evaluate, even when argument is undefined. If such a function can
return a defined result we call it non-strict, else if returns undefined is called strict.
1.1.3 Logic
The basic constructs of logic programming, terms and statements are inherited from logic. There are
three basic statements: facts, rules and queries. There is a single data structure: the logical term.
In a logic programming language the logical relationship between various entities are declared. The
programmer writes a database of facts and rules. The user supplies a queries (goals) which the system
tries to prove. This involves matching the current goal against each fact or the left hand side of each
rule using unification. If the goal matches a fact, the goal succeeds; if it matches a rule then the
process recurses, taking each sub-goal on the right hand side of the rule as the current goal. If all sub-
goals succeed then the rule succeeds.
Logic programming languages tend to be declarative programming languages, as opposed to the more
traditional imperative programming languages. In a declarative language, you concentrate on the
relationships between the parts of the problem, rather than on the exact sequence of steps required to
solve the problem. An example of a well-known declarative languages are SQL, Prolog.
1.1.4 Structural
Two mathematicians, Corrado Bohm and Guiseppe Jacopini proved that any computer
program can be written with the three structures : sequences, decisions and loops.
This discovery led to the method of modern programming known as structured
programming. Structured programming can be seen as a subset or sub discipline of
Procedural programming one of the major paradigms (and probably the most popular
one) for Programming computers. It is possible to do structured programming in
almost any procedural programming languages.
Edsger Dijkstra a professor of computer science at the Technological University at Eindhoven proposes
that GOTO statements be abolished from all high-level languages such as BASIC. Modern programming
languages such as Visual Basic do away with the need for GOTO statements.
A computer program is said to be structured if it has a modular design and uses only the three types of
logical structures, sequences, decisions and loops.
Sequences: Statements are executed one after another.
Decisions: One of two blocks of program code is executed based on a test for some condition.
Loops (Iteration): One or more statements are executed repeatedly as long as a specified condition is
true.
One major shortcoming of earlier programming languages was their reliance on the GoTo statement.
This statement was used to branch (that is jump) from one line of the program to another. It was
common for a program to be composed on a convoluted tangle of branching that produced confusing
code sometimes referred to as spaghetti code.
The logic of a structured program can be pictured using a flowchart that flows smoothly fro the top to
the bottom without unstructured branching (GoTos). Here is an example of a flowchart showing the
structure with and without the GoTo statement:
Advantages of
Structured Programming
The goal of structured programming is to create correct programs that are easy to write, understand
and change.
Easy to writeModular design increases the
programmer's productivity by allowing them to
look at the big picture first and focus on details
later. Several Programmers can work on a single,
large program, each working on a different
module. Studies show structured programs take
less time to write than standard programs.
Procedures written for one program can be reused
in other programs requiring the same task. A
procedure that can be used in many programs is
said to be reusable
Easy to debugSince each procedure is specialized
to perform just one task, a procedure can be
checked individually. Older unstructured programs
consist of a sequence of instructions that are not
grouped for specific tasks. The logic of such
programs is cluttered with details and therefore
difficult to follow.
Easy to UnderstandThe relationship between the
procedures shows the modular design of the
program.Meaningful procedure names and clear
documentation identify the task performed by
each module. Meaningful variable names help the
programmer identify the purpose of each variable.
Easy to ChangeSince a correctly written
structured program is self-documenting, it can be
easily understood by another programmer.
Earlier Analysis and Design
As programs got more complex, programmers realized that there might be a better way to write
programs than getting a problem statement and sitting down and writing code. In other words, a little
abstract planning might help. Along these lines, some abstract modeling techniques were developed.
Earlier methods included flowcharts and functional specifications, functional decomposition. Later
techniques involved:
data flow diagrams (functionality)
data dictionaries (functionality)
Decision trees
process specifications (structured English)
entity relationship diagrams (data -- Information
modeling)
The later techniques arose from the structured programming languages, and became used in
structured analysis and design. The intention of the models was to create extra levels of abstraction
between the real-world problem/system and the computer implementation of the system. They served
as a bridge between the real world situation, and the computer code. The problem was mapped into a
verbal problem statement, and then into a requirements analysis model, which was far removed from
the machine implementation. The analysis model was then mapped into a design model, which was
one step closer to the machine implementation (the code). Finally, code was written from the design
model. However, these earlier abstract models all ran on one premise -- there is data, and there are
functions that process the data. The first models attempted only to model the functionality of the real-
world systems. Later, entity relationship diagrams were added -- these modeled the data, or the static
nature of the system. However, the functionality models and the data models were distinct and
separate entities.
1.1.4 Object-oriented
In object-oriented programming programmers define not only the data type of a data structure, but
also the types of operations (functions) that can be applied to the data structure. In this way, the data
structure becomes an object that includes both data and functions. In addition, programmers can
create relationships between one object and another. For example, objects can inherit characteristics
from other objects. Objects and object interactions are the basic elements of design.
One of the principal advantages of object-oriented programming techniques over imperative
programming techniques is that they enable programmers to create modules that do not need to be
changed when a new type of object is added. A programmer can simply create a new object that
inherits many of its features from existing objects. This makes object-oriented programs easier to
modify.
The advantages of object-oriented programming do not evidence themselves when you are writing a
single function for a particular purpose. Instead, the advantages arise when you are designing a large
system that will do similar , but not identical, things to a variety of data objects. By specifying classes
of data objects for which identical effects will occur, you can define a single generic function that
embraces the similarities across object types, but permits individual implementations or methods for
each defined class. As an example of languages that implements object paradigm are Smalltalk, Delphi
and Java.
OO The Object Oriented Paradigm
Is it possible to make a computer think the way people naturally think, rather than in terms of data and
instructions that process data? The base machine will probably always think in terms of data and
instructions that process data. However, are there high-level languages that can add another layer of
abstraction on top of the machine, so that the high level languages can be written in code that mirrors
the way people think? Yes, of course -- these are the OO languages! Some OO languages are better at
hiding the basic premise of the machine. Smalltalk is probably the best, while C++ is probably the
worst .
History of OO languages
First OO language was Simula -- 1967. Used widely in Europe, it never caught on in the U.S. Then came
Smalltalk -- 1972. In 1986, Bjarne Stroustrup invented C++, and Brad Cox created Objective-C. OO
languages began taking off at this time. But as of 1994, OO languages have been around for 24 years.
Earlier versions, such as Smalltalk, may have been unpopular because machines weren't powerful
enough to handle them.
What Makes a Language Object-Oriented?
According to Bertrand Meyer, an OO programming language should contain the following 7 qualities
[7]:
The support of modules.
The modules must support data
abstraction, which entails: a.) Information
hiding and b.) Encapsulation.
Automatic memory management (not
necessarily garbage collection).
All data are defined by abstract data type
(ADT) based modules. (e.g. classes).
Ability to extend existing classes (i.e.
inheritance).
Support of polymorphism and dynamic
binding.
Multiple inheritance (the need for this
feature in an OO language is disputed by
many in the OO field.)
Objects
Basic building block of OO languages is the object. Like objects of human thought, OO objects combine
both data (nouns and adjectives) and actions (verbs) into one package. Data is implemented as data,
while actions are implemented as functions. The machine still sees a data-functionality split. But the
outside world sees data and functionality merged into one whole.
Classes
OO Languages promote classification at two levels. First, there is the class construct. Classes are like
"cookie cutters" from which objects are moulded. We have a "cat" class from which we create cat
objects, each with different attributes. The class specifies the attributes (and the functionality) while
the objects fill in the attribute values. For example, we have a cat class that has weight, color, and
name attributes specified. From the cat class, we create cat objects, through which the program is
actually run.
Inheritance
A looser classification scheme is obtained through inheritance. We can tie in our cat class into a whole
inheritance hierarchy which includes the entire cat family, the mammals, all animals, and then all
living things.
Polymorphism
Polymorphism is the method by which OO languages mirror the human thought processes' tendency to
group certain actions together. We can call similar functionality by the same name -- e.g. cats eat and
cows eat, but the way they eat is different. However, we still call their actions "eating". OO languages
allow for similar functions (actions) to be given similar names. This allows for conceptual clarity in
writing code. Note that C and other traditional languages use polymorphism to some extent. For
example, the arithmetic operators act on both floating point numbers and integers with the same
operators (+, - , /, *, etc) even though the underlying implementation is radically different.
Abstraction
Software objects mirror the human mind's tendency to abstract out details. Software objects hide the
internal details of an object behind the walls of an interface. The "user" or "client" of an object does
not have to worry about the inner details of the object, only the abstract principles of the object, as
defined by the interface.
1.2. The Windows Environment
Windows is a Graphical User Interface (GUI). It uses graphics to organize the user’s workspace. User’s
choose items and execute programs by pointing and clicking with a mouse. The program that run from
within Windows also have a Graphical User Interface (GUI); for example, MS-Excel and MS-Word.
Moreover these programs can run only within Windows. This is because Windows provides these
programs with a number of built in functions and data which are not available in other environments.
The functions that are provided by windows include functions with the functionality to draw text in
different sizes and styles using font data. Windows provides a broad range of graphical functions for
drawing lines and geometric shapes and changing color. Windows program make use of these built in
functions and do not have to be coded to perform these tasks.
These system defined functions that an application can call are provided by an interface known as the
Application Program Interface (API) Every Windows environment has its unique API. For example, the
API that Windows 95 supports (also called the Win32 interface) is a 32-bit API. All the functions
supported by the API can work with 32 bits of information at any given time. Writing programs for the
Windows environment using the API functions is referred to as SDK programming where SDK stands for
Software Development Kit.
1.3
A History of Windows
Windows promised an easy-to-use graphical interface, device-independent graphics and multitasking
support. The development was delayed several times, however, and the Windows 1.0 hit the store
shelves in November 1985. The selection of applications was sparse, however, and Windows sales
were modest.
Windows 1.0 package, included
MS-DOS Executive, Calendar, Cardfile, Notepad, Terminal, Calculator, Clock, Reversi, Control Panel, PIF
(Program Information File) Editor, Print Spooler, Clipboard, RAMDrive, Windows Write, Windows Paint.
On November 10, 1983, Microsoft announced Microsoft Windows, an extension of the MS-DOS
operating system that would provide a graphical operating environment for PC users. Microsoft called
Windows 1.0 a new software environment for developing and running applications that use bitmap
displays and mouse pointing devices. With Windows, the graphical user interface (GUI) era at Microsoft
had begun.
The release of Windows XP in 2001 marked a major milestone in the Windows desktop operating
system family, by bringing together the two previously separate lines of Windows desktop operating
systems.
With the upcoming release of Windows .NET Server, Microsoft will complete a cycle of server operating
system upgrades it began nearly a decade ago in 1993, with the release of the first version of
Microsoft Windows NT Server. To understand the progression of Windows server operating systems
you have to look back earlier than 1993, however, to the even longer line of Windows desktop
operating systems stretching back to the early 1980s.
To explain the many advances since Windows 1.0, the following pages summarize milestones in the
development of Windows desktop operating systems at Microsoft.
Many longtime PC users trace Windows to the 1990 release of Windows 3.0, the first widely popular
version of Windows and the first version of Windows many PC users ever tried. But Microsoft actually
released the first version of Windows six years earlier, in 1985. To understand the roots of today's
Windows operating systems, we must journey back nearly 20 years.
The Windows 1.0 product box showed the new tiled windows and graphical user interface in the operating systemTABLE 1
1985: Windows 1.0
The first version of Windows was a milestone product because it allowed PC users to switch from the
MS-DOS® method of typing commands at the C prompt (C:\) to using a mouse to point and click their
way through functions, such as starting applications, in the operating system.
Windows 1.0 also allowed users to switch between several programs—without requiring them to quit
and restart individual applications. The product included a set of desktop applications, including the
MS-DOS file management program, a calendar, card file, notepad, calculator, clock, and
telecommunications programs, which helped users manage day-to-day activities.
Even before the Windows 1.0 graphical user interface, there was this pre-Windows 1.0 Interface ManagerTABLE 2
1987: Windows 2.0
With the second version of Windows, Microsoft took advantage of the improved processing speed of
the Intel 286 processor, expanded memory, and inter-application communication capabilities using
Dynamic Data Exchange (DDE). Windows 2.0 featured support for the VGA graphics standard, and also
allowed users to overlap windows, control screen layout, and use keyboard combinations to move
rapidly through Windows operations.
Many developers started writing their first Window-based applications for Windows 2.x. Following the
release of Windows 2.0 was Windows/386 2.03, which took advantage of the protected mode and
extended memory capabilities of the Intel 386 processor.
Subsequent Windows releases continued to improve the speed, reliability, and usability of the PC, and
improved the interface design and capabilities.
1990: Windows 3.0
Microsoft's first mainstream computing platform offered 32-bit performance, advanced graphics, and
full support of the more powerful Intel 386 processor. A new wave of 386 PCs helped drive the
popularity of Windows 3.0, which offered a wide range of new features and capabilities, including:
Program Manager, File Manager, and Print
Manager
A completely rewritten application
development environment with modular
virtual device drivers (VxDs), native
support for applications running in
extended memory, and fully pre-emptive
MS-DOS multitasking
An improved set of Windows icons
The popularity of Windows 3.0 blossomed with the release of a completely new Windows software
development kit (SDK), which helped software developers focus more on writing applications and less
on writing device drivers. Widespread acceptance among third-party hardware and software
developers helped fuel the success of Windows 3.0.
Windows 3.0 featured a new File ManagerTABLE 3
1993: Windows for Workgroups 3.11
A superset of Windows 3.1, Windows for Workgroups 3.11 added peer-to-peer workgroup and domain
networking support. For the first time, Windows PCs were natively network-aware and became an
integral part of the emerging client/server computing evolution.
Windows for Workgroups was used in local area networks (LANs) and on stand-alone PCs and laptop
computers. It added features of special interest to corporate users, such as centralized configuration
and security, significantly improved support for Novell NetWare networks, and remote access service
(RAS). Windows for Workgroups also offered the performance benefits of Microsoft's new 32-bit file
system.
1993: Windows NT 3.1
The release to manufacturing of Microsoft Windows NT® on July 27, 1993, marked an important
milestone for Microsoft. It completed a project Microsoft began in the late 1980s to build an advanced
new operating system from scratch. "Windows NT represents nothing less than a fundamental change
in the way that companies can address their business computing requirements.
Windows NT was the first Windows operating system to combine support for high-end client/server
business applications with the industry's leading personal productivity applications. The operating
system broke new ground in security, operating system power, performance, desktop scalability, and
reliability with a range of key new features. These included a pre-emptive multitasking scheduler for
Windows-based applications, integrated networking, domain server security, OS/2 and POSIX
subsystems, support for multiple processor architectures, and the NTFS file system.
Windows NT 3.1 contained overlapping windows and other features similar to Windows 3.1TABLE 4
The new operating system began with version 3.1 in order to maintain consistency with Windows 3.1,
which at the time was a well-established operating system for both home and business users.
Windows NT was geared toward business users and was initially available in both a desktop
(workstation) version and a server version called Windows NT Advanced Server. The desktop version
was well received by developers because of its security, stability, and rich Microsoft Win32®
application programming interface (API)—a combination that made it easier to support powerful
programs.
Windows NT was a strategic platform that could integrate client/server applications with existing
Windows-based desktop applications, or function as a technical workstation to run high-end
engineering or scientific applications.
1993: Windows NT Workstation 3.5
Windows NT Workstation 3.5 supported the OpenGL graphics standard, which helped power high-end
applications for software development, engineering, financial analysis, scientific, and business-critical
tasks.
The Windows NT Workstation 3.5 release provided the highest degree of protection yet for critical
business applications and data. The product also offered 32-bit performance improvements, better
application support, including support for NetWare file and print servers, and improved productivity
features, such as the capability to give files 255-character names.
1995: Windows 95
Windows 95 was the successor to Microsoft's three existing general-purpose desktop operating
systems—Windows 3.1, Windows for Workgroups, and MS-DOS. Windows 95 included an integrated 32-
bit TCP/IP stack for built-in Internet support, dial-up networking, and new Plug and Play capabilities
that made it easy for users to install hardware and software.
The 32-bit operating system also offered enhanced multimedia capabilities, more powerful features for
mobile computing, and integrated networking. In order to keep memory requirements to a minimum, it
did not include support for such features as system-level security or Unicode, which came later.
1996: Windows NT Workstation 4.0
This upgrade to Microsoft's business desktop operating system brought increased ease of use and
simplified management, higher network throughput, and a complete set of tools for developing and
managing intranets.
Windows NT Workstation 4.0 included the popular Windows 95 user interface and improved networking
support, providing secure, easy access to the Internet and corporate intranets.
In October 1998, Microsoft announced that Windows NT would no longer carry the initials NT," and
that the next major version of the operating system would be called Windows 2000.
1998: Windows 98
Windows 98 was the upgrade to Windows 95. Described as an operating system that "Works Better,
Plays Better," Windows 98 was the first version of Windows designed specifically for consumers.
Windows 98 enabled users to find PC- or Internet-based information easily, it opened and closed
applications more quickly, and it included support for reading DVD discs and connecting to universal
serial bus (USB) devices.
1999: Windows 98 Second Edition
Microsoft Windows 98 SE, as it was often abbreviated, was an incremental update to Windows 98. It
offered consumers a variety of new and enhanced hardware compatibility and Internet-related
features.
Windows 98 SE delivered an improved online experience with Internet Explorer 5 browser software and
Microsoft Windows NetMeeting® version 3.0 conferencing software. It also included Microsoft
DirectX® API 6.1, which delivered a variety of Windows multimedia improvements, and offered home
networking capabilities through Internet connection sharing (ICS). Windows 98 SE was also Microsoft's
first consumer operating system capable of using device drivers that also worked with the Windows NT
business operating system.
2000: Windows Millennium Edition (Windows Me)
Windows Me offered consumers numerous music, video, and home networking enhancements and
reliability improvements.
System Restore let users roll back their PC software configuration to a date or time before a problem
occurred. Windows Movie Maker provided users with the tools to digitally edit, save, and share home
videos. Microsoft Windows Media™ Player 7 technologies allowed users to easily find, organize, and
play digital media.
Windows Me was the last Microsoft operating system to be based on the Windows 95 kernel. Microsoft
announced that all future operating system products would be based on the Windows NT and Windows
2000 kernel.
2000: Windows 2000 Professional
Figure 1
Windows 2000 Professional was the upgrade to Windows NT Workstation 4.0, but it was more than just
that. Windows 2000 Professional was designed to replace Windows 95, Windows 98, and Windows NT
Workstation 4.0 on all business desktops and laptops. Built on top of the proven Windows NT
Workstation 4.0 code base, Windows 2000 added major improvements in reliability, ease of use,
Internet compatibility, and support for mobile computing.
Windows 2000 Professional also made hardware installation much easier than it was with Windows NT
Workstation 4.0 by adding support for a wide variety of new Plug and Play hardware, including
advanced networking and wireless products, USB devices, IEEE 1394 devices, and infrared devices.
2001: Windows XP
Windows XP is a unifying leap forward for desktop operating systems. With the release of Windows XP
Home Edition and Windows XP Professional in October 2001, Microsoft succeeded in merging its two
Windows operating system lines for consumers and businesses, uniting them around the Windows NT
and Windows 2000 code base.
With Windows XP, consumers and home users now have performance, stability, and security that
business users benefited from in Windows 2000.
Windows XP also includes the broad base of application and hardware compatibility of Windows 98 and
Windows Me, while adding new tech-support technology, a fresh user interface, and many other
improvements that make it easier to use for a broad range of tasks.
Windows XP is available in two main versions, Windows XP Professional and Windows XP Home Edition,
as well as a 64-bit edition, Windows XP 64-Bit Edition, for power users with workstations that use the
Intel Itanium 64-bit processor.
2001: Windows XP Professional
Windows XP Professional benefits from the long track record of Microsoft Windows NT technology:
superior operating system performance, including preemptive multitasking, fault tolerance, and
system memory protection.
Windows XP Professional also offers a redesigned interface and includes features for business and
advanced home computing, including Remote Desktop, encrypting file system, system restore and
advanced networking features. It also offers numerous key enhancements such as wireless 802.1x
networking support, Windows Messenger, Remote Assistance, and the System Restore feature.
2001:WindowsXPHomeEdition
Windows XP Home Edition offers a clean, simplified visual design that makes frequently accessed
features more accessible. The product offers many enhancements aimed at home users such as the
Network Setup Wizard, Microsoft Windows Media™ Player, Windows Movie Maker, and enhanced digital
photo capabilities.
1.4 Windows Programming Model
Programs written for traditional operating environments use a procedural programming model in which
programs execute from top to bottom in an orderly fashion. The path taken from start to finish may
vary with each invocation of the program depending on the input it receives or the conditions under
which it is run, but the path remains fairly predictable. In a C program, execution begins with the first
line in the function named main and ends when main returns. In between, main might call other
functions and these functions might call even more functions, but ultimately it is the program—not the
operating system—that determines what gets called and when.
Windows programs operate differently. They use the event-driven programming model illustrated in
Figure 1.4, in which applications respond to events by processing messages sent by the operating
system. An event could be a keystroke, a mouse click, or a command for a window to repaint itself,
among other things. The entry point for a Windows program is a function named WinMain, but most of
the action takes place in a function known as the window
procedure.
Figure 1.4 Windows Programming Model
The window procedure processes messages sent to the window. WinMain creates that window and
then enters a message loop, alternately retrieving messages and dispatching them to the window
procedure. Messages wait in a message queue until they are retrieved. A typical Windows application
performs the bulk of its processing in response to the messages it receives, and in between messages,
it does little except wait for the next message to arrive.
The message loop ends when a WM_QUIT message is retrieved from the message queue, signaling
that it's time for the application to end. This message usually appears because the user selected Exit
from the File menu, clicked the close button (the small button with an X in the window's upper right
corner), or selected Close from the window's system menu. When the message loop ends, WinMain
returns and the application terminates.
1.5 Dynamic Link Library (DLL)
Dynamic Link Library (DLL) is a collection of software routines programmed in a language such as C or
Pascal, which has been packaged especially for use from another program. For example, a C
programmer might write a routine that accesses a laser disc player. By compiling this as a DLL, it
might be usable by an author of a Windows Help hyper book, without them having to know anything
about the programming. In windows programming DLL plays an important part. Windows provides
function calls to implement its user interface and display text and graphics on the video display. These
functions are implemented in DLL. These are files with extension .DLL or .EXE.
The original idea for the DLL system was that there would be a central repository of code. Here are the
advantages:
Applications would link to this code
library, thus saving greatly on duplication
of effort and storage space.
Applications that used the DLL system
would behave exactly the same as all
other applications that used it.
If a problem arose, or a new feature was
desired, it could be written once and all
would benefit. In this sense, the DLL
system is a weak version of the object-
programming paradigm.
Naturally enough, along with these advantages came some responsibilities. An application should only
place a DLL in the central repository if:
The DLL was newer and/or better than the
ones already there.
The DLL was uniquely named, i.e. did not
conflict with a DLL for another purpose
with the same name.
If the DLL replaced another with the same
name, then the code in the DLL would be
exhaustively tested, so that on
replacement, other applications could use
it in the same way as its predecessor.
In time, all these rules have been broken, even by Microsoft itself, the originator of the idea.
On several occasions Microsoft has
created and distributed DLL files that
instantaneously broke every Windows
application in the world.
Regularly, end users will install an
application that has a DLL with the same
name as a "system" DLL, thus
mysteriously bringing down the system
until an expert can sort it out.
Over time, the "synchronization" problem
becomes more severe. In this scenario, a
DLL is replaced that brings it into conflict
with other DLLs it must work with.
The service pack problem is becoming
severe. In this scenario, Microsoft releases
a service pack that updates all key system
DLLs. All the elements of the service pack
must simultaneously be present in their
most recent form or the system will crash.
Then the user installs an application that
blithely replaces one or more of the DLLs
from the service pack. Result – system
failure, even on Windows NT 4.0, which,
notwithstanding its reputation for stability
and resilience, will fail utterly and
completely.
This is an example of a collision between an idea and reality, a key element in the human drama. The
idea was sound, but it failed to take into account the imperfections in the human character, in
particular those imperfections that influence the creation and operation of computer programs. The
reality is that Microsoft and any number of software vendors regularly risk the stability and security of
the end user's machine by writing DLL code as though it were normal programming. It isn't. To write a
DLL, you must imagine the effect of your changes and additions on every computer program that uses
it. This is obviously impossible. The solution to these problems is to go back to the system that
preceded the DLL system. Every application should place as many DLL files as possible in its own
directory (some DLL files are part of Windows itself, these must be accessed in common). No
application should assume that it can copy DLLs into the system directory or that its newer version of a
system DLL is safe to copy solely because it is newer. Many applications (including Microsoft's own)
have rendered systems unstable or unusable through this reasoning.
Win32s DLL Libraries
The Win32s DLL Libraries are an add-on set of programs that expand the MS Windows 3.1 and MS
Windows for Workgroups 3.11 systems so that they can run programs that follow the Win32s standard
from MicroSoft. By allowing them to run Win32s compliant programs, programers can write programs
to follow that standard and have it run, hopefully, on MS Windows 3.1, MS Windows for Workgroups
3.11, MS Windows 95 and MS Windows NT.
MS DOS and MS Windows 3.1/MS Windows for Workgroups 3.11 run 16-bit coded programs. The limit
to 16-bit allows them to run on older computers with no significant changes. MS Windows 95 and MS
Windows NT run 32-bit coded programs and do not need DOS at all. The 32-bit code needs at least a
386 IBM Compatible computer to run because the code is 32-bits instead of 16-bits it can:
Use the full BUS width of the CPU to tranfer more
information per computer clock cycle
Have a more robust command structure with a
possible 2^32 ( 4294967296 ) commands. Of
course, at this stage of computer development
there is no need for THAT MANY commands. But it
is useful for splitting up common functions into
seperate commands that were previously
combined or grouping some common groups of
commands into single commands.
In the course of writing and distributing Windows applications, the majority of customer problems were
related to DLLs. If you create a program that assumed that standard Windows system DLLs would be
present, those DLLs would not be present or would not be current, and the application would fail. If I
took it upon myself to follow the DLL guidelines and copy DLLs into the system directory after
ascertaining that my DLL was newer than the current one, other applications would fail. To avoid this
problem it is better to include in the application all required DLLs in the program directory.
1.6 API (Application Programming Interface)
A set of routines, protocols, and tools for building software applications. A good API makes it easier to
develop a program by providing all the building blocks. A programmer puts the blocks together.
API (Application Programming Interface) is a set of commands, which interfaces the programs with the
processors. The most commonly used set of external procedures are those that make up Microsoft
Windows itself. The Windows API contains thousands of functions, structures, and constants that you
can declare and use in your projects. Those functions are written in the C language, however, so they
must be declared before you can use them. The declarations for DLL procedures can become fairly
complex. Specifically to C# it is more complex than VB. You can use API viewer tool to get API function
declaration but you have to keep in mind the type of parameter which is different in C#.
Most of the advanced languages support API programming. The Microsoft Foundation Class Library
(MFC) framework encapsulates a large portion of the Win32 (API). ODBC API Functions are useful for
performing fast operations on database. With API your application can request lower-level services to
perform on computer's operating system. As API supports thousands of functionality from simple
Message Box to Encryption or Remote computing, developers should know how to implement API in
their program.
API\’s has many types depending on OS, processor and functionality.
OS specific API:
Each operating system has common set of API's and some special
e.g.
Windows NT supports MS-DOS, Win16, Win32, POSIX (Portable Operating System Interface), OS/2
console API and Windows 95 supports MS-DOS, Win16 and Win32 APIs.
Win16 & Win32 API:
Win16 is an API created for 16-bit processor and relies on 16 bit values. It has platform independent
nature.
e.g. you can tie Win16 programs to MS-DOS feature like TSR programs.
Win32 is an API created for 32-bit processor and relies on 32 bit values. It is portable to any operating
system, wide range of processors and platform independent nature. Win32 API’s has ‘32’ prefix after
the library name e.g. KERNEL32, USER32 etc…
All APIs are implemented using 3 Libraries.
Kernel
User
GDI
KERNEL
It is the library named KERNEL32.DLL, which supports capabilities that are associated with OS such as
Process loading.
Context switching.
File I/O.
Memory management.
e.g. The GlobalMemoryStatus function obtains information about the system's current usage of both
physical and virtual memory
USER
This is the library named "USER32.DLL" in Win32. This allows managing the entire user interfaces such
as :
Windows
Menus
Dialog Boxes
Icons etc.
e.g. The DrawIcon function draws an icon or cursor into the specified device context.
GDI (Graphical Device Interface)
This is the library named "GDI32.dll" in Win32. It is Graphic output library. Using GDI Windows draws
windows, menus and dialog boxes.
It can create Graphical Output.
It can also use for storing graphical images.
e.g. The CreateBitmap function creates a bitmap with the specified width, height, and color format
(color planes and bits-per-pixel).
1.7 The Programming Environment
The Microsoft Visual C++ package includes more than the C compiler and other files and tools
necessary to compile and link windows programs. It also includes the Visual C++ Developer Studio an
environment in which you can edit your source code, create resources such as icons and dialog boxes
and edit, compile, run and debug your programs. The msdn portion of the Microsoft URL stands for
Microsoft Developer Network which is a program that provides developers with the frequently updated
CD-ROMs containing much of what they need to be on the cutting edge of windows development.
1.7.1 Graphical User Interface Concepts
Since the invention of Graphical User Interface (GUI) is in 1972 from that we have seen a good number
of attempts to define and build the perfect GUI. GUI consists of number of elements such as:
The Explorer – Program that manages the GUI.
The Taskbar – Gray bar across the bottom of the
screen. It contains icons representing all active
programs, the clock and various utilities.
The Start Menu – A one button approach to
accessing programs, help, and system settings.
GUIs offer a standard look and feel to application thus reducing development and learning time. A GUI
is an environment that can work with graphic objects and it allows event-based interaction with
program for e.g., clicking on mouse buttons, entering data through a text field (like for the calculator
tool). Each event triggers the execution of event handler function to take appropriate action. Microsoft
Windows a typical example has the following components.
Menus (Including placement and names of options
and styles such as pull down or popup).
Icons (for identifying application and resources).
Tiled Windows (for views of multiple programs or
data or for multiple views of a single program or a
data block).
Dialog Boxes (for selecting files, options and
settings when an option is selected, the one
previously selected is turned off).
Check Lists (from which the user can make
multiple selections as in specifying print or file
attributes).
Support for a pointing device, typically a mouse
(especially to select and drag screen elements).
Scroll bars (along the edges to show the relative
position of the contents such as the end or
beginning of the text or to move to a different
position such as another part of a spread sheet).
A GUI enforces consistency by restricting developers they must support features for the program to
run under the GUI. In addition one benefit of GUI is that the user can learn a second application faster
because he or she is familiar with the environment. Note that the benefit comes with succeeding
applications. Consistency and familiarity help produce shorter learning curves. Users generally prefer
the interface style they know, whether it be Macintosh or Microsoft Windows. The consistency offered
by a GUI trades on the users familiarity with the environment.
Drawing and CAD programs are the best suited to GUI. Since, by their nature they manipulate objects
lines and curves, fill closed areas with color. For database programs, such manipulation is not as
useful. However they can use GUIs effectively to:
Specify data fields when setting up reports.
Select sort keys.
Transfer data to or from other applications (such
as a spread sheet).
The last point is particularly important. Database applications often must transfer data to and from
spreadsheets, word processors, desktop publishing programs, business or presentation graphics
programs, statistics programs or project management software. GUIs generally have data exchange
features, such as Microsoft windows dynamic data exchange (DDE) to handle such transfers.
A final benefit of GUI is that it lets you see the final product before you print it. What You See Is What
You Get (WYSIWYG) is a feature essential to desktop publishing and drawing applications and useful in
database applications (so you can inspect reports to see that all data fits on the page).
However there are drawbacks associated with using GUI. The cost includes the expense of graphics
cards, pointing device (such as mouse) and extra memory. Because GUIs run in graphics mode, screen
refresh is usually slower as well. If speed is important, a GUIs consistency may not be sufficient
compensation.
1.8 Event Driven Programming
While your program was looking for a particular kind of input, be it a mouse click or a key press, it
wasn’t doing any other work. If at a particular place in your program you were looking for a mouse
click and a key was pressed, generally the key press was ignored (at least at that instant). While this
approach to programming is functional in many situations, it does not work very well when there are
multiple possible sources of input whose arrival time you cannot predict and where it is unacceptable
to ignore any of the inputs. As an example consider the case of a VCR.
On a typical VCR there are a number of buttons, sensor inputs for tape in and the end of the tape as
well as commands that can be received from the remote control. The program for the embedded
computer controlling the VCR must be able to respond to any of those inputs at any time and in any
sequence. For example, while running fast forward, you can stop, play, change channels, and program
the VCR to record or any number of other actions. The program cannot move to only looking for the
channel select buttons while you are programming, or it would miss the end of tape sensor for the
rewinding tape.
Clearly, what we need is a program structure that will allow us to respond to a multitude of possible
inputs, any of which may arrive at unpredictable times and in an unpredictable sequence. While this
problem is very common in embedded systems, like the VCR, it is also very common in modern
desktop computers. Think about using a word processor. While you are typing, the program is
accepting your keys and entering the characters into your document. You can also click with the
mouse at any place on the screen. If the mouse pointer is at another place in your document, the point
of insertion moves. If it is in the menu bar, a menu will drop down. If it is over a formatting button, it
may change the format of the next character entered. Your word processor, or most other programs
running under Windows, MacOS, X-Windows or any other modern Graphical User Interface(GUI), must
also be capable of dealing with the same kind of variable input that the VCR must handle. All of these
operating systems, and many embedded applications, have adopted a common program structure to
deal with the need to respond to many asynchronous (not time sequence) inputs. This program
structure is generally called event driven programming.
Under the event driven programming model, the program structure is divided into two rough groups,
Events and Services. An event represents the occurrence of something interesting. A service is what
you do in response to the event. While events most often originate from the outside your program,
such a mouse click, events can also generated by other parts of the program. The program executes
by constantly checking for possible events and, when an event is detected, executing the associated
service.
In order for this approach to work, the events must checked continuously and often. This implies that
the services must execute quickly, so that the program can get back to checking for events. In order to
meet this requirement, the service can not to go into a state where it is waiting for some long or
indeterminate time. The most common example of this would be a while loop where the condition for
termination was not under program control, for example; a switch closure. This kind of program
structure, an indefinite loop is referred to as ‘Blocking ‘ code. In order for the even t driven
programming model to work, you must only write ‘Non-Blocking’ code. So how to deal with the need to
wait for the switch close? You make the switch closure an event. Then, rather than waiting in a loop for
the switch to close, you program a service that does the right thing when the switch closes and let all
of the event checkers run while you are waiting for the switch to close. In this way, you could also
react to another event while you were waiting for the switch to close.
Event Checkers
An event, by its nature, represents a discrete point in time. At one instant, the event has not occurred ,
at the next it has. In the case of a switch, the opening or closing of the switch represents an event. The
switch being open or closed does not represent an event. The event is marked by the transition from
open to closed.
1.9 Header Files
Windows programs begin with a processor directive at the top such as :
#include <windows.h>
WINDOWS.H is a master file that includes other Windows header files, some of which also include other
header files. The most important and most basic of these header files are:
WINDEF.H Basic type definitions.
WINNT.H Type definitions for Unicode support.
WINBASE.H Kernel functions.
WINUSER.H User interface functions.
WINGDI.H Graphics device interface functions.
These header files define all the Windows data types, function calls, data structures and constant
identifiers. They are important part of Windows documentation.
1.10 Program Entry Point
In windows program the entry point is WinMain similar to the main function in C program. The WinMain
function appears like this:
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR szCmdLine,
int nCmdShow)
It is declared in WINBASE.H like so (line breaks and all) :
int
WINAPI
WinMain(
HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nShowCmd
);
This declaration uses a system called “Hungarian notation” through which the variable name is
indicated with a short prefix that indicates the variables data type. This notation will be discussed
later. The first parameter to WinMain is an “instance handle”. In windows programming a handle is
simply a number that an application uses to identify something. In this case the handle uniquely
identifies the program. It is required as an argument to some other windows function calls. In early
versions of windows when you run the same program concurrently more than once, multiple instances
of that program will be created. A program can determine if other instances of itself are running by
checking the hPrevInstance parameter. In 32 bit versions this concept has been abandoned.
The second parameter to WinMain is always NULL (defined 0). The third parameter to WinMain is
command line used to run the program. The fourth parameter to WinMain indicates how the program
should be initially displayed either normally or maximized to fill the window or minimized to be
displayed in the task list bar.
1.11 Compile, Link and Run Windows program
When you are ready to compile your program named samplewinprg, you can select Build
samplewinprg.exe from the Build menu or press F7, or select the Build icon from the Build toolbar. The
appearance of this icon is shown in the Build menu. If the Build toolbar is not currently displayed you
can choose Customize from the tools menu and select the Toolbars tab. Pick Build or Build MiniBar.
Alternatively you can execute samplewinprg.exe from the Build menu by pressing Ctrl+F5 or click the
Execute program icon. From the Build toolbar. A message will be displayed asking if you want to build
the program.
During compilation the compiler generates an .OBJ(object) file from the C source code file. During the
ling stage the linker combines the .OBJ file with .LIB(library) files to create the .EXE(executable) file.
You can see a list of these library files by selecting settings from the Project tab and clicking the Link
tab. In particular you’ll notice KERNEL32.LIB, USER32.LIB, and GDI32.LIB. These are “import libraries”
for the three major Windows subsystems. They contain the dynamic-ling library names and reference
information that is bound in to the .EXE file. Windows uses this information to resolve calls from the
program to function in the KERNEL32.DLL, USER32.DLL and GDI32.DLL dynamic link libraries. In Visual
C++ Developer Studio, you can compile and link the program in different configurations. By default
these are called Debug and Release.
1.12 MessageBox Function
The MessageBox function is designed to display short messages. The window that a MessageBox
displays is considered to be a dialog box. The first argument to MessageBox is normally a window
handle. The second argument is the text string that appears in the body of the message box and the
third argument is the text string that appears in the caption bar of the message box. The fourth
parameter can be any of the combination of constants beginning with the prefix MB_ that are defined
in the WINUSER.H. The list of buttons that can appear in dialog box are:
MB_OK
MB_OKCANCEL
MB_ABORTRETRYIGNORE
MB_YESNO
MB_YESNOCANCEL
MB_RETRYCANCEL
The appearance of the icon in the message box can be any one of the following:
MB_ICANHAND
MB_ICONEXCLAMATION
MB_ICONASTERISK
1.13 Data Types
Windows programming has a reputation for its variety of data types, it uses all C data types and also
introduces a few data types of its own. The sample windows application illustrated in this chapter uses
a few of the Windows data types.
The following code displays a message as displayed in figure 2.10(a)
# include <windows.h>
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,PSTR szCmdLine,
int nCmdShow)
{int i;
MessageBox(0,"Application executing","Application",MB_OK);
return(0);
}
Figure 2.10(a) Sample Output
In this program, the MessageBox function returns the value 1, but it is more proper to say that it
returns IDOK, which is defined in WINUSER.h as equaling 1.Each running copy of a program is called an
instance. To refer to a particular instance of a program, a handle is required. A handle is an unsigned
integer that Windows uses internally to keep track of objects in memory. For example, every window
on the screen has a unique window handle. Handles are also used to keep a track of running
applications, allocated memory blocks and a host of other objects.
A handle is simply a number assigned by the system to a particular entity. It serves to identify the
entity, whether it is an instance, a window, a control or a block of memory. All objects in windows are
referred to by handles. Handles are a replacement of pointers. There are a number of related data
types for describing different kinds of handles. All these data types begin with the letter H. Thus,
HWND is the data type for a window handle, and HPEN is the handle to PEN. In the program shown
above, hInstance is the handle that identifies the current instance of the application and hPrevInstance
contains the hInstance value for the last copy of application.
Internally the Kernel of windows maintains tables that allow windows to convert handles to physical
memory addresses. A handle is a pointer to a memory location. The reason for this complexity is that
windows moves objects (memory blocks, programs and so on) in memory to make room for others. If
windows moves and object in memory, the handle table is updated. The handle used by the program
does not need to change since it always gets correctly translated to the right physical memory
addresses by the windows kernel, no matter where the object is moved in memory. Figure 2.10(b)
displays a representation of handles in the memory.
Program Windows Kernel Memory
HandleHandle TablePhysical Address
Figure 2.10(b) Handles in the Memory
If a pointer was used to refer to an object in memory, the pointer will be invalid when the object is
moved by windows as a part of its memory management. Thus pointers can be dereferenced whereas
handles will continue to be valid since the handle to pointer table will be updated automatically by
windows whenever it moves an object in memory.
In the above program, LPSTR is another new windows data type that is used; it is used to store a Long
Pointer to a String same as the char data type of C. The MessageBox function of the Win32 API displays
a message on the screen, with the specified title and message text, the message displayed will show
an OK button also, which will dismiss the MessageBox as specified by the MB_OK parameter.
1.14 Hungarian Naming Convention
The names of the variables used in a window program follow a naming convention called Hungarian
notation, in honor of its inventor Charles Simonyi. The idea is to precede variable names with key
letters that describe the type of data the variable represents and follow a verb-noun combination. The
Table 1.14 represents the Hungarian notations.
Table 1.14 Variable Name Codes in Hungarian Notation
Variable Name PrefixCode
Data Type
b BOOL(Boolean). The variable here can take either True or False
values.by BYTE(unsigned character)c Char(character)dw DWORD(double word)fn Functionh Handlei int(integer)l Longn Short(int) or near pointerp Pointers Character stringsz Character string terminated by zerow Word(two bytes)TABLE 5
1.15 Windows String Functions
The collection of string functions included in windows to calculate string length, copy string, concatenate strings and compare strings are listed below:
lstrcmpi - Compares two strings, ignoring case.
lstrcmp – Compares two strings.
lstrcpyn - Copies one string to another, with a maximum length.
lstrcpy - Copies one string to another.
lstrlen - Gets the length of a string in characters.
lstrcmpi
Compares two character strings. The comparison is not case sensitive.
Syntax
int lstrcmpi(LPSTR lpszString1,LPSTR lpszString2);
The first parameter lpszString1 is the pointer to the first null-terminated string to be compared. The
second parameter lpszString2 is the pointer to the second null-terminated string to be compared. This
function returns a negative value if the function succeeds and the string that lpszString1 points to is
less than the string that lpszString2 points to. Returns a positive value if the string that lpszString1
points to is greater than the string that lpszString2 points to. Returns zero if the strings are equal. The
lstrcmpi function compares two wide strings by checking the first characters against each other, the
second characters against each other, and so on until it finds an inequality or reaches the ends of the
strings. Similarly two wide strings can be compared using the function lstrcmpiW and also the wide
character string can be represented using LPCWSTR (long pointer to wide character string).
lstrcmp
Compares two strings. The comparison is case sensitive.
Syntax
int lstrcmp(LPSTR lpszString1,LPSTR lpszString2);
The first parameter lpszString1 is the Pointer to the first null-terminated wide string to be compared.
The second parameter lpszString2 is the Pointer to the second null-terminated wide string to be
compared. Returns a negative value if the function succeeds and the string that lpszString1 points to is
less than the string that lpszString2 points to. Returns a positive value if the string that lpszString1
points to is greater than the string that lpszString2 points to. This function returns zero if the strings
are equal. The lstrcmp function compares two strings by checking the first characters against each
other, the second characters against each other, and so on until it finds an inequality or reaches the
ends of the strings. Similarly two wide strings can be compared ignoring case using the function
lstrcmpW.
lstrcpy
Copies a string to a buffer.
Syntax
LPSTR lstrcpy(LPSTR lpszString1,LPSTR lpszString2);
The first parameter lpszString1 is the Pointer to a buffer to receive the contents of the string pointed to
by the lpszString2 parameter. The buffer must be large enough to contain the string, including the
terminating wide null character. The second parameter lpszString2 is the pointer to the null-terminated
wide string to be copied. This function returns a pointer to the buffer. Similarly two wide strings can be
copied using the function lstrcpyW.
lstrcpyn
Copies a string to a buffer, up to a specified number of characters.
Syntax
LPSTR lstrcpyn(LPSTR lpszString1,LPSTR lpszString2,int iMaxLength);
The first parameter lpszString1 is the pointer to a buffer to receive the contents of the string that the
lpszString2 parameter points to. The buffer must be large enough to contain the string, including the
terminating wide null character. The second parameter lpszString2 is the pointer to the null-terminated
string to be copied. The third parameter iMaxLength gives the maximum number of characters to
copy, including a terminating null character. This function returns a pointer to the buffer. If iMaxLength
is nonzero, lstrcpyn always inserts a terminating null character in the destination string, which could
result in the source string being truncated. Similarly lstrcpynW copies a wide string to a buffer, up to a
specified number of wide characters.
lstrlen
Retrieves the length of the specified string.
Syntax
int lstrlen(LPSTR lpszString);
The first parameter lpszString is the pointer to a null-terminated wide string. If the function succeeds,
the return value specifies the length of the string. Similarly lstrlenW retrieves the length of the
specified wide string.
1.16 The Sample SDK Program
Creating a window first requires registering a window class and that requires a window procedure to
process messages to the window. This involves a bit of overhead that appears in almost every
windows program. The program shown below is a simple program that handles only three windows
messages(two mouse click messages and a quit message). Figure 1.16(a) shows the applications only
window.
Figure 1.16 (a) A Minimal Windows Program written using SDK
// Sample SDK program to display window
#include <windows.h>
WNDCLASS wc;
MSG msg;
HWND hwnd;
LRESULT CALLBACK wndproc(HWND,UINT,WPARAM,LPARAM);
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,
int nCmdShow)
{
wc.style=CS_HREDRAW|CS_VREDRAW;
wc.lpfnWndProc=wndproc;
wc.hInstance=hInstance;
wc.hCursor=LoadCursor(hInstance,IDC_ARROW);
wc.hIcon=LoadIcon(hInstance,NULL);
wc.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);
wc.lpszClassName ="Sample";
wc.lpszMenuName =NULL;
if (!RegisterClass(&wc))
return false;
hwnd=CreateWindow(“Sample”,”AsampleSDK Window”,
WS_OVERLAPPEDWINDOW,//window style
CW_USEDEFAULT, //initial x position
CW_USEDEFAULT, //initial y position
CW_USEDEFAULT, //initial x size
CW_USEDEFAULT, //initial y size
NULL,//parent window handle
NULL,//window menu handle
HINSTANCE,//program instance handle
NULL);//creation parameters
ShowWindow(hwnd,nCmdShow);
UpdateWindow(hwnd);
while(GetMessage(&msg,NULL,0,0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return true;
}
LRESULT CALLBACK wndproc(HWND hwnd,UINT wm,WPARAM wp,LPARAM lp)
{
char left[]="You have pressed left mouse button";
char right[]="You have pressed right mouse button";
switch(wm)
{
case WM_LBUTTONDOWN:
{
MessageBox(GetFocus(),left,"About",MB_OK|MB_ICONINFORMATION);
break;
}
case WM_RBUTTONDOWN:
{
MessageBox(GetFocus(),right,"About",MB_OK|MB_ICONINFORMATION);
break;
}
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
}
default:
break;
}
return(DefWindowProc(hwnd,wm,wp,lp));
}
Figure 1.16 (b) The sample SDK program responding to a left mouse click message
1.16.1Dissecting the Program
The code for this program deserves a closer examination. The program starts with
#include<windows.h>. This statement includes the main windows header file(WINDOWS.H) that in
turn includes all the windows header file that contain structures, macros, API prototypes and
everything else that the SDK program needs. Then the two SDK functions declared are: the program
entry point WinMain() and the application’s window procedure in this case wndproc. However there is a
reference to wndproc in WinMain, which is why the function is declared near the top of the program.
Windows function calls
The sample SDK windows program makes calls to fewer windows functions. These functions with a
brief description are:
Load IconLoads an icon for use by a program.
Load CursorLoads a mouse cursor for use by a program.
GetStockObjectObtains a graphic object in this case a
brush used for painting the windows background.
RegisterClassRegisters a window class for the program’s
window
MessageBoxDisplays a message box.
CreateWindowCreates a window based on a window class.
ShowWindowShows the window on the screen.
UpdateWindowDirects the window to paint itself.
GetMessageObtains a message from message queue.
TranslateMessage Translates some keyboard messages.
DispatchMessage Sends a message to a window
procedure.
PostQuitMessage To insert a “quit” message in to the
message queue.
DefWindowProc Performe default processing of messages.
Window Class Structure(WNDCLASS)
The WNDCLASS structure is used to define all windows that you can view on your monitor. The
structure of a window class looks like this:
typedef struct_WNDCLASS
{UINT style; //window class style
WNDPROC lpfnWndProc; //window procedure
int cbLlsExtra; //extra class bytes
int cbWndExtra; //extra window bytes
HANDLE hInstance; // instance handle
HICON hIcon; // icon handle
HCURSOR hCursor; // cursor handle
HBRUSH hbrBackground; // background brush color
LPCTSTR lpszMenuName; // menu resource
LPCTSTR lpszClassName; // window class name
}WNDCLASS ;
Message Structure
Because almost everything in windows happens in response to messages, the windows message
structure MSG is extremely important. This structure is defined as follows:
typedef Struct tagMsg
{HWND hwnd; // handle of the windows to retrieve messages
UINT message; // message value for each windows identified by macros in WINDOWS.H
WPARAM wp; // additional information about the message
DWORD time; //time at which the message was posted to the queue
POINT pt; // screen coordinates of the cursor when the message was posted
}MSG;
Uppercase Identifiers
These identifiers are defined in the windows header files. The identifiers contain a two-letter or three-
letter prefix followed by an underscore:
CS_HREDRAWDT_VCENTERSND_FILENAME
CS_VREDRAWIDC_ARROWWM_CREATE
CW_USEDEFAULTIDI_APPLICATIONWM_DESRTOY
DT_CENTERMB_ICONERRORWM_PAINT
DT_SINGLENAMESND_ASYNCWS_OVERLAPPEDWINDOW
These are simply numeric constants. The prefix indicates a general category to which the constant
belongs.
CS Class style option
CW Create window option
DT Draw text option
IDI ID number for an icon
IDC ID number for a cursor
MB Message box options
SND Sound option
WM Window message
WS Window style
Initializing and Registering the Window Class
Windows allows multiple instances of a single application to run concurrently each application window
has a window class. A window class must be initialized and registered when the first instance begins
execution. If there are no previous instances of the application running the WNDCLASS structure
variable wc is initialized with values and registered with windows by calling the RegisterClass() API
function with a pointer to wc as the only parameter. Here is the way to handle the RegisterClass
function call:
if(!RegisterClass(&wc)
return false;
In some sample windows programs you may see the following code in WinMain:
If(!hPrevInstance)
{wc.style=CS_HREDRAW | CS_VREDRAW;
[ other wndclass initialization]
RegisterClass(&wc);
}
This declaration is necessary only for 16 bit version of windows, if you started up a new instance of a
program that was already running then the hPrevInstance parameter should be the instance handle of
the previous instance. The window class can be registered only if hPrevInstance was NULL, indicating
no other instances of the program were running. But in 32 bit versions of windows hPrevInstance is
always NULL, it is not necessary to check hPrevInstance.
Creating the Window
The application window is created by calling the API function CreateWindow(). The CreateWindow()
function takes 11 parameters. Here’s the CreateWindow call with comments identifying the
parameters.
hwnd=CreateWindow( SZAPPNAME, // window class name
SZAPPTITLE, // window caption
WS_OVERLAPPEDWINDOW, // window style
CW_USEDEFAULT, // initial x position
CW_USEDEFAULT, // initial y position
CW_USEDEFAULT, // initial x size
CW_USEDEFAULT, // initial y size
NULL, // parent window handle
NULL, // window menu handle
HINSTANCE, // program instance handle
NULL); //creation parameters
The window created by this program is a normal overlapped window. It will have a title bar, system
menu button to the left of the title bar, a thick window sizing border and minimize, maximize and close
buttons to the right of the title bar. This is the standard style for windows. By using the identifier
CW_USEDEFAULT to indicate (initial x , y position and initial x , y size) we are indicating that we want
windows to use the default position for an overlapped window.
The argument marked “parent window handle” is to set to NULL when creating a “top level” window
such as an application window. Normally, when a parent-child relationship exists between two windows
the child window always appears on the surface of its parent. The “window menu handle” is also set to
NULL because the window has no menu. The “program instance handle” is set to the instance handle
passed to the program as a parameter of WinMain. Finally a “creation parameter” is set to NULL. The
CreateWindow function call returns a handle to created window which is stored in the variable hwnd. It
is defined to be of type HWND (handle to a window).
Displaying the Window
After the CreateWindow call returns the window has been created internally in windows. However the
windows do not yet appear on the video display, two more calls are needed. They are:
ShowWindow(hwnd,nCmdShow);
UpdateWindow(hwnd);
The ShowWindow call determines how to display the window on the screen., whether it is normal,
minimized or maximized. The first argument is the handle to the window just created by
CreateWindow. The second argument nCmdShow is the value passed as a parameter to WinMain which
determines how the window is to be internally displayed on the screen whether it is normal, minimized
or maximized. This can be done by defining the second parameter to have one of the fields given
below:
SW_SHOWMAXIMIZED - To display maximized window.
SW_SHOWMINIMIZED – To display minimized window.
SW_SHOWNORMAL – To display normal window.
SW_SHOWMINOACTIVE – To display the window in task
bar.
If the second argument to ShowWindow is SW_SHOWNORMAL the client area of the window is erased
with background brush specified in the window class. The function call UpdateWindow causes the
client area to be painted.
Window Procedure
The window procedure determines what the window displays in its client area and how the window
responds to user input. A windows program can contain more than one window procedure. The window
procedure can be defined like this:
LRESULT CALLBACK wndproc(HWND hwnd, UINT message, WPARAM wp, LPARAM lp)
These parameters are identical to the first four fields of the MSG structure. The first parameter hwnd is
the handle to window receiving the message. If a program creates multiple windows based on the
same window class and hence the same window procedure, hwnd identifies the particular window
receiving the message. The second parameter is a number that identifies the message. The last two
parameters are 32 bit message parameters that provide more information about the message.
Handling Messages in Window Procedure
After the UpdateWindow call the window is fully visible in the screen. The program must now make
itself ready to read input from the user through mouse and keyboard. Message queue is maintained for
each windows program currently running under windows. When an input event occurs windows
translates the event in to a message that it places in the message queue. The messages can be
retrieved from the message queue by executing the message loop:
While(GetMessage(&msg,NULL,0,0))
{ TranslateMessage(&msg);
DispatchMessage(&msg);
}
The GetMessage call retrieves a message from a message queue and passes to window a pointer to a
MSG structure named msg.
The TranslateMessage call passes the msg structure back to windows for some keyboard translation.
The DispatchMessage call passes the msg structure back to windows and the windows then sends the
message to the appropriate window procedure for processing.
Every message that window procedure receives is identified by a number. This is defined with the
identifiers beginning with the prefix WM(Window Message) for each type of message. This can be done
through switch and case statement. To process a message, the window procedure should return 0. All
the messages not to be processed must be passed to a windows function named DefWindowProc. The
value returned from DefWindowProc must be returned from the window procedure. In the sample
windows program, wndproc chooses to process four messages: WM_CREATE, WM_LBUTTONDOWN,
WM_RBUTTONDOWN and WM_DESTROY. The messages can be defined like this:
switch(msg)
{ case WM_CREATE:
[process WM_CREATE message]
return 0;
case WM_LBUTTONDOWN :
[process WM_LBUTTONDOWN message]
return 0;
case WM_RBUTTONDOWN :
[process WM_RBUTTONDOWN message]
return 0;
case WM_DESTROY :
[process WM_DESTROY message]
return 0;
}
return DefWindowProc(hwnd,msg,wp,lp);
Windows Messages
Windows messages are sent by Windows to your application. These messages begin with the WM_
prefix. The WM_* messages are sent by windows and are usually handled by windows and views, some
of the commonly processed windows messages are: WM_COMMAND, WM_CHAR, WM_DESTROY and
WM_QUIT message.
WM_COMMAND Message
This message notifies the program that the user has selected a menu item, a child window control or
has used an accelerator key. An accelerator key is a key combination which is used to invoke the
options of a menu and other controls.
WM_CHAR Message
This message is used to retrieve ASCII keyboard inputs such as letters, numbers and printable
symbols. This message is generated when the user presses a character with an ASCII value on
keyboard.
WM_DESTROY Message
This message notifies the program that a window is being destroyed after it is removed from the
screen. The message is sent after the window image is removed from the screen. For example
WM_DESTROY is sent to the parent window before a child window is destroyed.
WM_QUIT Message
This message indicates a request to terminate an application and is done when the application calls
the PostQuitMessage function. It causes the GetMessage function to return a zero and drop out from
message loop. The return statement exits from WinMain and terminates the program.
Exercises 1
1. Differentiate Structured Programming and Object
Oriented Programming.
2. Define Object and Class.
3. Explain the Windows Programming Model.
4. What is DLL?
5. What is API?
6. Explain the GUI concepts.
7. Write short notes on Event Driven Programming.
8. What is Hungarian Notation?
9. Write short notes on Windows String Functions.
10. Explain the Message function calls used in Windows
Programming.
11. Write the Window Class structure, Message structure
and explain them.
12. Explain how to register the Window class.
13. List out the options available to display the Window.
14. Write short notes on Window Procedure.
15. Write about the Windows Messages.
Chapter – 2
Basics of GDI and DC
2.1Graphics Device Interface (GDI)
The graphics device interface (GDI) provides functions and related structures that an application can
use to generate graphical output for displays, printers, and other devices. Using GDI functions, you can
draw lines, curves, closed figures, paths, text, and bitmap images. The color and style of the items you
draw depends on the drawing objects — that is, pens, brushes, and fonts — that you create. You can
use pens to draw lines and curves, brushes to fill the interiors of closed figures, and fonts to write text.
Applications direct output to a specified device by creating a device context (DC) for the device. The
device context is a GDI-managed structure containing information about the device, such as its
operating modes and current selections. An application creates a DC by using device context
functions. GDI returns a device context handle, which is used in subsequent calls to identify the device.
For example, using the handle, an application can retrieve information about the capabilities of the
device, such as its technology type (display, printer, or other device) and the dimensions and
resolution of the display surface.
Applications can direct output to a physical device, such as a display or printer, or to a "logical" device,
such as a memory device or metafile. Logical devices give applications the means to store output in a
form that is easy to send subsequently to a physical device. After an application records output in a
metafile, it can play that metafile any number of times, sending the output to any number of physical
devices.
Applications use attribute functions to set the operating modes and current selections for the device.
The operating modes include the text and background colors, the mixing mode (also called the binary
raster operation) that specifies how colors in a pen or brush combine with colors already on the display
surface, and the mapping mode that specifies how GDI maps the coordinates used by the application
to the coordinate system of the device. The current selections identify which drawing objects are used
when drawing output. Figure 2.1 shows the diagrammatic representation of GDI.
Application obtains aGDI uses DC to locate
DC “handle” from the correct window or
Windows GDI anddevice driver and perform
Passes it to all GDIrequested function.
Functions
Figure 2.1 Graphics Device Interface
2.2 Device Context
Returns an integer that identifies the device-context of window if it has one, or nil otherwise. A device-
context is a construct used in the Windows API to specify a set of parameters that are used when
drawing on a window. A common graphics application does not normally need to deal with a window's
device-context directly, but if you need to pass the window to a WINAPI function that calls for the
window's device-context (or hDC), then you should pass the integer returned by this function for that
argument. Every non-control window in common graphics (and every lisp-widget window) is
automatically assigned a device-context, which it keeps until it is closed. Controls supplied by the OS
(all controls except lisp-widgets), on the other hand, are not automatically given device-contexts in lisp
since it is normally only the OS rather than lisp that draws on the control. If you do want to draw
directly on a non-lisp control, then you must give the window of the control a device-context while
drawing on it.
2.3 The WM_PAINT message
The WM_PAINT message is a request to repaint the window. Every application is responsible for
redrawing its window(s). This means that the application will have to keep track of the current state, so
that it knows that to draw. In most cases, the WM_PAINT message will be triggerd from the outside.
However, it is also possible to trigger WM_PAINT from inside the application. With the Invalidate()
function, you can tell that the contents of a window are no longer valid so that it will need to be
redrawn. With the InvalidateRect() function, you can specify that only part of the window content is
invalid, so that only that part will be redrawn. In this way, you can prevent the flickering of the screen
when redrawing. Because paint message have very low priority, you might want to send an immediate
redraw request. You can do this with the UpdateWindow() function.
2.4 Getting a Device Context Handle
There are two methods in getting a Device Context handle. The first method is by processing
WM_PAINT messages. Two functions involved in this process are BeginPaint and EndPaint. These
functions require the handle to window, which is passed to the window procedure as an argument and
the address of a structure variable of type PAINTSTRUCT which has to be defined within the window
procedure like so:
PAINTSTRUCT ps; // where ps is the paint structure variable
While processing a WM_PAINT message the window procedure first calls the function BeginPaint which
causes the background of the invalid region to be erased and prepare the window for painting. This
function fills the fields of the paint structure. The value returned by BeginPaint is a device context
handle. This value can be stored in a variable commonly named as hdc, which has to be defined in
window procedure like so:
HDC hdc; // handle to DC
HDC is a data type defined as a 32 bit integer. After the definition of HDC the program can use
functions like TextOut. The call to EndPaint releases the device context handle. The processing of
WM_PAINT message looks like this:
case WM_PAINT:
hdc = BeginPaint(hwnd,&ps);
[ GDI functions]
EndPaint (hwnd,&ps);
return 0;
2.5 The Paint Structure(PAINTSTRUCT)
The PAINTSTRUCT structure contains information for an application. This information can be used to
paint the client area of a window owned by that application.
typedef struct tagPAINTSTRUCT { // ps
HDC hdc;
BOOL fErase;
RECT rcPaint;
BOOL fRestore;
BOOL fIncUpdate;
BYTE rgbReserved[32];
} PAINTSTRUCT;
hdc Handle to the display DC to be used for painting.
fErase Specifies whether the background must be erased.
This value is nonzero if the application should erase the
background. The application is responsible for erasing the
background if a window class is created without a
background brush. For more information, see the
description of the hbrBackground member of the
WNDCLASS structure.
rcPaint Specifies a RECT structure that specifies the upper
left and lower right corners of the rectangle in which the
painting is requested.
fRestore Reserved; used internally by the system.
fIncUpdate Reserved used internally by the system.
rgbReserved Reserved used internally by the system.
Windows erases the background using the brush specified in the hbrBackground field of the
WNDCLASS structure that is used when registering the window class during WinMain initialization.
Many windows programs specify a white brush for the windows background. This is indicated in the
program with the statement like this:
wndclass.hbrBackground = (HBRUSH) GetStockObject (WHITE_BRUSH) ;
The second method to get a handle to DC of the client area of the windows js by calling GetDC to
obtain the handle and ReleaseDC to release the handle. This can be done with the statement like this:
hdc = GetDC (hwnd) ;
[ GDI functions]
ReleaseDC (hwnd,hdc);
The functions GetDC and ReleaseDC should be called in pairs like BeginPaint and EndPaint. GetDC is
used while processing message and ReleaseDC is used to exit the window procedure. Do not call
GetDC in one message and ReleaseDC in another message. A function similar to GetDC is
GetWindowDC. While GetDC returns a device context handle for writing on the client area of the
window, GetWindowDC returns a device context handle for writing on the entire window.To use the
function GetWindowDC your program has to process WM_NCPAINT (non client paint) message.
2.6 TextOut
The TextOut function writes a character string at the specified location, using the currently selected
font, background color, and text color.
BOOL TextOut(
HDC hdc, // handle to device context
int x, // x-coordinate of starting position
int y, // y-coordinate of starting position
LPCTSTR lpString, // pointer to string
int cbString // number of characters in string
);
The first argument is the handle to the device context either the hdc value returned from GetDC or
from BeginPaint during the processing of a WM_PAINT message. The second and third arguments x and
y defines the starting point of the character string within the client area. The fourth argument lpsring is
a pointer to character string and the last argument cbString indicates the number of characters in the
string.
Eg: TextOut (hdc,x,y,”LeftButtonPressed”,17);
2.7 System Font and Text Metrics
The device context defines the font that windows uses to display the text when TextOut function is
called. The default font is a system font which is used by windows for text strings in title bars, menus
and dialog boxes. In earlier versions of windows the system font was a fixed pitch font in which all the
characters had the same width. But now the system font is a “raster font” which means that the
characters are defined as blocks of pixels. The size of a character is based on the size of the video
display.
To display multiple lines of text by using the TextOut function the dimensions of characters in the font
should be known The successive lines of the text can be spaced based on the height of the characters
and the columns of the text can be spaced on the average width of the characters. Just as a program
can determine information about the sizes or metrics of user interface items by calling the
GetSystemMetrics function, a program can determine font sizes by calling GetTextMetrics.
GetTextMetrics requires a handle to a device context because it returns information about the font
currently selected in the device context. The TEXTMETRIC structure has 20 fields but only the first
seven fields are essential.
typedef struct tagTEXTMETRIC
{
LONG tmHeight;
LONG tmAscent;
LONG tmDescent;
LONG tmInternalLeading;
LONG tmExternalLeading;
LONG tmAveCharWidth;
LONG tmMaxCharWidth;
[ other structure fields]
}
To use the GetTextMetrics function a structure variable tm should be defined.
TEXTMETRIC tm;
To determine the text metrics you get a handle to a device context and call GetTextMetrics
hdc = GetDC (hwnd) ;
GetTextMetrics (hdc , &tm);
ReleaseDC (hwnd, hdc);
The most important value in TEXTMETRIC is the tmHeight which is the sum of tmAscent and
tmDescent. These two values represent the maximum vertical extents of characters in the font above
and below base line. The term leading refers to the space that the printer inserts between the lines of
text. In the TEXTMETRIC structure internal leading is the space in which accent marks appear and the
external leading is not included in the tmHeight value. It is an amount of space that the designer of the
font suggests be added between successive rows of displayed text. The TEXTMETRIC structure
contains two fields that describes the character width one is tmAveCharWidth field which is a weighted
average of lowercase characters and another is tmMaxCharWidth which is the width of the widest
character in the font.
2.8 System Metrics
Display elements are the parts of a window and the display that appear on the system display screen.
System metrics are the dimensions of various display elements. Typical system metrics include the
window border width, icon height, and so on. System metrics also describe other aspects of the
system, such as whether a mouse is installed, double-byte characters are supported, or a debugging
version of the operating system is installed. The header file SYSMETS.H responds to GetSystemMetrics
function call. The GetSystemMetrics function retrieves the specified system metric. If the function
succeeds, the return value is the requested system metric or configuration setting. If the function fails,
the return value is zero. System metrics may vary from display to display. Applications can also
retrieve and set the color of window elements such as menus, scroll bars, and buttons by using the
GetSysColor and SetSysColor functions, respectively.
GetSystemMetrics
The GetSystemMetrics function retrieves various system metrics (widths and heights of display
elements) and system configuration settings. All dimensions retrieved by GetSystemMetrics are in
pixels.
int GetSystemMetrics ( int nIndex)
The nIndex parameter can be one of the following values. Note that all SM_CX* values are widths and
all SM_CY* values are heights.
Table 2.8 (a) nIndex parameter values
Value Meaning
SM_ARRANGEFlags specifying how the system arranged minimized windows. For more information about minimized windows, see the following Remarks section.
SM_CLEANBOOT Value that specifies how the system was started: 0 Normal boot1 Fail-safe boot2 Fail-safe with network bootFail-safe boot (also called SafeBoot, Safe Mode, or Clean Boot)
bypasses the user's startup files.
SM_CMONITORSWindows 98/Me, Windows 2000/XP: Number of display monitors on the desktop.
SM_CMOUSEBUTTONSNumber of buttons on mouse, or zero if no mouse is installed.
SM_CXBORDER, SM_CYBORDER
Width and height of a window border, in pixels. This is equivalent to the SM_CXEDGE value for windows with the 3-D look.
SM_CXCURSOR, SM_CYCURSOR
Width and height of a cursor, in pixels. The system cannot create cursors of other sizes.
SM_CXDLGFRAME, SM_CYDLGFRAME
Same as SM_CXFIXEDFRAME and SM_CYFIXEDFRAME.
SM_CXDOUBLECLK, SM_CYDOUBLECLK
Width and height of the rectangle around the location of a first click in a double-click sequence, in pixels. The second click must occur within this rectangle for the system to consider the two clicks a double-click. (The two clicks must also occur within a specified time.) To set the width and height of the double-click rectangle, call SystemParametersInfo with the SPI_SETDOUBLECLKHEIGHT and SPI_SETDOUBLECLKWIDTH flags.
SM_CXDRAG, SM_CYDRAG
Width and height of a rectangle centered on a drag point to allow for limited movement of the mouse pointer before a drag operation begins. These values are in pixels. It allows the user to click and release the mouse button easily without unintentionally starting a drag operation.
SM_CXEDGE, SM_CYEDGEDimensions of a 3-D border, in pixels. These are the 3-D counterparts of SM_CXBORDER and SM_CYBORDER.
SM_CXFIXEDFRAME, SM_CYFIXEDFRAME
Thickness of the frame around the perimeter of a window that has a caption but is not sizable, in pixels. SM_CXFIXEDFRAME is the height of the horizontal border and SM_CYFIXEDFRAME is the width of the vertical border. Same as SM_CXDLGFRAME and SM_CYDLGFRAME.
SM_CXFOCUSBORDER, SM_CYFOCUSBORDER
Windows XP: Width of the left and right edges and the height of the top and bottom edges of the focus rectangle drawn by DrawFocusRec. These values are in pixels.
SM_CXFRAME, SM_CYFRAME Same as SM_CXSIZEFRAME and SM_CYSIZEFRAME.
SM_CXFULLSCREEN, SM_CYFULLSCREEN
Width and height of the client area for a full-screen window on the primary display monitor, in pixels. To get the coordinates of the portion of the screen not obscured by the system taskbar or by application desktop toolbars, call the SystemParametersInfo function with the SPI_GETWORKAREA value.
SM_CXHSCROLL, SM_CYHSCROLL
Width of the arrow bitmap on a horizontal scroll bar, in pixels; and height of a horizontal scroll bar, in pixels.
SM_CXHTHUMB Width of the thumb box in a horizontal scroll bar, in pixels.
SM_CXICON, SM_CYICONDefault width and height of an icon, in pixels. The LoadIcon function can load only icons of these dimensions.
SM_CXICONSPACING, SM_CYICONSPACING
Dimensions of a grid cell for items in large icon view, in pixels. Each item fits into a rectangle of this size when arranged. These values are always greater than or equal to SM_CXICON and SM_CYICON.
SM_CXMAXIMIZED, SM_CYMAXIMIZED
Default dimensions, in pixels, of a maximized top-level window on the primary display monitor.
SM_CXMAXTRACK, SM_CYMAXTRACK
Default maximum dimensions of a window that has a caption and sizing borders, in pixels. This metric refers to the entire desktop. The user cannot drag the window frame to a size larger than these dimensions. A window can override these values by processing the WM_GETMINMAXINFO message.
SM_CXMENUCHECK, SM_CYMENUCHECK
Dimensions of the default menu check-mark bitmap, in pixels.
SM_CXMENUSIZE, SM_CYMENUSIZE
Dimensions of menu bar buttons, such as the child window close button used in the multiple document interface, in pixels.
SM_CXMIN, SM_CYMIN Minimum width and height of a window, in pixels.SM_CXMINIMIZED, SM_CYMINIMIZED
Dimensions of a minimized window, in pixels.
SM_CXMINSPACING SM_CYMINSPACING
Dimensions of a grid cell for a minimized window, in pixels. Each minimized window fits into a rectangle this size when arranged. These values are always greater than or equal to SM_CXMINIMIZED and SM_CYMINIMIZED.
SM_CXMINTRACK, SM_CYMINTRACK
Minimum tracking width and height of a window, in pixels. The user cannot drag the window frame to a size smaller than these dimensions. A window can override these values by processing the WM_GETMINMAXINFO message.
SM_CXSCREEN, SM_CYSCREEN
Width and height of the screen of the primary display monitor, in pixels. These are the same values obtained by calling GetDeviceCaps (hdcPrimaryMonitor, HORZRES/VERTRES).
SM_CXSIZE, SM_CYSIZEWidth and height of a button in a window's caption or title bar, in pixels.
SM_CXSIZEFRAME, SM_CYSIZEFRAME
Thickness of the sizing border around the perimeter of a window that can be resized, in pixels. SM_CXSIZEFRAME is the width of the horizontal border, and SM_CYSIZEFRAME is the height of the vertical border. Same as SM_CXFRAME and SM_CYFRAME.
SM_CXSMICON, SM_CYSMICON
Recommended dimensions of a small icon, in pixels. Small icons typically appear in window captions and in small icon view.
SM_CXSMSIZE SM_CYSMSIZE Dimensions of small caption buttons, in pixels.
SM_CXVIRTUALSCREEN, SM_CYVIRTUALSCREEN
Windows 98/Me, Windows 2000/XP: Width and height of the virtual screen, in pixels. The virtual screen is the bounding rectangle of all display monitors. The SM_XVIRTUALSCREEN, SM_YVIRTUALSCREEN metrics are the coordinates of the top-left corner of the virtual screen.
SM_CXVSCROLL, SM_CYVSCROLL
Width of a vertical scroll bar, in pixels; and height of the arrow bitmap on a vertical scroll bar, in pixels.
SM_CYCAPTION Height of a caption area, in pixels.SM_CYMENU Height of a single-line menu bar, in pixels.SM_CYSMCAPTION Height of a small caption, in pixels.SM_CYVTHUMB Height of the thumb box in a vertical scroll bar, in pixels.
SM_DBCSENABLEDTRUE or nonzero if the double-byte character-set (DBCS) version of User.exe is installed; FALSE or zero otherwise.
SM_DEBUGTRUE or nonzero if the debug version of User.exe is installed; FALSE or zero otherwise.
SM_IMMENABLED
Windows 2000/XP: TRUE or nonzero if Input Method Manager/Input Method Editor features are enabled; FALSE or zero otherwise. SM_IMMENABLED indicates whether the system is ready to use a Unicode-based IME on a Unicode application. To ensure that a language-dependent IME works, check SM_DBCSENABLED and the system ANSI code page. Otherwise the ANSI-to-Unicode conversion may not be performed correctly, or some components like fonts or registry setting may not be present.
SM_MENUDROPALIGNMENTTRUE or nonzero if drop-down menus are right-aligned with the corresponding menu-bar item; FALSE or zero if the menus are left-aligned.
SM_MIDEASTENABLEDTRUE if the system is enabled for Hebrew and Arabic languages.
SM_MOUSEPRESENTTRUE or nonzero if a mouse is installed; FALSE or zero otherwise.
SM_MOUSEWHEELPRESENTWindows NT 4.0 and later, Windows 98/Me: TRUE or nonzero if a mouse with a wheel is installed; FALSE or zero otherwise.
SM_NETWORKLeast significant bit is set if a network is present; otherwise, it is cleared. The other bits are reserved for future use.
SM_PENWINDOWSTRUE or nonzero if the Microsoft Windows for Pen computing extensions are installed; FALSE or zero otherwise.
SM_REMOTECONTROLWindows XP: This system metric is used in a Terminal Services environment. Its value is TRUE if the current session is remotely controlled; FALSE otherwise.
SM_REMOTESESSION Windows NT 4.0: This system metric is used in a Terminal Services environment. If the calling process is associated
with a Terminal Services client session, the return value is TRUE or nonzero. If the calling process is associated with the Terminal Server console session, the return value is zero.
SM_SECURE TRUE if security is present; FALSE otherwise.
SM_SAMEDISPLAYFORMAT
Windows 98/Me, Windows 2000/XP: TRUE if all the display monitors have the same color format, FALSE otherwise. Note that two displays can have the same bit depth, but different color formats. For example, the red, green, and blue pixels can be encoded with different numbers of bits, or those bits can be located in different places in a pixel's color value.
SM_SHOWSOUNDS
TRUE or nonzero if the user requires an application to present information visually in situations where it would otherwise present the information only in audible form; FALSE, or zero, otherwise.
SM_SHUTTINGDOWNWindows XP: TRUE if the current session is shutting down; FALSE otherwise.
SM_SLOWMACHINETRUE if the computer has a low-end (slow) processor; FALSE otherwise.
SM_SWAPBUTTONTRUE or nonzero if the meanings of the left and right mouse buttons are swapped; FALSE or zero otherwise.
SM_XVIRTUALSCREEN, SM_YVIRTUALSCREEN
Windows 98/Me, Windows 2000/XP: Coordinates for the left side and the top of the virtual screen. The virtual screen is the bounding rectangle of all display monitors. The SM_CXVIRTUALSCREEN, SM_CYVIRTUALSCREEN metrics are the width and height of the virtual screen.
TABLE 6
GetSystemMetrics(SM_CMONITORS) counts only display monitors. The SM_ARRANGE setting specifies
how the system arranges minimized windows, and consists of a starting position and a direction. The
starting position can be one of the following values.
Table 2.8 (b) Starting position values and direction of screen
Value MeaningARW_BOTTOMLEFT Start at the lower-left corner of the screen (default position).
ARW_BOTTOMRIGHTStart at the lower-right corner of the screen. Equivalent to ARW_STARTRIGHT.
ARW_HIDEHide minimized windows by moving them off the visible area of the screen.
ARW_TOPLEFTStart at the upper-left corner of the screen. Equivalent to ARV_STARTTOP.
ARW_TOPRIGHTStart at the upper-right corner of the screen. Equivalent to ARW_STARTTOP | SRW_STARTRIGHT.
TABLE 7
Table 2.8 (c) Lists the values of the direction in which to arrange the window.
Value MeaningARW_DOWNArrange vertically, top to bottom.ARW_LEFT Arrange horizontally, left to right.ARW_RIGHTArrange horizontally, right to left.ARW_UP Arrange vertically, bottom to top.TABLE 8
GetSysColor
The GetSysColor function retrieves the current color of the specified display element. Display elements
are the parts of a window and the display that appear on the system display screen. The function
returns the red, green, blue (RGB) color value of the given element. The parameter nIndex is used to
retrieve the color and can have one of the values listed in the Table 2.8(d). If the nIndex parameter is
out of range, the return value is zero. Because zero is also a valid RGB value, you cannot use
GetSysColor to determine whether a system color is supported by the current platform. Instead, use
the GetSysColorBrush function, which returns NULL if the color is not supported.
DWORD GetSysColor ( int nIndex);
Table 2.8 (d) Color values for GetSysColor function call
Value Meaning
COLOR_3DDKSHADOWDark shadow for three-dimensional display elements.
COLOR_3DFACE, COLOR_BTNFACEFace color for three-dimensional display elements and for dialog box backgrounds.
COLOR_3DHILIGHT, COLOR_3DHIGHLIGHT, COLOR_BTNHILIGHT, COLOR_BTNHIGHLIGHT
Highlight color for three-dimensional display elements (for edges facing the light source.)
COLOR_3DLIGHTLight color for three-dimensional display elements (for edges facing the light source.)
COLOR_3DSHADOW, COLOR_BTNSHADOW
Shadow color for three-dimensional display elements (for edges facing away from the light source).
COLOR_ACTIVEBORDER Active window border.
COLOR_ACTIVECAPTION
Active window title bar. Windows 98/Me, Windows 2000/XP: Specifies the left side color in the color gradient of an active window's title bar if the gradient effect is enabled.
COLOR_APPWORKSPACEBackground color of multiple document interface (MDI) applications.
COLOR_BACKGROUND, COLOR_DESKTOP
Desktop.
COLOR_BTNTEXT Text on push buttons.
COLOR_CAPTIONTEXTText in caption, size box, and scroll bar arrow box.
COLOR_GRADIENTACTIVECAPTION
Windows 98/Me, Windows 2000/XP: Right side color in the color gradient of an active window's title bar. COLOR_ACTIVECAPTION specifies the left side color. Use SPI_GETGRADIENTCAPTIONS with the SystemParametersInfo function to determine whether the gradient effect is enabled.
COLOR_GRADIENTINACTIVECAPTION
Windows 98/Me, Windows 2000/XP: Right side color in the color gradient of an inactive window's title bar. COLOR_INACTIVECAPTION specifies the left side color.
COLOR_GRAYTEXTGrayed (disabled) text. This color is set to 0 if the current display driver does not support a solid gray color.
COLOR_HIGHLIGHT Item(s) selected in a control.COLOR_HIGHLIGHTTEXT Text of item(s) selected in a control.
COLOR_HOTLIGHTWindows 98/Me, Windows 2000/XP: Color for a hot-tracked item. Single clicking a hot-tracked item executes the item.
COLOR_INACTIVEBORDER Inactive window border.
COLOR_INACTIVECAPTION
Inactive window caption. Windows 98/Me, Windows 2000/XP: Specifies the left side color in the color gradient of an inactive window's title bar if the gradient effect is enabled.
COLOR_INACTIVECAPTIONTEXT Color of text in an inactive caption.COLOR_INFOBK Background color for tooltip controls.COLOR_INFOTEXT Text color for tooltip controls.COLOR_MENU Menu background.
COLOR_MENUHILIGHT
Windows XP: The color used to highlight menu items when the menu appears as a flat menu. The highlighted menu item is outlined with COLOR_HIGHLIGHT.
COLOR_MENUBAR
Windows XP: The background color for the menu bar when menus appear as flat menus. However, COLOR_MENU continues to specify the background color of the menu popup.
COLOR_MENUTEXT Text in menus.
COLOR_SCROLLBAR Scroll bar gray area.COLOR_WINDOW Window background.COLOR_WINDOWFRAME Window frame.COLOR_WINDOWTEXT Text in windows.TABLE 9
SetSysColors
The SetSysColors function sets the colors for one or more display elements. Display elements are the
various parts of a window and the display that appear on the system display screen.
BOOL SetSysColors ( int cElements , const INT* lpaElements, const COLOREF* lpargbvalues);
The first parameter cElements indicates the number of display elements in the lpaElements array. The
second parameter is a pointer to an array of integers that specify the display elements to be changed.
The third parameter is a pointer to an array of COLORREF values that contain the new red, green, blue
(RGB) color values for the display elements in the array pointed to by the lpaElements parameter.
If the function succeeds, the return value is a nonzero value. If the function fails, the return value is
zero. The SetSysColors function sends a WM_SYSCOLORCHANGE message to all windows to inform
them of the change in color. It also directs the system to repaint the affected portions of all currently
visible windows. The SetSysColors function changes the current session only. The new colors are not
saved when the system terminates
2.9 Client area
The client area is the portion of a window where the application displays output, such as text or
graphics also called a client rectangle. Knowing the size of window’s client area the user can display
the text within the client area if the client area is not large enough to hold everything. The dimensions
of the client area is available from the GetSystemMetrics call (SM_CXFULLSCREEN and
CY_FULLSCREEN). The GetClientRect function can be used to determine the dimensions of the client
area. A better method in determining the size of the client area is to process the WM_SIZE message
whenever there is a change in window size. The lparam variable passed to the window procedure
contains the width of the client area in the low word and the height in the high word. For this two static
variable has to be defined in the window procedure as follows:
static int cxClient, cyClient ;
These two variables are set static because they are set while processing one message and used while
processing another message. The WM_SIZE message can be defined as:
case WM_SIZE :
cxClient = LOWORD (lparam);
cyClient = HIWORD (lparam);
return 0;
The number of full lines of text displayable within the client area can be calculated using the formula :
cyClient / cyChar
This is zero if the height of the client area is too small to display a full character. Similarly the
approximate number of lowercase characters that can be displayed horizontally within the client area
is equal to
cxClient / cxChar
2.10 GDI Primitives
The types of graphics displayed on the screen can themselves be divided in to several categories,
which are called primitives. These are:
Bitmaps: A bitmap is an array of bits that represent the
attributes of the individual pixels in an image (1 bit per
pixel in a black-and-white display, multiple bits per pixel
in a color or grayscale display). This is used to display
complex images on the monitor or printer. Bitmaps are
also used to display small images such as icons, mouse
cursors and buttons that appear in the toolbar.
Text: A Win32 macro that exists so that code can be
compiled either as American National Standards Institute
(ANSI) text or as Unicode. For Windows, which supports
only Unicode, the macro forces the compiler to convert
ANSI characters to Unicode characters. For example,
passing the ANSI string "Hello Windows '' through the
TEXT macro converts all characters in the string to 16-bit
wide characters.
Lines and Curves: A line is a set of highlighted pixels on a
video display (or a series of dots on a printed page) that is
defined by two points: a starting point and an ending
point. GDI supports straight lines, rectangles, ellipses,
arcs that are partial curves on the ellipse and Bezier
splines. Different type of curve can be drawn as a polyline
which is a series of very short lines that define curve.
Furthermore GDI draws lines using pen selected in the
device context.
Filled areas: To sketch or fill in areas of a drawing with the
color and pattern, brush is the tool used. Paint programs
that offer a variety of brush shapes can produce
brushstrokes of varying width and, in some cases,
shadowing or calligraphic effects. A brush can be solid
color, a pattern (which can be a series of horizontal,
vertical or diagonal hatch marks) or a bitmapped image
that is repeated vertically or horizontally within the area.
2.11 Drawing Point, Line and Curve
Windows can draw straight lines, curved lines and Bezier splines through the following functions:
SetPixelDraws a single point
MoveToSets the current position in preparation for
drawing
LineToDraws a line from the current position to the end of
the line
PolylineConnects a set of points with line segments
PolylineToConnects a set of points with line segments
beginning with the
current position and moves the current position to the end of the
polyline
ArcDraws an arc ArcTo draws an arc and moves the
current position
to the end of the arc
PolyBezierDraws one or more Bezier splines
PolyBezierToDraws one or more Bezier splines and moves
the current position
to the end of the final spline
PolyDrawDraws a series of line segments and Bezier
splines through a set
points and moves the current position to the end of the final line segment or spline
The functions that draw lines but that also fill the enclosed area within the figure they draw are as
follows:
ChordDraws a closed figure bounded by the intersection
of an ellipse
and a line
EllipseDraws a circle or an ellipse
PieDraws a pie shaped wedge
PolygonConnects a set of points to form a polygon
RectangleDraws a rectangle with square corners
RoundRectDraws a rectangle with rounded corners
Default line color is black and fill color is white. To draw straight line you must call two functions. The
first function specifies the point at which the line begins and the second function specifies the end
point of the line:
In Windows 3.x, the x- and y-coordinates are 16 bits each and are packed into the 32-bit (DWORD)
function return value, the largest valid size. In Win32, the coordinates are 32 bits each, totaling 64
bits, and are thus too large to fit into a single return value. Each Windows 3.x function is replaced by a
Win32 function with the same name, but with an Ex suffix added. The Ex functions pass the x- and y-
coordinates using an additional parameter instead of a return value. Both Win32 and Windows 3.x
support these new functions. Each Ex function includes an additional parameter that points to a
location to receive data. After the function call, this data provides the same information as the
corresponding function’s return value. If you do not need this information, you can pass NULL to this
parameter.
Under Windows 3.x, a call to the MoveTo function can be written as follows:
MoveTo( hDC, x, y );
In the portable version supported by both versions of Windows, the call to MoveTo is rewritten as
follows. Note that the information returned by MoveToEx is ignored:
MoveToEx ( hDC, x, y, NULL );
As a general rule, pass NULL as the last parameter unless you need to use the x- and y-coordinates
returned by the Windows 3.x version.
2.12 Using Stock Pens
The pen determines the lines color, width and style which can be solid, dotted or dashed. The default
pen is BLACK_PEN which draws a solid black line. Apart from BLACK_PEN windows provides other two
pens such as WHITE_PEN and NULL_PEN. NULL_PEN is the pen that doesn’t draw. You can also create
your own customized pens. In windows program pen can be referred using a handle. The type HPEN is
a handle to pen. You can define a variable for using this type definition:
HPEN hpen;
The GetStockObject function call is used to obtain the handle to one of the stock pens. For example if
you want to use the stock pen called BLACK_PEN you can define the handle like this:
hpen = GetStockObject (BLACK_PEN)
To select that pen in to Device Context use the definition:
SelectObject (hdc,hpen);
Now the BLACK_PEN is the current pen. After this call any line you draw will use the BLACK_PEN until
you select another pen or release the device context handle. Instead of defining hpen variable
explicitly you can combine the StockObject and SelectObject call in to one statement:
SelectObject (hdc, GetStockObject (BLACK_PEN));
If you want to use the WHITE_PEN then you can get that handle to that stock object and select in to the
device context in one statement:
SelectObject (hdc , GetStockObject (WHITE_PEN));
2.13 Creating, Selecting and Deleting Pens
Apart from solid BLACK_PEN and WHITE_PEN you can create your own pens using CreatePen function
call. You can select the pen in to the device context by calling the SelectObject and then draw lines
using new pen. After releasing the device context you can delete the pen by calling DeleteObject. After
doing so the pen is no longer valid. The syntax for CreatePen looks like this:
hpen = CreatePen ( iPenStyle , iWidth, crColor);
The iPenStyle argument determines whether the pen draws a solid line or line with dash and dots. The
argument may be any one of the pen styles listed in figure 2.13.
PS_SOLID____________________________
PS_DASH------------------------------------------
PS_DOT……………………………………
PS_DASHDOT-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.
PS_NULL
PS_INSIDEFRAME____________________
Figure 2.13 Pen Styles
The iWidth argument is the width of the pen. If the value of iWidth argument is zero then Windows can
use one pixel for the pen width. The stock pens are one pixel wide. The crColor argument specifies the
color of the pen. The PS_INSIDEFRAME is the only pen style which uses dithered color only when the
width is greater than 1. For example if your program uses three pens , a black pen of width 3, a red
pen of width1 and a black dotted pen. First you have to define static variables for storing the handles
to these pens:
Static HPEN hpen1 , hpen2 , hpen3;
During processing of WM_CREATE you can create the three pens:
hpen1 = CreatePen (PS_SOLID,3,0);
hpen2 = CreatePen (PS_SOLID,1,RGB(255,0,0));
hpen3 = CreatePen(PS_DOT,0,0);
During processing of WM_PAINT message you can select one of these pens in to the device context
and draw with it:
SelectObject (hdc,hpen2)
[ line drawing functions ]
SelectObject(hdc,hpen1);
[line drawing functions]
You can delete the pens by processing WM_DESTROY message:
DeleteObject(hpen1);
DeleteObject(hpen2);
DeleteObject(hpen3);
You can also combine the CreatePen and SelectObject calls in the same statement:
SelectObject (hdc,CreatePen(PS_DASH,0,RGB(255,0,0));
When you draw lines you will be using red dashed pens by executing the above command.
Furthermore the coloring of the gaps between the dashes and the dots needs two attributes such as
the background mode and the background color. The default background mode is opaque which uses
the default background color white. You can also change the background mode to be transparent
which prevents the windows from filling in the gaps by using the command:
SetBkMode (hdc,TRANSPARENT) ;
The current background mode can be obtained by calling GetBkMode. Similarly the background color
can be changed using the command:
SetBkColor (hdc,crColor);
The current background color can be obtained by calling the GetBkColor function.
Example program using pen styles in drawing shapes
Create an application named GraphicsDemo by selecting the project type Win 32 Application in the
appwizard and click OK. Now an empty project without using MFC classes is created. Click File->New
and then select the option C++ Source File and give a name to the .cpp implementation file (here the
name is Graph.cpp). Enter the code given below in the implementation file (Graph.cpp).
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow)
{WNDCLASSEX wc;
HWND hwnd;
MSG Msg;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = 0;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL,IDI_APPLICATION);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wc.lpszMenuName = NULL;
wc.lpszClassName = g_szClassName;
wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if(!RegisterClassEx(&wc))
{MessageBox(NULL, "Window Registration Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
hwnd = CreateWindowEx(
WS_EX_CLIENTEDGE,
g_szClassName,
"Graphics Demo Program",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, 240, 120,
NULL, NULL, hInstance, NULL);
if(hwnd == NULL)
{MessageBox(NULL, "Window Creation Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
while(GetMessage(&Msg, NULL, 0, 0) > 0)
{TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
return Msg.wParam;
}
In this application Pen style is used to draw shapes. Compile, Build and Execute the program. You will
get different shapes in the output window as shown in figure 2.13.
Figure 2.13 Running Instance of Graphics Demo Program
2.14 Filling Enclosed Areas
Windows can draw the outline of the figure (Rectangle, Ellipse, RoundRect, Chord, Polygon etc.,) with
the current pen selected as well as with the current background mode and background color. The
figure is filled with the current brush selected. The default brush is the WHITE_BRUSH. Apart from the
default brush windows uses five more brushes such as: GRAY_BRUSH, LTGRAY_BRUSH,
DKGRAY_BRUSH, BLACK_BRUSH and HOLLOW_BRUSH or NULL_BRUSH. Any one of the brush can be
selected as the same way as you select the stock pen. First you have to define a variable for the brush
handle:
HBRUSH hbrush;
Where HBRUSH is a handle to the brush. You can get any one of the brush, for example the
BLACK_BRUSH by calling the GetStockObject:
hbrush = GetStockObject ( BLACK_BRUSH);
You can then select in to the device context by calling the SelectObject as:
SelectObject(hdc,hbrush);
Now when you draw a Rectangle the interior will be black. To draw the figure without border NULL_PEN
can be used as:
SelectObject (hdc,GetStockObject (NULL_PEN));
To draw the outline of the figure without filling the interior NULL_BRUSH can be used as:
SelectObject(hdc,GetStockObject(NULL_BRUSH));
The interiors of the figures can be filled with the current brush selected in the device context. You can
select the brush in to the device context with the function SelectObject. The function to create a logical
brush is:
hbrush = CreateSolidBrush (crColor) ;
You can also create a brush with hatch marks made up of horizontal, vertical or diagonal lines. The
function for creating the hatch brush is:
hbrush = CreateHatchBrush (hatchstyle,crColor)
The hatchstyle argument specifies one of the hatch styles shown below.
HS_HORIZONTAL: Horizontal Hatch
HS_VERTICAL: Vertical Hatch
HS_FDIAGONAL: Upward hatch (left to right) at 45 degrees
HS_BDIAGONAL: Downward hatch (left to right) at 45
degrees
HS_CROSS: Horizontal and vertical crosshatch
HS_DIAGCROSS: Crosshatch at 45 degrees
The crColor argument specifies the color of the hatch lines. Once you have a handle to the brush you
can select the brush in to the device context using SelectObject:
SelectObject(hdc,hbrush);
You can later delete a created brush with DeleteObject function:
DeleteObject(hbrush);
Example Program for filling the area of shapes
Create an application named FillArea by selecting the project type Win 32 Application in the appwizard
and click OK. Now an empty project without using MFC classes is created. Click File->New and then
select the option C++ Source File and give a name to the .cpp implementation file (here the name is
Filling.cpp). Enter the code given below in the implementation file (Filling.cpp).
#include <windows.h>
const char g_szClassName[] = "myWindowClass";
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{HDC hdc;
PAINTSTRUCT ps;
POINT parray[10]={10,70,50,70,50,10,90,10,90,50,30,50,30,90,70,90,70,30,10,30};
switch(msg)
{
case WM_PAINT:
hdc=BeginPaint(hwnd,&ps);
SelectObject(hdc,GetStockObject(GRAY_BRUSH));
SetPolyFillMode(hdc,ALTERNATE);
Polygon(hdc,parray,10);//first parameter handle to device context,second CONST POINT //*lpPoints
pointer to polygon's vertices, third count of polygon's vertices
EndPaint(hwnd,&ps);
return 0;
case WM_CLOSE:
DestroyWindow(hwnd);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hwnd, msg, wParam, lParam);
}
return 0;
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow)
{
WNDCLASSEX wc;
HWND hwnd;
MSG Msg;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = 0;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL,IDI_APPLICATION);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wc.lpszMenuName = NULL;
wc.lpszClassName = g_szClassName;
wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if(!RegisterClassEx(&wc))
{MessageBox(NULL, "Window Registration Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
hwnd = CreateWindowEx(
WS_EX_CLIENTEDGE,
g_szClassName,
"Filled Area",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, 240, 120,
NULL, NULL, hInstance, NULL);
if(hwnd == NULL)
{MessageBox(NULL, "Window Creation Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
while(GetMessage(&Msg, NULL, 0, 0) > 0)
{TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
return Msg.wParam;
}
In this application brush style is used to fill the area of polygon. Compile, Build and Execute the
program you will get the output as shown in figure 2.14.
Figure 2.14 Running Instance of FillArea Program
2.15 Keyboard Messages
The message that an application receives from windows about the keyboard events shows the
difference between keystrokes and characters. Keyboard is a collection of keys. Pressing the key and
releasing the key is called as a keystroke. For keystroke combinations that result in displayable
characters windows sends both keystroke and character messages. But some keys such as shift,
function keys, cursor movement keys do not generate characters. For these keys windows generates
only keystroke messages.
There are two types of keystrokes such as System keystroke and Nonsystem keystroke. The “SYS” in
WM_SYSKEYDOWN and WM_SYSKEYUP stands for “system” and refers to system keystrokes that are
more important to windows than to windows applications. Nonsystem keystroke messages refer to
messages such as WM_KEYDOWN and WM_KEYUP. For all the four keystroke messages (WM_KEYUP,
WM_KEYDOWN, WM_SYSKEYUP, WM_SYSKEYDOWN) wparam is a virtual key code that identifies the
key being pressed or released and lparam contains other data pertaining to keystroke.
Virtual Key Codes
The virtual key code identifies the key being pressed or released. The virtual key code is stored in the
wparam parameter . The following table shows the symbolic constant names, hexadecimal values, and
keyboard equivalents for the virtual-key codes used by the Windows operating system. The codes are
listed in numeric order in Table 2.15.
Table 2.15 Virtual Key Codes
Symbolic constant Value (Hex)Mouse or keyboard equivalentVK_LBUTTON 01 Left mouse button
VK_RBUTTON 02 Right mouse buttonVK_CANCEL 03 Control-break processingVK_MBUTTON 04 Middle mouse button (three-button mouse)— 05–07 UndefinedVK_BACK 08 BACKSPACE keyVK_TAB 09 TAB key— 0A–0B UndefinedVK_CLEAR 0C CLEAR keyVK_RETURN 0D ENTER key— 0E–0F UndefinedVK_SHIFT 10 SHIFT keyVK_CONTROL 11 CTRL keyVK_MENU 12 ALT keyVK_PAUSE 13 PAUSE keyVK_CAPITAL 14 CAPS LOCK key— 15–19 Reserved for Kanji systems— 1A UndefinedVK_ESCAPE 1B ESC key— 1C–1F Reserved for Kanji systemsVK_SPACE 20 SPACEBARVK_PRIOR 21 PAGE UP keyVK_NEXT 22 PAGE DOWN keyVK_END 23 END keyVK_HOME 24 HOME keyVK_LEFT 25 LEFT ARROW keyVK_UP 26 UP ARROW keyVK_RIGHT 27 RIGHT ARROW keyVK_DOWN 28 DOWN ARROW keyVK_SELECT 29 SELECT key 2A OEM specificVK_EXECUTE 2B EXECUTE keyVK_SNAPSHOT 2C PRINT SCREEN key for Windows 3.0 and laterVK_INSERT 2D INS keyVK_DELETE 2E DEL keyVK_HELP 2F HELP keyVK_0 30 0 keyVK_1 31 1 keyVK_2 32 2 keyVK_3 33 3 keyVK_4 34 4 keyVK_5 35 5 keyVK_6 36 6 keyVK_7 37 7 keyVK_8 38 8 key
VK_9 39 9 key 3A–40 UndefinedVK_A 41 A keyVK_B 42 B keyVK_C 43 C keyVK_D 44 D keyVK_E 45 E keyVK_F 46 F keyVK_G 47 G keyVK_H 48 H keyVK_I 49 I keyVK_J 4A J keyVK_K 4B K keyVK_L 4C L keyVK_M 4D M keyVK_N 4E N keyVK_O 4F O keyVK_P 50 P keyVK_Q 51 Q keyVK_R 52 R keyVK_S 53 S keyVK_T 54 T keyVK_U 55 U keyVK_V 56 V keyVK_W 57 W keyVK_X 58 X keyVK_Y 59 Y keyVK_Z 5A Z keyVK_LWIN 5B Left Windows key (Microsoft Natural Keyboard)VK_RWIN 5C Right Windows key (Microsoft Natural Keyboard)VK_APPS 5D Applications key (Microsoft Natural Keyboard) 5E–5F UndefinedVK_NUMPAD0 60 Numeric keypad 0 keyVK_NUMPAD1 61 Numeric keypad 1 keyVK_NUMPAD2 62 Numeric keypad 2 keyVK_NUMPAD3 63 Numeric keypad 3 keyVK_NUMPAD4 64 Numeric keypad 4 keyVK_NUMPAD5 65 Numeric keypad 5 keyVK_NUMPAD6 66 Numeric keypad 6 keyVK_NUMPAD7 67 Numeric keypad 7 keyVK_NUMPAD8 68 Numeric keypad 8 keyVK_NUMPAD9 69 Numeric keypad 9 keyVK_MULTIPLY 6A Multiply keyVK_ADD 6B Add key
VK_SEPARATOR6C Separator keyVK_SUBTRACT 6D Subtract keyVK_DECIMAL 6E Decimal keyVK_DIVIDE 6F Divide keyVK_F1 70 F1 keyVK_F2 71 F2 keyVK_F3 72 F3 keyVK_F4 73 F4 keyVK_F5 74 F5 keyVK_F6 75 F6 keyVK_F7 76 F7 keyVK_F8 77 F8 keyVK_F9 78 F9 keyVK_F10 79 F10 keyVK_F11 7A F11 keyVK_F12 7B F12 keyVK_F13 7C F13 keyVK_F14 7D F14 keyVK_F15 7E F15 keyVK_F16 7F F16 keyVK_F17 80H F17 keyVK_F18 81H F18 keyVK_F19 82H F19 keyVK_F20 83H F20 keyVK_F21 84H F21 keyVK_F22 85H F22 keyVK_F23 86H F23 keyVK_F24 87H F24 key 88–8F UnassignedVK_NUMLOCK 90 NUM LOCK keyVK_SCROLL 91 SCROLL LOCK keyTABLE 10
2.16 Mouse Messages
Windows sends keyboard messages only to the window that has the input focus. But mouse messages
are different, a window procedure receives mouse messages whenever the mouse passes over the
window or clicked within the window. There are two types of mouse messages such as client area
mouse messages and Non client area mouse messages. The client area is the portion of a window
where the application displays output, such as text or graphics. Also called a client rectangle. The
parts of a window that are not a part of the client area. A window’s nonclient area consists of the
border, menu bar, title bar, and scroll bar.
Table 2.16 (a) Client area mouse messages
Button Pressed Released Pressed (second click)
LeftWM_LBUTTONDOWN WM_LBUTTONUP WM_LBUTTONDBLCLK
MiddleWM_MBUTTONDOWN WM_MBUTTONUP WM_MBUTTONDBLCLK
RightWM_RBUTTONDOWN WM_RBUTTONUP WM_RBUTTONDBLCLK
Table 2.16 (b) Non Client area mouse messages
Button Pressed Released Pressed (second click)
LeftWM_NCLBUTTONDOWN WM_NCLBUTTONUP WM_NCLBUTTONDBLCLK
Middle WM_NCMBUTTONDOWN WM_NCMBUTTONUP WM_NCMBUTTONDBLCLK
RightWM_NCRBUTTONDOWN WM_NCRBUTTONUP WM_NCRBUTTONDBLCLK
Example program for mouse and keyboard messages
Create an application named MouseKeyMsg by selecting the project type Win 32 Application in the
appwizard and click OK. Now an empty project without using MFC classes is created. Click File->New
and then select the option C++ Source File and give a name to the .cpp implementation file (here the
name is Mouse.cpp). Enter the code given below in the implementation file (Mouse.cpp).
#include <windows.h>
const char g_szClassName[] = "myWindowClass";
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg)
{case WM_LBUTTONDOWN:
MessageBox(GetFocus(),"You have pressed left mouse button","About",MB_OK|
MB_ICONINFORMATION);
break;
case WM_RBUTTONDOWN:
MessageBox(GetFocus(),"You have pressed right mouse button","About",MB_OK|
MB_ICONINFORMATION);
break;
case WM_KEYDOWN:
MessageBox(0,"You have pressed down arrow key","About",MB_OK|MB_ICONINFORMATION);
break;
case WM_CLOSE:
DestroyWindow(hwnd);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hwnd, msg, wParam, lParam);
}
return 0;
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow)
{
WNDCLASSEX wc;
HWND hwnd;
MSG Msg;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = 0;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL,IDI_APPLICATION);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wc.lpszMenuName = NULL;
wc.lpszClassName = g_szClassName;
wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if(!RegisterClassEx(&wc))
{MessageBox(NULL, "Window Registration Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
hwnd = CreateWindowEx(
WS_EX_CLIENTEDGE,
g_szClassName,
"Mouse and Key operations",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, 240, 120,
NULL, NULL, hInstance, NULL);
if(hwnd == NULL)
{MessageBox(NULL, "Window Creation Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
while(GetMessage(&Msg, NULL, 0, 0) > 0)
{TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
return Msg.wParam;
}
Compile, Build and Execute the program. The output of the program is shown in figure 2.16.
Figure 2.16 Running Instance of MouseKeyMsg Program
Exercises 2
1. What is GDI?
2. Define DC.
3. What is WM_PAINT Message?
4. List the Paint Structure (PAINTSTRUCT) and explain it.
5. Write the syntax of TextOut function.
6. Define System Metrics.
7. What is Client area and Non Client area.
8. What are the GDI Primitives?
9. List out the Pen and Brush Styles.
10. Write a Windows Program to draw a Bezier Spline.
11. List out the Mouse and Keyboard Messages.
12. Write a Windows Program to draw a Sine Wave.
Chapter 3
Windows Controls and Resources
3.1 Child Window Controls
Windows provides several predefined window classes which we can readily use in our own programs.
Most of the time we use them as components of a dialog box so they're usually called child window
controls. The child window controls process their own mouse and keyboard messages and notify the
parent window when their states have changed. They relieve the burden from programmers
enormously so you should use them as much as possible. Controls can be placed on a normal window
by using the Create command with various styles to design them. But in reality you should put them in
a dialog box.
Examples of predefined window classes are buttons, listbox, checkboxes, radio buttons, edit controls,
etc.
In order to use a child window control, you must create it with win.CreateWindow or
win.CreateWindowEx. Note that you don't have to register the window class since it's registered for
you by Windows. The class name parameter MUST be the predefined class name. Say, if you want to
create a button, you must specify "button" as the class name in win.CreateWindowEx. The other
parameters you must fill in are the parent window handle and the control ID. The control ID must be
unique among the controls. The control ID is the ID of that control. You use it to differentiate between
the controls.
After the control was created, it will send messages notifying the parent window when its state has
changed. Normally, you create the child windows during win.WM_CREATE message of the parent
window. The child window sends win.WM_COMMAND messages to the parent window with its control ID
in the low word of wParam, the notification code in the high word of wParam, and its window handle in
lParam. Each child window control has different notification codes, refer to your Win32 API reference
for more information.
The parent window can send commands to the child windows too, by calling win.SendMessage
function. win.SendMessage function sends the specified message with accompanying values in
wParam and lParam to the window specified by the window handle. It's an extremely useful function
since it can send messages to any window provided you know its window handle.
So, after creating the child windows, the parent window must process win. WM_COMMAND messages
to be able to receive notification codes from the child windows. The examples in this chapter uses
dialog box to place various controls.
3.2 Button Class
Buttons are Windows Controls that respond to user clicks. They are created with the CreateWindow or
CreateWindowEx Window function. They can have a variety of styles as shown below:
BS_AUTOCHECKBOX Same as a check box, except that a
check mark appears in the check box when the user
selects the box; the check mark disappears the next time
the user selects the box.
BS_AUTORADIOBUTTON Same as a radio button, except
that when the user selects it, the button automatically
highlights itself and removes the selection from any other
radio buttons with the same style in the same group.
BS_AUTO3STATE Same as a three-state check box,
except that the box changes its state when the user
selects it.
BS_CHECKBOX Creates a small square that has text
displayed to its right (unless this style is combined with
the BS_LEFTTEXT style).
BS_DEFPUSHBUTTON Creates a button that has a heavy
black border. The user can select this button by pressing
the ENTER key. This style enables the user to quickly
select the most likely option (the default option).
BS_GROUPBOX Creates a rectangle in which other
buttons can be grouped. Any text associated with this
style is displayed in the rectangle’s upper-left corner.
BS_LEFTTEXT When combined with a radio-button or
check-box style, the text appears on the left side of the
radio button or check box.
BS_PUSHBUTTON Creates a pushbutton that posts a
WM_COMMAND message to the owner window when the
user selects the button.
BS_RADIOBUTTON Creates a small circle that has text
displayed to its right (unless this style is combined with
the BS_LEFTTEXT style). Radio buttons are usually used in
groups of related but mutually exclusive choices.
BS_3STATE Same as a check box, except that the box
can be dimmed as well as checked. The dimmed state
typically is used to show that a check box has been
disabled.
3.2.1 Communication between Child and Parent Windows
When you click a button with the mouse the child window control sends a WM_COMMAND message to
its parent window. The program traps the WM_COMMAND message and displays the values of wparam
(child window ID and notification code) and lparam (child window handle). The notification code
indicates in more detail what the message means. The possible button notification messages are:
BN_CLICK
BN_DBCLICK
BN_PAINT
BN_KILLFOCUS
BN_HILITE
BN_UNHILITE
BN_PUSHED
BN_UNPUSHED
BN_DISABLE
BN_SETFOCUS
BN_KILLFOCUS
In addition to the notification messages mentioned above there are also button messages each begins
with letter BM. These messages are used by the window procedure to send messages to the child
window control. The button messages are:
BM_GETCHECK
BM_GETIMAGE
BM_GETSTATE
BM_SETCHECK
BM_SETIMAGE
BM_SETSTYLE
BM_CLICKED
3.2.2 Push Buttons
A small rectangular control that a user can turn on or off. A push button, also known as a command
button, has a raised appearance in its default off state and a depressed appearance when it is turned
on. Push button controls are used to trigger an immediate action without retaining any type of on/off
indication. The rectangle takes up the full height and width of the dimension given in the
CreateWindow. There are two types of push buttons BS_PUSHBUTTON and BS_DEFPUSHBUTTON where
“DEF” stands for default.
An application sends a BM_SETSTATE message to change the highlight state of a button. The highlight
state indicates whether the button is highlighted as if the user had pushed it.
BM_SETSTATE message syntax:
wParam = (WPARAM) fstate; // highlight state
lParam = 0; // not used; must be zero
where fState is the value of wParam and specifies whether the button is to be highlighted. A value of
TRUE or nonzero highlights the button. A value of FALSE or zero removes any highlighting.
This message always returns zero. Highlighting only affects the appearance of a button. It has no
effect on the check state or a radio button or check box. A button is automatically highlighted when
the user positions the cursor over it and presses and holds the left mouse button. The highlighting is
removed when the user releases the mouse button.
This call causes the button to be depressed:
SendMessage(hwndButton,BM_SETSTATE,1,0);
To return to the normal state the call to be used is:
SendMessage(hwndButton,BM_SETSTATE,0,0);
The hwndButton window handle is the value returned from the CreateWindow call. You can also send a
BM_GETSTATE message to push button. An application sends a BM_GETSTATE message to determine
the state of a button or check box. The value TRUE is returned if the button is depressed and FALSE if
it is not depressed. Most applications do not require this information.
BM_GETSTATE message syntax:
wParam = 0; // not used; must be zero
lParam = 0; // not used; must be zero
The BM_SETCHECK and BM_GETCHECK messages are not used by push button because they do not
retain on/off information.
3.2.3 Check Boxes
An interactive control found in graphical user interfaces. Check boxes are used to enable or disable
one or more features or options from a set. When an option is selected, an X or a check mark appears
in the box. The two most common styles of check box are BS_CHECKBOX and BS_AUTOCHECKBOX. You
can set the check state of the check box with the message BM_SETCHECK.
BM_SETCHECKMESSAGE has two parameters:
wParam = (WPARAM)fcheck; // check state
lParam = 0; // not used; must be zero
where fCheck is the value of wParam.and specifies the check state. This parameter can be one of the
values mentioned in Table 3.2.3.
Table 3.2.3 Values for fCheck Parameter
Value MeaningBST_CHECKED Sets the button state to checked.
BST_INDETERMINATESets the button state to grayed, indicating an indeterminate state. Use this value only if the button has the BS_3STATE or BS_AUTO3STATE style.
BST_UNCHECKED Sets the button state to cleared.TABLE 11
You can initialize a check box with a check mark by sending BM_SETCHECK message:
SendMessage(hwndButton,BM_SETCHECK,1,0);
For BS_AUTOCHECKBOX style the button control itself toggles the check mark on and off. When the
current state of the button is needed send the control a BM_GETCHECK message:
iCheck = (int) SendMessage(hwndButton,BM_SETCHECK,0,0);
The value of iCheck is TRUE or nonzero if the button is checked and FALSE or 0 if not checked.
3.2.4 Radio Buttons
A small round button with a label next to it. The label may be text, an icon, or a bitmap. Radio buttons,
also known as option buttons, are usually grouped together in a group box, representing a set of
related, but mutually exclusive options. When a user selects an option button or radio button, all other
option buttons in the same group is automatically unselected. The two most common styles of radio
buttons are BS_RADIOBUTTON and BS_AUTORADIOBUTTON. When you receive a WM_COMMAND
message from a radio button you should display its check by sending it a BM_SETCHECK with wparam
equal to 1:
SendMessage(hwndButton,BM_SETCHECK,1,0);
For all other radio buttons in the same group you can turn off the checks by sending them
BM_SETCHECK messages with wparam equal to 0:
SendMessage(hwndButton,BM_SETCHECK,0,0);
3.2.5 Group Boxes
The group box which has the BS_GROUPBOX style is a rectangular area within a dialog box in which
you can group together other controls that are semantically related. The controls are grouped by
drawing a rectangular border around them. Any text associated with the group box is displayed in its
upper-left corner. It neither processes mouse or keyboard input nor sends WM_COMMAND message to
its parent.
In the program given below dialog box is used to place various controls. The details regarding the
dialog box creation and usage is given in section 3.3.4.
3.2.6 Changing the Button Text and Input Focus
The text in the button can be changed by calling SetWindowText. However, SetWindowText cannot
change the text of a control in another application.
SetWindowText(
HWND hwnd, // handle to window or control
LPCTSTR lpstring // address of string
);
The parameters hwnd is a handle to the window or control whose text is to be
changed and lpstring is a pointer to a null-terminated string to be used as the new
title or control text.
You can also obtain the current text of a window by the command:
GetWindowText(
HWND hwnd, // handle to window or control with text
LPTSTR lpstring, // pointer to buffer for text
int nMaxCount // maximum number of characters to copy
);
The parameters hwnd is a handle to the window or control containing the text,
lpstring is a pointer to the buffer that will receive the text and nMaxCount specifies
the maximum number of characters to copy to the buffer, including the NULL
character. If the text exceeds this limit, it is truncated.
The push buttons, check boxes and radio buttons receive the input focus when they
are clicked with the mouse. When the child window control gets the input focus, the
parent window loses it. However the child window control responds only to the
spacebar which now functions like the mouse. When the window switches the input
focus from one window (parent) to another (child), it first sends WM_KILLFOCUS
message to the window losing the input focus.
case WM_KILLFOCUS:
if (hwnd==GetParent ((HWND) wparam))
SetFocus (hwnd);
return 0;
This method prevents the button from responding to the space bar because the
button never gets input focus. A better approach is to get input focus to the button
and also include the facility to move from button to button using Tab key.
3.2.7 System Colors
The parts of display can be painted using various system colors. GetSysColor and SetSysColor
functions are used to set these colors. The GetSysColor retrieves the current color of the specified
display element. Display elements are the parts of a window and the display that appear on the
system display screen. Identifiers defined in the windows header files specify the system color.
GetSysColor(
int nIndex // display element
);
The parameter nIndex specifies the display element whose color is to be retrieved. This parameter
must be one of the values mentioned in Table 3.2.7
Table 3.2.7 Values for nInex Parameter
Value Meaning
COLOR_3DDKSHADOWDark shadow for three-dimensional display elements.
COLOR_3DFACE, COLOR_BTNFACEFace color for three-dimensional display elements and for dialog box backgrounds.
COLOR_3DHILIGHT, COLOR_3DHIGHLIGHT, COLOR_BTNHILIGHT, COLOR_BTNHIGHLIGHT
Highlight color for three-dimensional display elements (for edges facing the light source.)
COLOR_3DLIGHTLight color for three-dimensional display elements (for edges facing the light source.)
COLOR_3DSHADOW, COLOR_BTNSHADOWShadow color for three-dimensional display elements (for edges facing away from the light source).
COLOR_ACTIVEBORDER Active window border.COLOR_ACTIVECAPTION Active window title bar.
COLOR_APPWORKSPACEBackground color of multiple document interface (MDI) applications.
COLOR_BACKGROUND, COLOR_DESKTOP Desktop.COLOR_BTNTEXT Text on push buttons.
COLOR_CAPTIONTEXTText in caption, size box, and scroll bar arrow box.
COLOR_GRAYTEXTGrayed (disabled) text. This color is set to 0 if the current display driver does not support a solid gray color.
COLOR_HIGHLIGHT Item(s) selected in a control.COLOR_HIGHLIGHTTEXT Text of item(s) selected in a control.COLOR_INACTIVEBORDER Inactive window border.COLOR_INACTIVECAPTION Inactive window caption.COLOR_INACTIVECAPTIONTEXT Color of text in an inactive caption.COLOR_INFOBK Background color for tooltip controls.COLOR_INFOTEXT Text color for tooltip controls.COLOR_MENU Menu background.COLOR_MENUTEXT Text in menus.COLOR_SCROLLBAR Scroll bar gray area.COLOR_WINDOW Window background.COLOR_WINDOWFRAME Window frame.COLOR_WINDOWTEXT Text in windows.TABLE 12
The SetSysColors function sets the colors for one or more display elements. Display elements are the
various parts of a window and the display that appear on the system display screen.
WINAPI SetSysColors(
int cElements, // number of elements to change
CONST int *lpaElements, // address of array of elements
CONST COLORREF *lpargbValues // address of array of RGB values
);
3.2.8 List Box Class
The list box is a window that displays a list of character strings. The user selects a string from the list
by tapping it with the stylus. When a string is selected, it appears highlighted. You can use a vertical or
horizontal scroll bar with a list box to scroll lists that are too long for the control window. The list box
automatically hides or shows the scroll bar, as needed.
Messages
As you may remember from our earlier discussion of the message loop, windows communicate using
messages, you send them to get a control to do something, and when an event occurs on the control it
will send you a notification message back. For the standard controls this notification will be a
WM_COMMAND message as we've already seen with buttons and menus. For the Common Controls
which I may get to later, it will be WM_NOTIFY.
The messages you send are widely varied between each control, and each control has it's own set of
messages. Once in a while the same message will be used for more than one kind of control, but in
general they will only work on the control they are intended for. This is especially annoying with the
listbox and combobox messages (LB_* and CB_*) which although they perform nearly identical tasks,
are NOT interchangeable.On the other hand, generic messages like WM_SETTEXT are supported by
almost all controls. A control is just a window after all.
You can send messages using the SendMessage() API, and use GetDlgItem() to retreive the handle to
the control, or you can use SendDlgItemMessage() which does both steps for you, the results of both
methods are identical.
Adding Items to list box
The first thing you'll want to do with a listbox is add items to it.
int index = SendDlgItemMessage(hwnd, IDC_LIST, LB_ADDSTRING, 0, (LPARAM)"Hi there!");
As you can see, this is a pretty simple task. If the listbox has the LBS_SORT style, the new item will be
added in alphabetical order; otherwise it will just be added to the end of the list.
This message returns the index of the new item either way, and we can use this to perform other tasks
on the item, such as associating some data with it. Usually this will be things like a pointer to a struct
containing more information, or maybe an ID that you will use to identify the item, it's up to you.
SendDlgItemMessage(hwnd, IDC_LIST, LB_SETITEMDATA, (WPARAM)index, (LPARAM)nTimes);
Notifications
The whole purpose of listboxes is to allow the user to select things from a list. Now sometimes we
don't care when exactly they do this, for example with our Remove button, we don't need to know
when the selection changes right away, we just check when the user activates the button.
However, sometimes you want to be able to do something right away, perhaps display different or
updated information based on what items are selected. In order to do this we need to handle the
notification messages that the listbox passes to us. In this case, we are interested in LBN_SELCHANGE,
which tells us that the selection has been modified by the user. LBN_SELCHANGE is sent via
WM_COMMAND but unlike handling the WM_COMMAND from buttons or menu's, which are usually only
in response to a click, a list box sends WM_COMMAND for various reasons, and we need a second
check to find out what it's telling us. The Notification Code is passed as the HIWORD of wParam, the
other half of the parameter that gave us the control ID in the first place.
case WM_COMMAND:
switch(LOWORD(wParam))
{
case IDC_LIST:
// It's our listbox, check the notification code
switch(HIWORD(wParam))
{
case LBN_SELCHANGE:
// Selection changed, do stuff here.
break;
}
break;
// ... other controls
}
break;
Getting Data from the ListBox
Now that we know the selection has changed, or at the request of the user, we need to get the
selection from the listbox and do something useful with it.
In this example I've used a multiselection list box, so getting the list of selected items is a little trickier.
If it were a single selection listbox, than you could simply send LB_GETCURSEL to retrieve the item
index.
First we need to get the number of selected items, so that we can allocate a buffer to save the indexes
in.
HWND hList = GetDlgItem(hwnd, IDC_LIST);
int count = SendMessage(hList, LB_GETSELCOUNT, 0, 0);
Then we allocate a buffer based on the number of items, and send LB_GETSELITEMS to fill in the array.
int *buf = GlobalAlloc(GPTR, sizeof(int) * count);
SendMessage(hList, LB_GETSELITEMS, (WPARAM)count, (LPARAM)buf);
// ... Do stuff with indexes
GlobalFree(buf);
In this example, buf[0] is the first index, and so on up to buf[count - 1].
One of the things you would likely want to do with this list of indexes, is retreive the data associated
with each item, and do some processing with it. This is just as simple as setting the data was originally,
we just send another message.
int data = SendMessage(hList, LB_GETITEMDATA, (WPARAM)index, 0);
If the data was some other type of value (anything that is 32-bits) you could simply cast to the
appropriate type. For example if you stored HBITMAPs instead of ints...
HBITMAP hData = (HBITMAP)SendMessage(hList, LB_GETITEMDATA, (WPARAM)index, 0);
Example Program illustrating the use of Controls
Create an application named ControlDemo by selecting the project type Win 32 Application in the
appwizard and click OK. Now an empty project without using MFC classes is created.
Click Insert->Resource from the menu and then select the Dialog option. Design the dialog as shown in
figure 3.2.8(a).
Figure 3.2.8(a) Dialog design for ControlDemo program
Change the ID for the controls as shown below:
Control TypeID
Edit ControlID_CNAME
List BoxID_ITEM
Option button (Cash)ID_CASH
Option button(Cheque)ID_CHEQUE
Select Insert-> resource from the menu and then select the option Menu from it. The menu contains
two options named (Item and Exit). If the Item option is clicked Dialog box containing the controls will
be displayed. If the Exit option is selected from the menu the output window will be closed. Now close
your dialog window and save your design by giving a name to the Script. This will be stored in .rc
extension. Include this file and the resource header file (resource.h) to your project by clicking Project-
>Add to Project->Files. Now select the .rc and resource.h file for your project and click OK. Now the
resource is included in your project workspace.
Click File->New and then select the option C++ Source File and give a name to the .cpp
implementation file (here the name is Control.cpp). Enter the code given below in the implementation
file (Control.cpp).
# include <windows.h>
#include "resource.h"
HINSTANCE hInstance;
WNDCLASS wc;
MSG msg;
HWND hwnd;
LRESULT CALLBACK wndproc(HWND hwnd,UINT wm,WPARAM wp,LPARAM lp);
LRESULT CALLBACK item(HWND hDlg,UINT wm,WPARAM wp,LPARAM lp);
int APIENTRY WinMain(HINSTANCE hInst,HINSTANCE hPrevInstance,LPSTR lpCmdLine, int nCmdShow)
{
//TODO :place code here
if(hPrevInstance==NULL)
{
memset(&wc,0,sizeof(wc));
wc.style=CS_HREDRAW;
wc.lpfnWndProc=wndproc;
wc.hInstance=hInstance;
wc.hCursor=LoadCursor(hInstance,IDC_CROSS);
wc.hIcon=LoadIcon(hInstance,NULL);
wc.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);
wc.lpszClassName="Sample";
wc.lpszMenuName=MAKEINTRESOURCE(IDR_MENU1);
if(!RegisterClass(&wc))
return false;
}
hwnd=CreateWindow("Sample","Control
Demo",WS_OVERLAPPEDWINDOW,10,10,500,500,NULL,NULL,hInst,NULL);
ShowWindow(hwnd,nCmdShow);
UpdateWindow(hwnd);
while(GetMessage(&msg,NULL,0,0))
DispatchMessage(&msg);
//return 0;
return true;
}
LRESULT CALLBACK wndproc(HWND hwnd,UINT wm,WPARAM wp,LPARAM lp)
{DLGPROC dlgproc;
switch(wm)
{
case WM_COMMAND:
switch(wp)
{
case ID_ITEM:
dlgproc=(DLGPROC)item;
DialogBox(hInstance,MAKEINTRESOURCE(IDD_DIALOG1),hwnd,dlgproc);
return 0;
break;
case ID_EXIT:
DestroyWindow(hwnd);
break;
}
break;
case WM_DESTROY :
PostQuitMessage(0);
break;
}
return(DefWindowProc(hwnd,wm,wp,lp));
}
char itm[5][10]={ "Hard Disk",
"Printer",
"Monitor",
"Scanner",
"Keyboard"};
LRESULT CALLBACK item(HWND hDlg,UINT wm,WPARAM wp,LPARAM lp)
{static HWND hlist;
char cname[30],optionsel[10],str[100],payment[10];
int i,sel,cash,cheque;
switch(wm)
{
case WM_INITDIALOG:
for(i=0;i<5;i++)
SendDlgItemMessage(hDlg,ID_ITEM,LB_ADDSTRING,0,(LPARAM)(LPCTSTR)itm[i]);
return true;
case WM_COMMAND:
switch(wp)
{
case IDOK:
sel=SendDlgItemMessage(hDlg,ID_ITEM,LB_GETCURSEL,0,0);
SendDlgItemMessage(hDlg,ID_ITEM,LB_GETTEXT,sel,(LPARAM)(LPCTSTR)optionsel);
cash=SendDlgItemMessage(hDlg,ID_CASH,BM_GETCHECK,0,0);
cheque=SendDlgItemMessage(hDlg,ID_CHEQUE,BM_GETCHECK,0,0);
if(cash==BST_CHECKED)
strcpy(payment,"Cash");
else
{if(cheque==BST_CHECKED)
strcpy(payment,"Cheque");
}
GetDlgItemText(hDlg,ID_CNAME,cname,30);
wsprintf(str,"%s is purchased from %s , Payment is by %s",optionsel,cname,payment);
MessageBox(hDlg,str,"Item details",0);
EndDialog(hDlg,true);
return 1;
case IDCANCEL:
EndDialog(hDlg,false);
return 1;
}
break;
}
return 0;
};
Now Compile, Build and Execute the program. The output window appears as shown in figure 3.2.8(b).
Click the Item option from menu. The dialog resource appears.Select any one of the item from the list
box . Enter the Company name and click OK. A message is displayed as shown in figure 3.2.8(b).
Figure 3.2.8(b) Running Instance of ControlDemo Program
3.2.9 Edits
One of the most commonly used controls in the windows environment, the EDIT control, is used to
allow the user to enter, modify, copy, etc... text. Windows Notepad is little more than a plain old
window with a big edit control inside it.
Here is the code used to interface with the edit control in this example:
SetDlgItemText(hwnd, IDC_TEXT, "This is a string");
That's all it takes to change the text contained in the control (this can be used for pretty much any
control that has a text value associated with it, STATICs, BUTTONs and so on).
Retrieving the text from the control is easy as well, although slightly more work than setting it...
int len = GetWindowTextLength(GetDlgItem(hwnd, IDC_TEXT));
if(len > 0)
{
int i;
char* buf;
buf = (char*)GlobalAlloc(GPTR, len + 1);
GetDlgItemText(hwnd, IDC_TEXT, buf, len + 1);
//... do stuff with text ...
GlobalFree((HANDLE)buf);
}
First of all, we need to allocate some memory to store the string in, it won't just return us a pointer to
the string already in memory. In order to do this, we first need to know how much memory to allocate.
There isn't a GetDlgItemTextLength(), but there is a GetWindowTextLength(), so all we need to do it
get the handle to the control yourself using GetDlgItem().
Now that we have the length, we can allocate some memory. Here I've added a check to see if there is
any text to begin with, since most likely you don't want to be working with an empty string...
sometimes you might, but that's up to you. Assuming that there is something there to work with, we
call GlobalAlloc() to allocate some memory. GlobalAlloc() is equivalent to calloc(), if you're used to
DOS/UNIX coding. It allocates some memory, initializes it's contents to 0 and returns a pointer to that
memory. There are different flags you can pass as the first parameter to make it behave differently for
different purposes, but this is the only way I will be using it in this tutorial.
Note that I added 1 to the length in two places, what's up with that? Well, GetWindowTextLength()
returns the number of characters of text the control contains NOT INCLUDING the null terminator. This
means that if we were to allocate a string without adding 1, the text would fit, but the null terminator
would overflow the memory block, possibly corrupting other data, causing an access violation, or any
number of other bad things. You must be careful when dealing with string sizes in windows, some APIs
and messages expect text lengths to include the null and others don't, always read the docs
thoroughly.
Finally we can call GetDlgItemText() to retrieve the contents of the control into the memory buffer that
we've just allocated. This call expects the size of the buffer INCLUDING the null terminator. The return
value, which we ignored here, is the number of characters copied, NOT including the null
terminator.After we're all done using the text (which we'll get to in a moment), we need to free up the
memory that we allocated so that it doesn't leak out and drip down onto the CPU and short circuit your
computer. To accomplish this, we simply call GlobalFree() and pass in our pointer.
You may be or become aware of a second set of APIs named LocalAlloc(), LocalFree(), etc... which are
legacy APIs from 16-bit windows. In Win32, the Local* and Global* memory functions are identical.
Edits with Numbers
Entering text is all well and fine, but what if you want the user to enter in a number? This is a pretty
common task, and fortunately there is an API to make this simpler, which takes care of all the memory
allocation, as well as converting the string to an integer value.
BOOL bSuccess;
int nTimes = GetDlgItemInt(hwnd, IDC_NUMBER, &bSuccess, FALSE);
GetDlgItemInt() works much like GetDlgItemText(), except that instead of copying the string to a
buffer, it converts it internally into an integer and returns the value to you. The third parameter is
optional, and takes a pointer to a BOOL. Since the function returns 0 on failure, there is no way to tell
just from that whether or not the function failed or the user just entered 0. If you are fine with a value
of 0 in the event of an error, then feel free to ignore this parameter.
Another useful feature is the ES_NUMBER style for edit controls, which allows only the characters 0
through 9 to be entered. This is very handy if you only want positive integers, otherwise it's not much
good, since you can't enter any other characters, including - (minus) . (decimel) or , (comma).
3.2.10 Statics
Like buttons, static controls are largely trivial, but for the sake or being complete I include them here.
Static controls are usually just that, static, meaning they don't change or really do anything else very
special, they're largely for displaying text to the user. However you can make them slightly more
useful by assigning them a unique ID (VC++ assigns a default ID of IDC_STATIC, which is -1 and
effectively means "No ID") and then setting the text at runtime to present dynamic data to the user.
In the example code, I use one to display the data of the item selected in the list box, assuming one
and only one is selected.
SetDlgItemInt(hwnd, IDC_SHOWCOUNT, data, FALSE);
3.2.11 Scroll Bar Class
In some graphical user interfaces, a vertical or horizontal bar at the side or bottom of a display area
that can be used with a mouse for moving around in that area. Scroll bars often have four active areas:
two scroll arrows for moving line by line, a sliding scroll box for moving to an arbitrary location in the
display area, and the gray areas in the scroll bar for moving in of one-window increments.
You add the window scroll bar by including the identifier WS_VSCROLL or WS_HSCROLL or both in the
window style. scroll bar control can have a number of styles to control the orientation and position of
the scroll bar. You specify the styles that you want when you call the CreateWindowEx function to
create a scroll bar control. Some of the styles create a scroll bar control that uses a default width or
height. However, you must always specify the x- and y-coordinates and the other dimensions of the
scroll bar. Two commonly used scroll bar styles are SBS_VERT and SBS_HORZ.
Example Program to change the Color of the Text using Scroll bar
Create an application named ScrollBar by selecting the project type Win 32 Application in the
appwizard and click OK. Now an empty project without using MFC classes is created. Click File->New
and then select the option C++ Source File and give a name to the .cpp implementation file (here the
name is Scroll.cpp). Enter the code given below in the implementation file (Scroll.cpp).
#include<windows.h>
HINSTANCE hinst;
HWND hscroll[3],hwnd1;
int nval[3];
RECT r;
int i1=255,i2=255,i3=255,j;
int key=0;
int h=0;
HBRUSH hbrush;
LRESULT CALLBACK wndproc(HWND hwnd,UINT wm,WPARAM wp,LPARAM lp)
{
HDC hdc;
PAINTSTRUCT ps;
int i;
r.left=0;
r.right=800;
r.top=0;
r.bottom=800;
switch(wm)
{
case WM_COMMAND:
case WM_CREATE:
for(i=0;i<3;i++)
{
hscroll[i]=CreateWindow("scrollbar","",WS_CHILD,10,10+40*i,
130,30,hwnd,NULL,hinst,NULL);
ShowScrollBar(hscroll[i],SB_CTL,SW_SHOW);
SetScrollRange(hscroll[i],SB_CTL,0,255,FALSE);
SetScrollPos(hscroll[i],SB_CTL,0,TRUE);
nval[i]=0;
}
break;
case WM_HSCROLL:
switch(LOWORD(wp))
{
case SB_LINEUP:
hwnd1=(HWND)lp;
for(j=0;j<3;j++)
{
if(hscroll[j]==hwnd)
break;
}
nval[j]-=1;
h=nval[j];
break;
case SB_LINEDOWN:
hwnd1=(HWND)lp;
for(j=0;j<3;j++)
{
if(hscroll[j]==hwnd1)
break;
}
nval[j]+=1;
h=nval[j];
break;
case SB_PAGEDOWN:
hwnd1=(HWND)lp;
for(j=0;j<3;j++)
{
if(hscroll[j]==hwnd1)
break;
}
nval[j]+=10;
h=nval[j];
break;
case SB_PAGEUP:
hwnd1=(HWND)lp;
for(j=0;j<3;j++)
{
if(hscroll[j]==hwnd1)
break;
}
nval[j]-=10;
h=nval[j];
break;
case SB_THUMBPOSITION:
hwnd1=(HWND)lp;
for(j=0;j<3;j++)
{
if(hscroll[j]==hwnd1)
{
h=HIWORD(wp);
nval[j]=h;
break;
}
}
break;
}
ShowScrollBar(hwnd1,SB_CTL,SW_SHOW);
SetScrollPos(hwnd1,SB_CTL,h,TRUE);
hdc=GetDC(hwnd);
if(key==0)
{
SetTextColor(hdc,RGB(nval[0],nval[1],nval[2]));
TextOut(hdc,100,200,"the Color of the text is changing",33);
ReleaseDC(hwnd,hdc);
}
else
{
i1=nval[0];
i2=nval[1];
i3=nval[2];
SetClassLong(hwnd,GCL_HBRBACKGROUND,(LONG)CreateSolidBrush(RGB(nval[0],nval[1],nval[2])));
SetBkColor(hdc,RGB(nval[0],nval[1],nval[2]));
InvalidateRect(hwnd,&r,TRUE);
}
break;
case WM_PAINT:
hdc=BeginPaint(hwnd,&ps);
EndPaint(hwnd,&ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hwnd,wm,wp,lp);
}
return 0;
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow)
{
WNDCLASSEX wc;
HWND hwnd;
MSG Msg;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = 0;
wc.lpfnWndProc = wndproc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL,IDI_APPLICATION);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wc.lpszMenuName = NULL;
wc.lpszClassName = "scroll bar";
wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if(!RegisterClassEx(&wc))
{
MessageBox(NULL, "Window Registration Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
hwnd = CreateWindowEx(
WS_EX_CLIENTEDGE,
"scroll bar",
"Scroll bar Program",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, 240, 120,
NULL, NULL, hInstance, NULL);
if(hwnd == NULL)
{
MessageBox(NULL, "Window Creation Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
while(GetMessage(&Msg, NULL, 0, 0) > 0)
{
TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
return Msg.wParam;
}
Compile, Build and Execute the program. The output of the program is shown in figure 3.2.11. As you
scroll the scroll bars the color of the text will be changed.
Figure 3.2.11 Running Instance of ScrollBar Program
3.3 Windows Resources
Windows resources include icons, cursors, menus, dialog boxes, bitmaps, fonts, keyboard accelerator
tables, message table entries, string table entries, version data, and user-defined data. Resources are
data that are stored in program’s .exe file, but they do not reside in the executable program’s data
area. Windows provides functions that explicitly or implicitly load a programs resource in to memory so
that they can be used. In this section the resources such as icons, cursors, character strings, menus,
keyboard accelerators, dialog boxes and bitmaps are described.
3.3.1 Icons
An icon is a small bitmap that represents another object in a windows program. Icons are used to
represent minimized child windows in MDI application. Icons are widely used by windows itself. When a
program is minimized its icon is displayed in the windows task bar. When you are using the explorer,
the icon representing an application associated with each file is displayed next to the file’s name.
Windows displays the program’s icon in the upper left corner of the main window title bar. There are
four different types of icons such as:
Large Icons: Used for most programs written for
windows before the release of Windows 95, these
icons are 32x32 pixels in size and support 16
colors.
Small Icons: First introduced with Windows 95,
these icons are usually a smaller 16x16 pixels
version of a program’s large icon.
256 Color Icons: These icons support more than
the standard 16 colors available to other types of
icons. These icons are 48x48 pixels in size and
never displayed as a program’s icon when the
window is minimized.
Monochrome Icons: These icons support only two
colors and are 32x32 pixels.
Creating Icons Using Image Editor
When creating a new project, AppWizard creates a set of default icons for your project automatically.
You can use the Developer Studio image editor to edit or create new icons for your project. To open
the image editor, open the Resource view in the project workspace and then open the icon folder.
Double click any icon resource contained in the folder to open the editor.
To insert a new icon resource in to an existing project, right click the icon folder in the resource view
and select insert icon from pop up menu; this opens the image editor with a blank icon ready for
editing.
Figure 3.3.1 The standard 32x32 Icon file as displayed in Developer Studio
The program can be compiled and run now. Developer studio has put a line in the .rc resource script
that equates the icon file with an identifier (IDI_ICON). The header file “resource.h” contains the
definition of IDI_ICON. Developer studio compiles resources by using the resource compiler rc.exe. The
text resource script is converted in to a binary form which is a file with extension .res.
Loading an Icon in your programs
After you have added an icon to a project, loading and displaying it can be bone through LoadIcon
command. A program can obtain a handle to icon by calling LoadIcon:
hIcon = LoadIcon (hInstance,MAKEINTRESOURCE (IDI_ICON));
LoadIcon returns a value of type HICON, a handle to an icon. The parameters
hInstance is a handle to an instance of the module whose executable file contains the
icon to be loaded. This parameter must be NULL when a standard icon is being loaded
and MAKEINTRESOURCE contains the name of the icon resource to be loaded. To use
one of the predefined icons, set the hInstance parameter to NULL and the second
parameter to one of the values in Table 3.3.1.
Table 3.3.1 Second Parameter values for LoadIcon
Value DescriptionIDI_APPLICATION Default application icon.IDI_ASTERISK Same as IDI_INFORMATION.IDI_ERROR Hand-shaped icon.IDI_EXCLAMATIONSame as IDI_WARNING.IDI_HAND Same as IDI_ERROR.
IDI_INFORMATION Asterisk icon.IDI_QUESTION Question mark icon.IDI_WARNING Exclamation point icon.IDI_WINLOGO Windows logo icon.TABLE 13
The icon created can be displayed in its client area, repeated horizontally and vertically using the
statement LoadIcon and obtains a handle to the icon using the statements:
cxIcon = GetSystemMetrics (SM_CXICON);
cyIcon = GetSystemMetrics (SM_CYICON);
It obtains the size of the icon. The program can then display the icon with multiple calls to
DrawIcon (hdc , x , y ,hIcon);
Where x and y coordinates of where the upper left corner of the displayed icon is positioned. The
smaller icon size can also be obtained from the system metrics SM_CXSMSIZE and SM_CYSMSIZE
indices. The first SM means system metrics and the second SM means small.
Example program for icon demo
Create an application named IconDemo by selecting the project type Win 32 Application in the
appwizard and click OK. Now an empty project without using MFC classes is created.
Click Insert->Resource from the menu and then select the Icon option. Design the Icon as shown in
figure 3.3.1(a).
Figure 3.3.1(a) Icon design for the program
Save the icon design in your project and then include the .rc and resource.h header file to your project
workspace. Change the ID for Icon as ID_ICON Click File->New and then select the option C++ Source
File and give a name to the .cpp implementation file (here the name is Icon.cpp). Enter the code given
below in the implementation file (Icon.cpp).
#include <windows.h>
#include "resource.h"
const char g_szClassName[] = "myWindowClass";
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{static HICON hIcon;
static int cxIcon,cyIcon,cxClient,cyClient;
HDC hdc;
HINSTANCE hInstance;
PAINTSTRUCT ps;
int x,y;
switch(msg)
{
case WM_CREATE:
hInstance=((LPCREATESTRUCT)lParam)->hInstance;
hIcon=LoadIcon(hInstance,MAKEINTRESOURCE (IDI_ICON));
cxIcon=GetSystemMetrics(SM_CXICON);
cyIcon=GetSystemMetrics(SM_CYICON);
return 0;
case WM_SIZE:
cxClient=LOWORD(lParam);
cyClient=HIWORD(lParam);
return 0;
case WM_PAINT:
hdc=BeginPaint(hwnd,&ps);
for(y=0;y<cyClient;y+=cyIcon)
for(x=0;x<cxClient;x+=cxIcon)
DrawIcon(hdc,x,y,hIcon);
EndPaint(hwnd,&ps);
return 0;
case WM_CLOSE:
DestroyWindow(hwnd);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hwnd, msg, wParam, lParam);
}
return 0;
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow)
{
WNDCLASSEX wc;
HWND hwnd;
MSG Msg;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = 0;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(hInstance,MAKEINTRESOURCE(IDI_ICON));
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wc.lpszMenuName = NULL;
wc.lpszClassName = g_szClassName;
wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if(!RegisterClassEx(&wc))
{MessageBox(NULL, "Window Registration Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
hwnd = CreateWindowEx(
WS_EX_CLIENTEDGE,
g_szClassName,
"Icon Demo Program",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, 240, 120,
NULL, NULL, hInstance, NULL);
if(hwnd == NULL)
{MessageBox(NULL, "Window Creation Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
while(GetMessage(&Msg, NULL, 0, 0) > 0)
{TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
return Msg.wParam;
}
Compile, Build and Execute the program. The output is as shown in figure 3.3.1(b).
Figure 3.3.1(b) Running Instance of IconDemo Program
3.3.2 Cursors
Cursors represent the position of a pointing device, such as a mouse. You can create a cursor in the
same way as an icon by selecting resource from insert menu and selecting cursor. After you have
added a cursor to a project, loading and displaying it can be bone through LoadCursor command.
wndclass.hCursor = LoadCursor (hInstance,szCursor);
Whenever the mouse is positioned over a window created based on this class the cursor associated
with IDC_CURSOR or szCursor will be displayed. If you separate your client area in to smaller logical
areas without using child windows, you can use SetCursor to establish the cursor shape.
SetCursor (hCursor);
3.3.3 Menus
A menu is probably the most important of the consistent user interface that windows programs offer,
and adding a menu to your program is a relatively easy part of windows programming. This will be
created as .rc file and will be compiled and linked into your .exe. This is rather compiler specific,
commercial compilers will have a resource editor that you can use to create your menus, but for this
example I will show the text of the .rc file so you can add it in manually. I usually have an .h file as well
which is included in both my .rc file and my .c source files. This file contains the identifiers for controls
and menu items etc.
For this example you can start with the window code from simple_window and add this code into it as
instructed.
First the .h file. Usually called "resource.h"
#define IDR_MYMENU 101
#define IDI_MYICON 201
#define ID_FILE_EXIT 9001
#define ID_STUFF_GO 9002
Not much there, but our menu will be pretty simple. The names and values here are up to you for the
choosing. Now we write our .rc file.
#include "resource.h"
IDR_MYMENU MENU
BEGIN
POPUP "&File"
BEGIN
MENUITEM "E&xit", ID_FILE_EXIT
END
POPUP "&Stuff"
BEGIN
MENUITEM "&Go", ID_STUFF_GO
MENUITEM "G&o somewhere else", 0, GRAYED
END
END
IDI_MYICON ICON "menu_one.ico"
You will want to add the .rc file to your project or makefile depending on what tools you are using.
You also want to #include "resource.h" in your source file (.c) so that the menu command identifiers
and the menu resource id will be defined. The easiest way to attach the menu and icon to your window
is to specify them when you register the window class, like this:
wc.lpszMenuName=MAKEINTRESOURCE(IDR_MYMENU); wc.hIcon=LoadIcon(GetModuleHandle(NULL),
MAKEINTRESOURCE(IDI_MYICON));
wc.hIconSm=(HICON)LoadImage(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_MYICON),
IMAGE_ICON, 16, 16, 0);
Change that and see what happens. Your window should now have a File and Stuff menu with the
respective items underneath. That is assuming your .rc file was properly compiled and linked into your
program.
I've used LoadIcon() to load the large icon because it's simpler, however it will only load icons at the
default resolution of 32x32, so in order to load the smaller image, we need to use LoadImage(). Be
aware that icon files and resources can contain multiple images, and in this case the ones I've supplied
contain the two sizes that I'm loading.
An alternative to using a menu resource is to create one on the fly (or when your program runs). This
is a bit more work programming wise, but adds flexibility and is sometimes necessary.
You can also use icons that aren't stored as resources, you could choose to store your icon as a
separate file and load it at runtime. This would also give you the option of allowing the user to select
an icon of their choice with the common dialogs discussed later, or something to that effect.
Start again from simple_window without the .h or .rc added. Now we will handle the WM_CREATE
message and add a menu to our window.
#define ID_FILE_EXIT 9001
#define ID_STUFF_GO 9002
Put these two id's at the top of your .c file this time, underneath your #includes. Next we add the
following code into our WM_CREATE handler.
case WM_CREATE:
{
HMENU hMenu, hSubMenu;
HICON hIcon, hIconSm;
hMenu = CreateMenu();
hSubMenu = CreatePopupMenu();
AppendMenu(hSubMenu, MF_STRING, ID_FILE_EXIT, "E&xit");
AppendMenu(hMenu,MF_STRING| MF_POPUP,(UINT)hSubMenu, "&File");
hSubMenu = CreatePopupMenu();
AppendMenu(hSubMenu, MF_STRING, ID_STUFF_GO, "&Go");
AppendMenu(hMenu,MF_STRING|MF_POPUP, (UINT)hSubMenu, "&Stuff");
SetMenu(hwnd, hMenu);
hIcon=LoadImage(NULL,"menu_two.ico",IMAGE_ICON,32,32,LR_LOADFROMFILE);
if(hIcon)
SendMessage(hwnd, WM_SETICON, ICON_BIG, (LPARAM)hIcon);
else
MessageBox(hwnd,"Could not load large icon!", "Error", MB_OK | MB_ICONERROR);
hIconSm = LoadImage(NULL, "menu_two.ico", IMAGE_ICON, 16, 16, LR_LOADFROMFILE);
if(hIconSm)
SendMessage(hwnd, WM_SETICON, ICON_SMALL, (LPARAM)hIconSm);
else
MessageBox(hwnd, "Could not load small icon!", "Error", MB_OK | MB_ICONERROR);
}
break;
This creates a menu almost the same as the one we had in the resource and attaches it to our window.
A menu that is assigned to a window is automatically removed when the program terminates, so we
don't need to worry about getting rid of it later. If we did though, we could use GetMenu() and
DestroyMenu().
The code for the icons is pretty simple, we call LoadImage() twice, to load the icon as both a 16x16
size and a 32x32 size. We can't use LoadIcon() at all because it will only load resources, not files. We
specify NULL for the instance handle parameter because we aren't loading a resource from our
module, and instead of a resource ID we pass in the name of the icon file we want to load. Finally, we
pass in the LR_LOADFROMFILE flag to indicate that we want the function to treat the string we give it
as a filename and not a resource name.
If each call succeeds we assign the icon handle to our window with WM_SETICON, and if it fails we pop
up a message box letting us know something went wrong. Note that the LoadImage() calls will fail if
the icon file isn't in the current working directory of the program. If you are using VC++ and you run
the program from the IDE, the current working directory will be the one the project file is in. However if
you run the program from the Debug or Release directories from explorer or the command shell, then
you'll need to copy the icon file into that directory in order for the program to find it. If all else fails,
specify the full path to the icon, "C:\\Path\\To\\Icon.ico".
Now that we have our menu, we need to make it do something. This is pretty simple, all we need to do
is handle the WM_COMMAND message. Also we'll need to check which command we are getting and
act accordingly. Now our WndProc() should look something like this.
LRESULT CALLBACK WndProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam)
{
switch(Message)
{
case WM_CREATE:
{
HMENU hMenu, hSubMenu;
hMenu = CreateMenu();
hSubMenu = CreatePopupMenu();
AppendMenu(hSubMenu, MF_STRING, ID_FILE_EXIT, "E&xit");
AppendMenu(hMenu,MF_STRING|MF_POPUP,(UINT)hSubMenu,"&File");
hSubMenu = CreatePopupMenu();
AppendMenu(hSubMenu, MF_STRING, ID_STUFF_GO, "&Go");
AppendMenu(hMenu,MF_STRING|MF_POPUP, (UINT)hSubMenu, "&Stuff");
SetMenu(hwnd, hMenu);
hIcon = LoadImage(NULL, "menu_two.ico", IMAGE_ICON, 32, 32, LR_LOADFROMFILE);
if(hIcon)
SendMessage(hwnd, WM_SETICON, ICON_BIG, (LPARAM)hIcon);
Else
MessageBox(hwnd, "Could not load large icon!", "Error", MB_OK | MB_ICONERROR);
hIconSm=LoadImage(NULL,"menu_two.ico",IMAGE_ICON,16,16, LR_LOADFROMFILE);
if(hIconSm)
SendMessage(hwnd, WM_SETICON, ICON_SMALL, (LPARAM)hIconSm);
else
MessageBox(hwnd, "Could not load small icon!", "Error", MB_OK | MB_ICONERROR);
}
break;
case WM_COMMAND:
switch(LOWORD(wParam))
{
case ID_FILE_EXIT:
break;
case ID_STUFF_GO:
break;
}
break;
case WM_CLOSE:
DestroyWindow(hwnd);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hwnd, Message, wParam, lParam);
}
return 0;
}
As you can see we've got our WM_COMMAND all set up, and it even has another switch() in it. This
switch()'s on the value of the low word of wParam, which in the case of WM_COMMAND contains the
control or menu id that sent the message.
We obviously want the Exit menu item to close the program. So in the WM_COMMAND, ID_FILE_EXIT
handler you can use the following code to do just that.
PostMessage(hwnd, WM_CLOSE, 0, 0);
Your WM_COMMAND handler should now look like this:
case WM_COMMAND:
switch(LOWORD(wParam))
{
case ID_FILE_EXIT:
PostMessage(hwnd, WM_CLOSE, 0, 0);
break;
case ID_STUFF_GO:
break;
}
break;
Example Program to illustrate menu design
Create an application named ModalDialog by selecting the project type Win 32 Application in the
appwizard and click OK. Now an empty project without using MFC classes is created. Design the Menu
resource with the options Stuff and File. Under the option Stuff options Go and GoSomewhereElse are
included. Under the option File->Exit is included. After designing the menu save the script with .rc
extension and then include this .rc file and resource.h header file in your project. Change the ID for
menu as IDR_MENU1. Similarly open the Icon resource and make a design of your own. Change the ID
of Icon as IDI_MYICON. The Icon which you design will appear on the top of the window.
Click File->New and then select the option C++ Source File and give a name to the .cpp
implementation file (here the name is Menu.cpp). Enter the code given below in the implementation
file (Menu.cpp).
#include <windows.h>
#include "resource.h"
const char g_szClassName[] = "myWindowClass";
LRESULT CALLBACK WndProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam)
{switch(Message)
{
case WM_COMMAND:
switch(LOWORD(wParam))
{
case ID_FILE_EXIT:
PostMessage(hwnd, WM_CLOSE, 0, 0);
break;
case ID_STUFF_GO:
MessageBox(hwnd, "You clicked Go!", "Woo!", MB_OK);
break;
}
break;
case WM_CLOSE:
DestroyWindow(hwnd);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hwnd, Message, wParam, lParam);
}
return 0;
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow)
{WNDCLASSEX wc;
HWND hwnd;
MSG Msg;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = 0;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon=LoadIcon(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_MYICON));
wc.hCursor= LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wc.lpszMenuName = MAKEINTRESOURCE(IDR_MYMENU);
wc.lpszClassName = g_szClassName;
wc.hIconSm =(HICON)LoadImage(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_MYICON),
IMAGE_ICON, 16, 16, 0);
if(!RegisterClassEx(&wc))
{MessageBox(NULL, "Window Registration Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
hwnd = CreateWindowEx(
WS_EX_CLIENTEDGE,
g_szClassName,
"A Menu",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, 240, 120,
NULL, NULL, hInstance, NULL);
if(hwnd == NULL)
{MessageBox(NULL, "Window Creation Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
while(GetMessage(&Msg, NULL, 0, 0) > 0)
{TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
return Msg.wParam;
}
Compile, Build and Execute the Program. The output is as shown in figures 3.3.3(a) and 3.3.3(b). Click
the menu item Stuff. The message is displayed as shown in figure 3.3.3(b)
Figure 3.3.3(a) Running Instance of Menu program
Figure 3.3.3(b) Running Instance of Menu program
3.3.4 Dialog Box
A dialog box is a temporary window that contains controls. You can use it to display status information and to get user input. Just go File -> Open in any text editor or any other kind of editor; you are presented with a dialog box, one that probably allows you to select a file to be opened. Dialogs aren't limited to the standard open file ones; they can look like and do whatever you choose. The attractive point of dialogs is that they provide a quick way to arrange and create a GUI (Graphic User Interface) and even some default processing, cutting down on the amount of code you must write.
One thing to remember is that dialogs are just windows. The difference between a dialog and a
"normal" window is that the system does some additional default processing for dialogs, such as
creating and initializing controls, and handling tab order. Nearly all APIs that are applicable to "normal"
windows will work just as well on dialogs, and vice versa! There are two types of dialog box such as
“modal” and “modeless” dialog box. The modal dialog box is the most common. When your program
displays a modal dialog box the user must explicitly end the dialog box by clicking a push button
marked either OK or Cancel. The user can switch to another program while the dialog box is still
displayed.
The first step is to create the dialog resource. As with any resource how you do this will depend on
your compiler/IDE. Here I will show you the plain text of the dialog in the .rc file and let you incorporate
it into your project.
IDD_ABOUT DIALOG DISCARDABLE 0, 0, 239, 66
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "My About Box"
FONT 8, "MS Sans Serif"
BEGIN
DEFPUSHBUTTON "&OK",IDOK,174,18,50,14
PUSHBUTTON "&Cancel",IDCANCEL,174,35,50,14
GROUPBOX "About this program...",IDC_STATIC,7,7,225,52
CTEXT "An example program showing how to use Dialog Boxes\r\n\r\n by
Avanija",IDC_STATIC,16,18,144,33
END
On this first line, IDD_ABOUTDLG is the id of the resource. DIALOG is the resource type, and the four
number are the Left, Top, Width and Height co-ordinates. These ARE NOT PIXELS, they are in Dialog
Units, which are based on the size of the font used by the system (and chosen by the user). If you have
a large font selected, the dialog will be large, if you use a smaller font, the dialog will be that much
smaller. This is important as it makes sure that all of the controls are the proper size to display their
text in the current font. You can convert dialog units to pixels at runtime using MapDialogRect().
DISCARDABLE tells the system it may swap the resource memory to disk when it's not being used in
order to conserve system resources (essentially pointless).
The second line starts with STYLE and follows with the window styles that will be used to create the
dialog. These should be explained under CreateWindow() in your help files. In order to use the
predefined constants you may need to add #include "windows.h" to your .rc file, or in the case of VC+
+, winres.h or afxres.h will do. If you use the resource editor these files will certainly be included
automatically if needed.
The CAPTION line should be self explanatory. The FONT line specifies the size and name of the font you
wish to use for this dialog box. This might not end up exactly the same on each computer as different
people will have different fonts and may have specified different font sizes. You usually don't need to
worry about that though. Now we have the list of controls to create on the dialog:
DEFPUSHBUTTON "&OK",IDOK,174,18,50,14
Here's the line for the OK button. The & in this case like with menus underlines the next letter "O", so
that by pressing Alt+O the user can activate this control (part of the default processing I mentioned).
IDOK is the control identifier. IDOK is pre-defined so we don't need to #define it ourselves. The four
numbers at the end are the left, top, width and height, all in dialog units.
This information should be purely academic, as you almost always use a resource editor to create
dialogs, but knowing how to do it from text is sometimes necessary, expecially if you have no visual
editor.
Two of the controls have an ID of IDC_STATIC (which is -1), this is used to indicate we never need to
access them, so they have no need of an identifier. However it doesn't hurt to give them an ID and
your resource editor might do so automatically.
The "\r\n" in the text of the static control is a CR-LF pair, the way windows represents a new line. So!
Having added that to your .rc file we need to write a Dialog Procedure to process message for this box.
Don't worry this is nothing new, it's practicly the same as our main Window Procedure (but not
exactly).
BOOL CALLBACK AboutDlgProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam)
{
switch(Message)
{
case WM_INITDIALOG:
return TRUE;
case WM_COMMAND:
switch(LOWORD(wParam))
{
case IDOK:
EndDialog(hwnd, IDOK);
break;
case IDCANCEL:
EndDialog(hwnd, IDCANCEL);
break;
}
break;
default:
return FALSE;
}
return TRUE;
}
There are a few important differences between a dialog procedure and window procedure. One is that
you DO NOT call DefWindowProc() for message you don't handle. With dialogs this is done
automatically for you (and will really screw things up if you do it).
Secondly, in general you return FALSE for messages you don't process, and TRUE for messages you do
process, UNLESS the message specifies you return something else. Note that this is what we do above,
the default is to do nothing and return FALSE, while messages we do handle break the switch() and
return TRUE.
Thirdly, You do not call DestroyWindow() to close a dialog, you call EndDialog(). The second parameter
is the value that is returned to whatever code called DialogBox().
Finally, instead of handling WM_CREATE, you handle WM_INITDIALOG to do any processing that needs
to be done before the dialog appears, and then return TRUE to have the keyboard focus set to the
default control. (You can actually handle WM_CREATE as well, but it is sent BEFORE any of the controls
have been created, so you can't access them. In WM_INITDIALOG the controls have already been
created).
case WM_COMMAND:
switch(LOWORD(wParam))
{
case ID_HELP_ABOUT:
{
int ret = DialogBox(GetModuleHandle(NULL),
MAKEINTRESOURCE(IDD_ABOUT), hwnd, AboutDlgProc);
if(ret == IDOK){
MessageBox(hwnd, "Dialog exited with IDOK.", "Notice",
MB_OK | MB_ICONINFORMATION);
}
else if(ret == IDCANCEL){
MessageBox(hwnd, "Dialog exited with IDCANCEL.", "Notice",
MB_OK | MB_ICONINFORMATION);
}
else if(ret == -1){
MessageBox(hwnd, "Dialog failed!", "Error",
MB_OK | MB_ICONINFORMATION);
}
}
break;
// Other menu commands...
}
break;
This is the code used to create my about box, you can probably guess that this is to be merged into
your WM_COMMAND handler, if you aren't clear on this aspect, you might want to review the section
on menus. ID_HELP_ABOUT is the identifier of my Help -> About menu item.
Since we want the menu on our main window to create the dialog, we obviously want to put this code
in the WndProc() of our main window, not the dialog proc. Now the return value is by making a call to
DialogBox(), this is just so you can observe the effects of pressing the two buttons, hitting Esc, Enter
etc... from inside the dialog. It also illustrates how to use the return value from a dialog box to check
for success, failure, a users choice, or whatever other information you choose to send back to the
caller from the Dialog Procedure.
DialogBox(GetModuleHandle(NULL), MAKEINTRESOURCE(IDD_ABOUT), hwnd, AboutDlgProc);
This is the only important part, and you can choose to put it wherever in your code that you want the
dialog to come up. IDD_ABOUT is the id of the dialog resource. hwnd is the handle to the parent
window of the dialog. AboutDlgProc() is of course the dialog procedure to use to control the dialog.
A particularly astute reader might eventually wonder, if DialogBox() doesn't return until the dialog
closes we can't process messages while it's up, so how does it work? Well the nifty thing about
DialogBox() is that it has it's own message loop, so while the dialog is displayed, our message loop is
out of the picture and the default loop is handled by windows. This loop also takes care of fun things
like moving the keyboard focus from control to control when you press Tab.
Another effect of using DialogBox is that your main window is disabled until the dialog is dismissed.
Sometimes this is what we want, and sometimes it isn't, such as when we want to use a dialog as a
floating toolbar. In this case we want to be able to interact with both out dialog and our main window.
Example program for Modal dialog box
Create an application named ModalDialog by selecting the project type Win 32 Application in the
appwizard and click OK. Now an empty project without using MFC classes is created. Design the Menu
resource with the options Help and File. Under the option Help->About and under File->Exit are
included. After designing the menu open the dialog resource and design it as shown in figure 3.3.4(a).
Next step is to save the script with .rc extension and then include this .rc file and resource.h header
file in your project. Change the ID for menu as IDR_MYMENU and the ID for dialog as IDD_ABOUT.
Figure 3.3.4(a) Dialog design for ModalDialog Program.
Click File->New and then select the option C++ Source File and give a name to the .cpp
implementation file (here the name is Dialog.cpp). Enter the code given below in the implementation
file (Dialog.cpp).
#include <windows.h>
#include "resource.h"
const char g_szClassName[] = "myWindowClass";
BOOL CALLBACK AboutDlgProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam)
{
switch(Message)
{
case WM_INITDIALOG:
return TRUE;
case WM_COMMAND:
switch(LOWORD(wParam))
{
case IDOK:
EndDialog(hwnd, IDOK);
break;
case IDCANCEL:
EndDialog(hwnd, IDCANCEL);
break;
}
break;
default:
return FALSE;
}
return TRUE;
}
LRESULT CALLBACK WndProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam)
{
switch(Message)
{
case WM_COMMAND:
switch(LOWORD(wParam))
{
case ID_FILE_EXIT:
PostMessage(hwnd, WM_CLOSE, 0, 0);
break;
case ID_HELP_ABOUT:
{
int ret = DialogBox(GetModuleHandle(NULL),
MAKEINTRESOURCE(IDD_ABOUT), hwnd, AboutDlgProc);
if(ret == IDOK){
MessageBox(hwnd, "Dialog exited with IDOK.", "Notice",MB_OK | MB_ICONINFORMATION);
}
else if(ret == IDCANCEL){
MessageBox(hwnd, "Dialog exited with IDCANCEL.", "Notice",
MB_OK | MB_ICONINFORMATION);
}
else if(ret == -1){
MessageBox(hwnd, "Dialog failed!", "Error",
MB_OK | MB_ICONINFORMATION);
}
}
break;
}
break;
case WM_CLOSE:
DestroyWindow(hwnd);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hwnd, Message, wParam, lParam);
}
return 0;
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow)
{WNDCLASSEX wc;
HWND hwnd;
MSG Msg;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = 0;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wc.lpszMenuName = MAKEINTRESOURCE(IDR_MYMENU);
wc.lpszClassName = g_szClassName;
wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if(!RegisterClassEx(&wc))
{MessageBox(NULL, "Window Registration Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
hwnd = CreateWindowEx(
WS_EX_CLIENTEDGE,
g_szClassName,
"The title of my window",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, 240, 120,
NULL, NULL, hInstance, NULL);
if(hwnd == NULL)
{MessageBox(NULL, "Window Creation Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
while(GetMessage(&Msg, NULL, 0, 0) > 0)
{TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
return Msg.wParam;
}
Compile, Build and Execute the program. The output is shown through figures 3.3.4(b) through
3.3.4(d).
Figure 3.3.4(b) Running Instance of ModalDialog Program
Figure 3.3.4(c) Running Instance of ModalDialog Program
Figure 3.3.4(d) Running Instance of ModalDialog Program
3.3.5 Modeless Dialogs
Figure 2
Now we take a look at CreateDialog(), DialogBox()'s sister function. The difference is that while
DialogBox() implements it's own message loop and does not return until the dialog is closed,
CreateDialog() acts more like a window created with CreateWindowEx() in that it returns immediately
and depends on your message loop to pump the messages as it does for your main window. This is
termed Modeless, whereas DialogBox() creates Modal dialogs.
You can create the dialog resource just like you did for the last dialog example, you might also want to
set the "Tool window" extended style to give it's title bar the typical smaller caption of toolbars. The
dialog resource is created as follows:
IDD_TOOLBAR DIALOGEX 0, 0, 98, 52
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION
EXSTYLE WS_EX_TOOLWINDOW
CAPTION "My Dialog Toolbar"
FONT 8, "MS Sans Serif"
BEGIN
PUSHBUTTON "&Press This Button",IDC_PRESS,7,7,84,14
PUSHBUTTON "&Or This One",IDC_OTHER,7,31,84,14
END
You may notice that the resource editor has replaced DIALOG with DIALOGEX indicating we want to set
an EXSTYLE on our dialog.
Next we want to create the dialog when our program runs with the help of the command WM_CREATE.
We also want to declare a global variable to hold the window handle returned from CreateDialog() so
that we can use it later. DialogBox() didn't return a handle to us since when DialogBox() returns the
window has been destroyed.
HWND g_hToolbar = NULL;
case WM_CREATE:
g_hToolbar = CreateDialog(GetModuleHandle(NULL), MAKEINTRESOURCE(IDD_TOOLBAR),
hwnd, ToolDlgProc);
if(g_hToolbar != NULL)
{
ShowWindow(g_hToolbar, SW_SHOW);
}
else
{
MessageBox(hwnd, "CreateDialog returned NULL", "Warning!",
MB_OK | MB_ICONINFORMATION);
}
break;
We show the window with ShowWindow(), with DialogBox() this isn't necessary since the system calls
ShowWindow() for us. Now we need a dialog procedure for our toolbar.
BOOL CALLBACK ToolDlgProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam)
{
switch(Message)
{
case WM_COMMAND:
switch(LOWORD(wParam))
{
case IDC_PRESS:
MessageBox(hwnd, "Hi!", "This is a message",
MB_OK | MB_ICONEXCLAMATION);
break;
case IDC_OTHER:
MessageBox(hwnd, "Bye!", "This is also a message",
MB_OK | MB_ICONEXCLAMATION);
break;
}
break;
default:
return FALSE;
}
return TRUE;
}
Most of the same message handling rules apply to dialogs created with CreateDialog() as with
DialogBox(), don't call DefWindowProc(), return FALSE for messages you don't handle and TRUE for
those you do.
One change is that we don't call EndDialog() for modeless dialogs, we can use DestroyWindow() just
like for regular windows. In this case I destroy the dialog when the main window is destroyed. In the
main window's WndProc()...
case WM_DESTROY:
DestroyWindow(g_hToolbar);
PostQuitMessage(0);
break;
Last but not least, we want to be able to display and hide our toolbar whenever we choose so I've
added two commands to my menu to do this, and handled them so:
case WM_COMMAND:
switch(LOWORD(wParam))
{
case ID_DIALOG_SHOW:
ShowWindow(g_hToolbar, SW_SHOW);
break;
case ID_DIALOG_HIDE:
ShowWindow(g_hToolbar, SW_HIDE);
break;
//... other command handlers
}
break;
You should be able to create your own menu using the resource editor or manually.Now when you run
the program, you should be able to access both the dialog window, and main window at the same
time.
If you've run the program at this point and tried tabbing between the two buttons, you have probably
noticed it doesn't work, neither does hitting Alt-P or Alt-O to activate the buttons. Why not? Whereas
DialogBox() implements it's own message loop and handles these events by default, CreateDialog()
does not. We can do it ourselves though, by calling IsDialogMessage() in our message loop which will
do the default processing for us.
while(GetMessage(&Msg, NULL, 0, 0))
{
if(!IsDialogMessage(g_hToolbar, &Msg))
{
TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
}
Here we first pass the message to IsDialogMessage(), if the message is destined for our toolbar
(indicated by the window handle we pass in) the system will perform the default processing and return
TRUE. Is this case the message has already been handled so we don't want to call TranslateMessage()
or DispatchMessage(). If the message is for another window we process as usual.
It's also worth noting that IsDialogMessage() can also be used with windows that aren't dialogs in order
to to give them dialog-like behaviour. Remember, a dialog is a window, and most (if not all) dialog APIs
will work on any window.
And that is pretty much all there is to modeless dialogs! One issue that may arise is if you have more
than one toolbar... what do you do? Well one possible solution is to have a list (either an array, an STL
std::list, or similar) and loop through it in your message loop passing each handle to IsDialogMessage()
until the right one is found, and if none, do the regular processing.
Example Program for Modeless dialog
Create an application named ModelessDialog by selecting the project type Win 32 Application in the
appwizard and click OK. Now an empty project without using MFC classes is created. Design the Menu
resource with the options Dialog and File. Under the option Dialog include the options Show and Hide.
These two options is to make your dialog visible and invisible in the output window. Under the option
File include Exit to close the output window. After designing the menu open the dialog resource and
design it as shown in figure 3.3.5(a). Next step is to save the script with .rc extension and then include
this .rc file and resource.h header file in your project. Change the ID for menu as IDR_MYMENU and the
ID for dialog as IDD_DIALOG.
Figure 3.3.5(a) Dialog design for ModelessDialog program
Click File->New and then select the option C++ Source File and give a name to the .cpp
implementation file (here the name is ModelessDialog.cpp). Enter the code given below in the
implementation file (ModelessDialog.cpp).
#include <windows.h>
#include "resource.h"
const char g_szClassName[] = "myWindowClass";
HWND g_hToolbar = NULL;
BOOL CALLBACK ToolDlgProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam)
{
switch(Message)
{
case WM_COMMAND:
switch(LOWORD(wParam))
{
case IDC_PRESS:
MessageBox(hwnd, "Hi!", "This is a message",
MB_OK | MB_ICONEXCLAMATION);
break;
case IDC_OTHER:
MessageBox(hwnd, "Bye!", "This is also a message",
MB_OK | MB_ICONEXCLAMATION);
break;
}
break;
default:
return FALSE;
}
return TRUE;
}
LRESULT CALLBACK WndProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam)
{
switch(Message)
{
case WM_CREATE:
g_hToolbar=CreateDialog(GetModuleHandle(NULL), MAKEINTRESOURCE(IDD_DIALOG),
hwnd, ToolDlgProc);
if(g_hToolbar != NULL)
{
ShowWindow(g_hToolbar, SW_SHOW);
}
else
{
MessageBox(hwnd, "CreateDialog returned NULL", "Warning!",
MB_OK | MB_ICONINFORMATION);
}
break;
case WM_COMMAND:
switch(LOWORD(wParam))
{
case ID_FILE_EXIT:
PostMessage(hwnd, WM_CLOSE, 0, 0);
break;
case ID_DIALOG_SHOW:
ShowWindow(g_hToolbar, SW_SHOW);
break;
case ID_DIALOG_HIDE:
ShowWindow(g_hToolbar, SW_HIDE);
break;
}
break;
case WM_CLOSE:
DestroyWindow(hwnd);
break;
case WM_DESTROY:
DestroyWindow(g_hToolbar);
PostQuitMessage(0);
break;
default:
return DefWindowProc(hwnd, Message, wParam, lParam);
}
return 0;
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow)
{
WNDCLASSEX wc;
HWND hwnd;
MSG Msg;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = 0;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wc.lpszMenuName = MAKEINTRESOURCE(IDR_MYMENU);
wc.lpszClassName = g_szClassName;
wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if(!RegisterClassEx(&wc))
{MessageBox(NULL, "Window Registration Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
hwnd = CreateWindowEx(
WS_EX_CLIENTEDGE,
g_szClassName,
"The title of my window",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, 240, 120,
NULL, NULL, hInstance, NULL);
if(hwnd == NULL)
{MessageBox(NULL, "Window Creation Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
while(GetMessage(&Msg, NULL, 0, 0) > 0)
{
if(!IsDialogMessage(g_hToolbar, &Msg))
{TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
}
return Msg.wParam;
}
Compile, Build and Execute the program. The output is as shown in figures 3.3.5(b) through 3.3.5(d).
Figure 3.3.5(b) Running Instance of ModelessDialog Program
Figure 3.3.5(c) Running Instance of ModelessDialog Program
Figure 3.3.5(d) Running Instance of ModelessDialog Program
3.3.6 Bitmaps
Bitmaps can be loaded much like icons in earlier examples, there is LoadBitmap() for the most basic
functionality of simply loading a bitmap resource, and LoadImage() can be used to load bitmaps from a
*.bmp file just as it can for icons.
One of the quirks of GDI is that you can't draw to bitmap objects (HBITMAP type) directly. Remember
that drawing operations are abstracted by Device Contexts, so in order to use these drawing functions
on a bitmap, you need to create a Memory DC, and then select the HBITMAP into it with SelectObject().
The effect is that the "device" that the HDC refers to is the bitmap in memory, and when you operate
on the HDC, the resulting graphic operations are applied to the bitmap. As I mentioned, this is actually
a very convenient way of doing things, as you can write code that draws to an HDC and you can use it
on a Window DC or a Memory DC without any checks or changes. You do have the option of
manipulating the bitmap data in memory yourself. You can do this with Device Independent Bitmaps
(DIB), and you can even combine GDI and manual operations on the DIB.
GDI Leaks
Once you're finished with an HDC, it's very important to release it (just how you do that depends on
how you got it, which we'll talk about in a bit). GDI objects are limited in number. In versions of
windows prior to Windows 95, they were not only incredibly limited but also shared system wide, so
that if one program used up too many, none of the rest would be able to draw anything! Fortunately
this isn't the case any longer, and you could get away with using up quite a lot of resources in
Windows 2000 or XP before anything too bad happened... but it's easy to forget to free GDI objects and
they can quickly run your program out of GDI resources under Windows 9x. Theoretically you shouldn't
be able to drain the system of GDI resources in NT systems (NT/2K/XP) but it still happens in extreme
cases.
If your program runs fine for a few minutes and then starts drawing strangely or not at all, it's a good
sign that you're leaking GDI resources. HDCs aren't the only GDI objects you need to be careful about
releasing, but generally it's ok to keep things like bitmaps and fonts around for the entire lifetime of
your program, since it's much more efficient than reloading them each time you need them.
Also, an HDC can only contain one of each type of object (bitmap, font, pen...) at a time, and when you
select a new one in it will return the last one. It's very important that you deal with this object properly.
If you ignore it completely, it will be lost and they will pile up in memory causing GDI leaks. When an
HDC is created, it's also created with some default objects selected into it... it's a good idea to store
these when they are returned to you, and then when you are completed drawing with the HDC select
them back into it. This will not only remove any of your own objects from the HDC (which is a good
thing) but it will also cause the default objects to be properly disposed of when you release or destroy
the HDC (a VERY good thing).
Displaying Bitmaps
The simplest drawing operations on a window occur by handling WM_PAINT. When your window is first
displayed, restored from being minimized, or uncovered from having another window on top of it,
Windows sends the WM_PAINT message to the window to let it know that it needs to redraw it's
contents. When you draw something on the screen it is NOT permanent, it's only there until something
else draws over it, and at that point you need to draw it again when the time comes.
HBITMAP g_hbmBall = NULL;
case WM_CREATE:
g_hbmBall = LoadBitmap(GetModuleHandle(NULL), MAKEINTRESOURCE(IDB_BALL));
if(g_hbmBall == NULL)
MessageBox(hwnd, "Could not load IDB_BALL!", "Error", MB_OK | MB_ICONEXCLAMATION);
break;
The first step is of course loading the bitmap, this is quite simple with a bitmap resource, and there are
no significant differences from loading other resource types. Then we can get down to drawing...
case WM_PAINT:
{
BITMAP bm;
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps);
HDC hdcMem = CreateCompatibleDC(hdc);
HBITMAP hbmOld = SelectObject(hdcMem, g_hbmBall);
GetObject(g_hbmBall, sizeof(bm), &bm);
BitBlt(hdc, 0, 0, bm.bmWidth, bm.bmHeight, hdcMem, 0, 0, SRCCOPY);
SelectObject(hdcMem, hbmOld);
DeleteDC(hdcMem);
EndPaint(hwnd, &ps);
}
break;
Getting the Window DC
To start off we declare a couple of variables we need. Notice that the first one is a BITMAP, not an
HBITMAP. BITMAP is a struct that holds information about an HBITMAP which is the actual GDI object.
We need a way to get the height and width of the HBITMAP so we use GetObject() which contrary to
it's name doesn't really get an object, but rather information about an existing one. "GetObjectInfo"
would have been a more appropriate label. GetObject() works for various GDI object types which it can
distinguish based on the value of the second parameter, the size of the structure.
The PAINTSTRUCT is a structure that contains information about the window being painted and what
exactly is going on with the paint message. For most simple tasks, you can simply ignore the
information it contains, but it's required for the call to BeginPaint(). BeginPaint() as it's name suggests
is designed specifically for handling the WM_PAINT message. When not handling a WM_PAINT message
you would use GetDC() which we will see in the timer animation examples in a while... but in
WM_PAINT, it's important to use BeginPaint() and EndPaint().
BeginPaint() returns us an HDC that represents the HWND that we pass to it, the one that WM_PAINT is
being handled for. Any drawing operation we perform on this HDC will immediately display on the
screen.
Setting up a Memory DC for the Bitmap
As mention above, in order to draw on or with bitmaps, we need to create a DC in memory... the
easiest way to do that here is to CreateCompatibleDC() with the one we already have. This gives us a
Memory DC that is compatible with the color depth and display properties of the HDC for the window.
Now we call SelectObject() to select the bitmap into the DC being careful to store the default bitmap so
that we can replace it later on and not leak GDI objects.
Drawing
Once we've gotten the dimensions of the bitmap filled into the BITMAP struct, we can call BitBlt() to
copy the image from our Memory DC to the Window DC, thus displaying on the screen. As always, you
can look up each parameter in MSDN, but in short they are: The destination, the position and size, the
source and source position, and finally the Raster Operation (ROP code), which specifies how to do the
copy. In this case, we want a simple exact copy of the source made, no fancy stuff.
BitBlt() is probably the all time happiest function in all of the Win32 API and is the staple diet of anyone
learning to write games or other graphics applications in windows.
Cleanup
At this point the bitmap should be on the screen, and we need to clean up after ourselves. The first
thing to do is restore the Memory DC to the state it was when we got it, which means replacing our
bitmap with the default one that we saved. Next we can delete it altogether with DeleteDC().
Finally we release the Window DC we got from BeginPaint() using EndPaint(). Destroying an HDC is a
little confusing sometimes because there are at least 3 ways to do it depending on how you got it in
the first place. Here's a list of the common methods of gaining an HDC, and how to release it when
you're done.
GetDC() - ReleaseDC()
BeginPaint() - EndPaint()
CreateCompatibleDC() - DeleteDC()
And finally, at the termination of our program, we want to free any resources that we allocated.
Technically speaking this isn't absolutely required, since modern Windows platforms are pretty good at
freeing everything when your program exists, but it's always a good idea to keep track of your own
objects because if get lazy and don't delete them they have a habit of getting loose. And no doubt,
there are still bugs in windows especially older versions that won't clean up all of your GDI objects if
you don't do a thorough job.
case WM_DESTROY:
DeleteObject(g_hbmBall);
PostQuitMessage(0);
break;
Example Bitmap Program
Create an application named BitmapDemo by selecting the project type Win 32 Application in the
appwizard and click OK. Now an empty project without using MFC classes is created.
Click Insert->Resource from the menu and then select the Bitmap option. Design the Bitmap as shown
in figure 3.3.6(a).
Figure 3.3.6(a) Bitmap design for the program
Save the Bitmap design in your project and then include the .rc and resource.h header file to your
project workspace. Change the ID for Bitmap as IDB_BALL Click File->New and then select the option
C++ Source File and give a name to the .cpp implementation file (here the name is Bitmap.cpp). Enter
the code given below in the implementation file (Bitmap.cpp).
#include <windows.h>
#include "resource.h"
const char g_szClassName[] = "myWindowClass";
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
static HBITMAP g_hbmBall;
HINSTANCE hInstance;
switch(msg)
{
case WM_CREATE:
hInstance=((LPCREATESTRUCT) lParam)->hInstance;
g_hbmBall = LoadBitmap(hInstance, MAKEINTRESOURCE(IDB_BALL));
break;
case WM_CLOSE:
DestroyWindow(hwnd);
break;
case WM_PAINT:
{
// Just a note, never use a MessageBox from inside WM_PAINT
// The box will cause more WM_PAINT messages and you'll probably end up
// stuck in a loop
BITMAP bm;
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps);
HDC hdcMem = CreateCompatibleDC(hdc);
SelectObject(hdcMem, g_hbmBall);
GetObject(g_hbmBall, sizeof(bm), &bm);
BitBlt(hdc, 0, 0, bm.bmWidth, bm.bmHeight, hdcMem, 0, 0, SRCCOPY);
DeleteDC(hdcMem);
EndPaint(hwnd, &ps);
}
break;
case WM_DESTROY:
DeleteObject(g_hbmBall);
PostQuitMessage(0);
break;
default:
return DefWindowProc(hwnd, msg, wParam, lParam);
}
return 0;
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow)
{
WNDCLASSEX wc;
HWND hwnd;
MSG Msg;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = 0;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wc.lpszMenuName = NULL;
wc.lpszClassName = g_szClassName;
wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if(!RegisterClassEx(&wc))
{
MessageBox(NULL, "Window Registration Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
hwnd = CreateWindowEx(
WS_EX_CLIENTEDGE,
g_szClassName,
"A Bitmap Program",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, 240, 120,
NULL, NULL, hInstance, NULL);
if(hwnd == NULL)
{
MessageBox(NULL, "Window Creation Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
while(GetMessage(&Msg, NULL, 0, 0) > 0)
{
TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
return Msg.wParam;
}
Compile, Build and Execute the program. The output is as shown in figure 3.3.6(b).
Figure 3.3.6(b) Running Instance of Bitmap Program
Exercises 3
1. What are the various button styles that
can be used in Windows Programming?
2. Explain the functions SetDlgItemText
and GetDlgItemText.
3. Explain the List Box and Scroll Bar Class.
4. Explain the LoadIcon and LoadBitmap
functions.
5. Explain SetMenu and LoadMenu
functions.
6. What are the advantages of using Dialog
Box?
7. Differentiate Modal Dialog and Modeless
Dialog.
8. Explain the BitBlt function.
9. Write a Windows program to add and
removo items in a List box.
10. Write a Windows program to display a
Bitmap in the centre of the screen.
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Last edited by Avanija j on Apr 4, 2007 12:57 pm GMT-5.