CCheckListBox has bogus vertical scrollbar - mfc

I can't seem to resolve this issue that has to do with CCheckListBox.
This is a method that populates the listbox:
void CPublishersDatabaseDlg::InitAssignmentsListBox()
{
UINT uIDs[] =
{
IDS_STR_SOUND,
IDS_STR_PLATFORM,
IDS_STR_MICROPHONE,
IDS_STR_ATTENDANT,
IDS_STR_MIDWEEK_MEETING,
IDS_STR_CBS_CONDUCTOR,
IDS_STR_CBS_READER,
IDS_STR_ASSIGN_CHAIRMAN,
IDS_STR_PRAYER,
IDS_STR_STUDENT,
IDS_STR_DEMONSTRATIONS
};
WPARAM eTypes[] =
{
MAKEWPARAM(MSAToolsLibrary::AssignmentType_Sound, -1),
MAKEWPARAM(MSAToolsLibrary::AssignmentType_PlatformAttendant, -1),
MAKEWPARAM(MSAToolsLibrary::AssignmentType_Mike, -1),
MAKEWPARAM(MSAToolsLibrary::AssignmentType_Attendant, -1),
MAKEWPARAM(MSAToolsLibrary::AssignmentType_OCLM, -1),
MAKEWPARAM(MSAToolsLibrary::AssignmentType_ConductorCBS, -1),
MAKEWPARAM(MSAToolsLibrary::AssignmentType_ReaderCBS, -1),
MAKEWPARAM(MSAToolsLibrary::AssignmentType_Chairman, -1),
MAKEWPARAM(MSAToolsLibrary::AssignmentType_Prayer, -1),
MAKEWPARAM(MSAToolsLibrary::AssignmentType_Student, -1),
MAKEWPARAM(MSAToolsLibrary::AssignmentType_Demonstration, -1)
};
for (int i = 0; i < 11; i++)
{
CString strAssignment = _T("");
if (strAssignment.LoadString(uIDs[i]))
{
int i = m_lbAssignments.AddString(strAssignment);
m_lbAssignments.SetItemData(i, static_cast<DWORD_PTR>(eTypes[i]));
}
}
int iNumCustomAssign = theApp.GetNumberSetting(_T(""), ASSIGN_COUNT, 0);
for (int iAssign = 0; iAssign < iNumCustomAssign; iAssign++)
{
CString strAssign, strDescription, strSection;
strAssign.Format(ASSIGN_TEMPLATE, iAssign);
strSection.Format(SECTION_TEMPLATE, (LPCTSTR)strAssign);
strDescription = theApp.GetStringSetting(strSection, ASSIGN_DESCRIPTION_KEY, strAssign);
if (strDescription != ASSIGN_DELETED) // Skip deleted custom assignments
{
int i = m_lbAssignments.AddString(strDescription);
m_lbAssignments.SetItemData(i, MAKEWPARAM(MSAToolsLibrary::AssignmentType_Custom, iAssign));
}
}
}
I have followed the instructions correctly and set the listbox as OwnerDraw and HasString.
It seems to work well apart from the vertical scroll:
See the highlighted yellow area? That vertical scroll is bogus. If I attempt to click on it the application crashes.
But if I use the mouse wheel to scroll down, then the vertical bar goes away.
How can I get the vertical scroll bar to be correct, like it would be if it was a regular CListBox?
I have seen this related question but my resource has WS_VSCROLL:
LISTBOX IDC_LIST_PUBLISHER_ASSIGNMENTS,177,149,286,110,LBS_SORT | LBS_OWNERDRAWFIXED | LBS_HASSTRINGS | LBS_NOINTEGRALHEIGHT | WS_VSCROLL | WS_TABSTOP
I don't know how to resolve this quirk.

Related

How to change CTabCtrl tab colors?

Hello and happy new year, (it is acceptable to say it until Thursday)
I am trying to change the color of the tabs in the CTabCtrl class. I am trying to create my own ReskinCTablCtrl so that I can just call it in separate classes and easily use it throughout my program.
Currently I am able to change the background color of the CTabCtrl but I cannot modify the tab's themselves.
I used ON_WM_ERASEBKGND() for painting the background and it worked without a problem:
BOOL ReskinCTabCtrl::OnEraseBkgnd(CDC* pDC)
{
CRect rect;
GetClientRect(&rect);
CBrush myBrush(RGB(51, 51, 51)); // dialog background color
BOOL bRes = pDC->PatBlt(0, 0, rect.Width(), rect.Height(), PATCOPY);
pDC->SetBkColor(RGB(51, 51, 51));
pDC->FillRect(&rect, &myBrush);
return bRes;
}
However, I have been unsuccesfull at changing the tab colors themselves. They are still the default MFC colors. I have tried to implement ON_WM_PAINT() and ON_WM_DRAWITEM() without any success. I think I can get to the specific tab rect with using both OnDraw and DrawItem similar to the second link example that I have posted in the end of this question.
void ReskinCTabCtrl::OnPaint() {
...
// paint the tabs first and then the borders
int nTab = GetItemCount();
int nSel = GetCurSel();
if (!nTab) // no pages added
return;
while (nTab--)
{
if (nTab != nSel)
{
dis.itemID = nTab;
dis.itemState = 0;
VERIFY(GetItemRect(nTab, &dis.rcItem));
dis.rcItem.bottom -= 2;
DrawItem(&dis);
DrawItemBorder(&dis);
}
}
...
}
I would really appreciate at least some direction to go about this problem, perhaps some more examples or what methods I should focus on using. I don't need the tabs to be different colors, maybe there is an easy way of doing this?
I've been trying to follow some examples like the following links but I still couldn't figure out the right way to do it.
https://support.microsoft.com/en-us/help/179909/how-to-change-the-background-color-of-a-tab-control
https://www.codeproject.com/Articles/1786/Ownerdraw-Tab-Controls-Borders-and-All
Enable OwnerDraw for tab control, either in resource editor, or set TCS_OWNERDRAWFIXED in OnInitDialog
CTabCtrl has message reflection for WM_DRAWITEM therefore we don't want to override WM_DRAWITEM/OnDrawItem from parent class. Instead override in CTabCtrl::DrawItem(LPDRAWITEMSTRUCT).
Unfortunately the result is rather ugly. It's sort of like overriding DrawItem in a button.
If Visual Style is available and enabled, then you can override CTabCtrl::OnPaint and draw everything manually. Example:
void CMyTabCtrl::OnPaint()
{
CPaintDC dc(this);
dc.SelectObject(GetFont());
CPen pen, pen_active;
COLORREF color_off = RGB(240, 240, 240);
COLORREF color_active = RGB(200, 240, 240);
CBrush brush_off, brush_active;
brush_off.CreateSolidBrush(color_off);
brush_active.CreateSolidBrush(color_active);
pen.CreatePen(PS_SOLID, 1, RGB(200, 200, 200));
pen_active.CreatePen(PS_SOLID, 1, color_active);
CRect rcitem;
GetItemRect(0, &rcitem);
CRect rc;
GetClientRect(&rc);
rc.bottom = rcitem.bottom;
dc.FillSolidRect(&rc, GetSysColor(COLOR_3DFACE));
GetClientRect(&rc);
rc.top = rcitem.bottom - 1;
dc.SelectObject(&pen);
dc.SelectObject(&brush_active);
dc.Rectangle(&rc);
for(int i = 0; i < GetItemCount(); i++)
{
dc.SelectObject(&pen);
if(i == GetCurSel())
{
dc.SelectObject(&brush_active);
dc.SetBkColor(color_active);
}
else
{
dc.SelectObject(&brush_off);
dc.SetBkColor(color_off);
}
GetItemRect(i, &rcitem);
rcitem.right++;
dc.Rectangle(&rcitem);
if(i == GetCurSel())
{
dc.SelectObject(pen_active);
dc.MoveTo(rcitem.left+1, rcitem.bottom - 1);
dc.LineTo(rcitem.right, rcitem.bottom - 1);
}
TCITEM item = { 0 };
wchar_t buf[32];
item.pszText = buf;
item.cchTextMax = 32;
item.mask = TCIF_TEXT;
GetItem(i, &item);
dc.DrawText(buf, &rcitem, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
}
}
BOOL CMyTabCtrl::OnEraseBkgnd(CDC*)
{
return TRUE;
}

how do i make MFC SDI Client window Non-movable?

i have re sized the client window initially and also made it non-re sizable. Only problem, i am facing right now is when i move the window ( drag title bar left or right ) , the contents in it disappears that is why i want to make it fixed at top left until termination.
BOOL CMainFrame::PreCreateWindow(CREATESTRUCT& cs)
{
if( !CFrameWnd::PreCreateWindow(cs) )
return FALSE;
// TODO: Modify the Window class or styles here by modifying
// the CREATESTRUCT cs
cs.x=0;
cs.y=0;
// Create a window without min/max buttons or sizable border
cs.style = WS_OVERLAPPED | WS_SYSMENU | WS_BORDER;
return TRUE;
}
here is my OnDraw() :
void CblockmaniaView::OnDraw(CDC* pDC)
{
CblockmaniaDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
if (!pDoc)
return;
CImage* img= new CImage();
pDC->FillSolidRect( 0, 0,810,640, RGB(128,128,128));
for (int i=0;i<16;i++)
{
for (int j=0;j<16;j++)
{
if (updateInfo[j]==true)
{
if (GetDocument()->x.map[i][j]!=NULL)
{
x=GetDocument()->x.map[i][j]->x;
y=GetDocument()->x.map[i][j]->y;
img->Load(GetDocument()->x.map[i][j]->imgPath);
img->Draw(pDC->m_hDC,40*y,40*x, 40, 40);
img->Destroy();
}
}
}
}
if (firstRun)
{
pDC->FillSolidRect( 640, 0, 10,640, RGB(0,0,0));
img->Load(L"C:\\Users\\Ad33l's\\Documents\\Visual Studio 2012\\Projects\\block mania\\block mania\\res\\score.png");
img->Draw(pDC->m_hDC,655,25,150,30);
img->Destroy();
}
for (int i=0;i<16;i++)
{
updateInfo[i]=false;
}
}

C++ rapidly refresh desktop

I am trying to make a program currently that outputs a polygon to the desktop for a simple animation. The problem I am currently running into is that the animation gets an "onion" effect because the desktop isn't refreshing. I have searched for a method to refresh the desktop however because it's an animation, none of the solutions can refresh it fast enough. Below is an example of my code:
#include <iostream>
#include <Windows.h>
#include <math.h>
#include <Shlobj.h>
int main() {
//start ambrose
POINT amby[5];
POINT pos;
/* hide console window */
ShowWindow(FindWindowA("ConsoleWindowClass", NULL), false);
/* Calling GetDC with argument 0 retrieves the desktop's DC */
HDC hDC_Desktop = GetDC(0);
//This is just an example of what I am doing
for (int i = 0; i < 10000; i++) {
pos.x = 600+sin(double(i)/50)*200;
pos.y = 500+cos(double(i)/50)*200;
amby[0].x = -10+pos.x;
amby[0].y = -10+pos.y;
amby[1].x = -50+pos.x;
amby[1].y = -50+pos.y;
amby[2].x = 50+pos.x;
amby[2].y = -50+pos.y;
Polygon(hDC_Desktop,amby, 3);
Sleep(10);
}
//The method I was trying before that didn't work VVVVV
//LPITEMIDLIST pidl;
//SHGetSpecialFolderLocation(NULL,CSIDL_DESKTOP,&pidl);
//SHChangeNotify(SHCNE_ASSOCCHANGED,SHCNF_IDLIST,pidl,0);
return 0;
}
Thanks
Edit
I have tried using invalidateRect as such:
...
for (int i = 0; i < 10000; i++) {
pos.x = 600+sin(double(i)/50)*200;
pos.y = 500+cos(double(i)/50)*200;
amby[0].x = -10+pos.x;
amby[0].y = -10+pos.y;
amby[1].x = -50+pos.x;
amby[1].y = -50+pos.y;
amby[2].x = 50+pos.x;
amby[2].y = -50+pos.y;
Polygon(hDC_Desktop,amby, 3);
InvalidateRect(GetDesktopWindow(),NULL, true);
Sleep(10);
}
...
I am wondering if there is anyway to call WM_ERASEBKGND or WM_DISPLAYCHANGE to force a change. Does anyone know if there is a way to call these?
I am not sure what you are trying to achieve. Let me just answer to problem of onion effect. A quick and dirty solution to erase what was drawn in the previous iteration could be to draw using XOR mode but the solution has a few downsides, like flicker and color could be arbitrary. A proper solution that would address both the downsides would be to do all the drawing in a memory DC and BitBlt the same to the screen.
Code for the quick and dirty solution would be -
SetROP2(hDC_Desktop,R2_XORPEN);
//This is just an example of what I am doing
for (int i = 0; i < 100; i++)
{
if(i!=0)
{
pos.x = 600+sin(double(i-1)/50)*200;
pos.y = 500+cos(double(i-1)/50)*200;
amby[0].x = -10+pos.x;
amby[0].y = -10+pos.y;
amby[1].x = -50+pos.x;
amby[1].y = -50+pos.y;
amby[2].x = 50+pos.x;
amby[2].y = -50+pos.y;
Polygon(hDC_Desktop,amby, 3);
}
pos.x = 600+sin(double(i)/50)*200;
pos.y = 500+cos(double(i)/50)*200;
amby[0].x = -10+pos.x;
amby[0].y = -10+pos.y;
amby[1].x = -50+pos.x;
amby[1].y = -50+pos.y;
amby[2].x = 50+pos.x;
amby[2].y = -50+pos.y;
Polygon(hDC_Desktop,amby, 3);
Sleep(10);
}
There's an easy solution, and that's to not actually draw on the desktop. Instead, create a transparent full-screen window. Since it's transparent, any pixel that you don't draw will show the desktop underneath. Hence, only your polygon pixels will hide the underlying desktop.
As a result, the desktop window never needs to be invalidated or repainted etc.
Why don't you use a transparent wnd.
class COverlayWnd : public CWnd
{
DECLARE_DYNAMIC(COverlayWnd)
public:
COverlayWnd();
virtual ~COverlayWnd();
protected:
afx_msg void OnPaint();
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
DECLARE_MESSAGE_MAP()
};
// OverlayWnd.cpp : implementation file
//
The implementation. Just move the window if you want animations to run all over the desktop.
#include "stdafx.h"
// COverlayWnd
IMPLEMENT_DYNAMIC(COverlayWnd, CWnd)
COverlayWnd::COverlayWnd()
{
}
COverlayWnd::~COverlayWnd()
{
}
BEGIN_MESSAGE_MAP(COverlayWnd, CWnd)
ON_WM_PAINT()
ON_WM_CREATE()
END_MESSAGE_MAP()
void COverlayWnd::OnPaint()
{
CPaintDC dc(this);
CRect rect;
GetClientRect( &rect );
dc.FillSolidRect(&rect, RGB(1,1,1));
//paint other stuff that don't have RGB(1,1,1)
}
int COverlayWnd::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CWnd::OnCreate(lpCreateStruct) == -1)
return -1;
BOOL bRet = 0;
bRet = ModifyStyleEx(0,WS_EX_LAYERED|WS_EX_TRANSPARENT);
bRet = ModifyStyle(DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | WS_POPUP | WS_CAPTION | WS_SYSMENU,0);
bRet = ModifyStyle(WS_POPUP,0);
bRet = SetLayeredWindowAttributes(RGB(1,1,1),0,LWA_COLORKEY);
//the RGB(1,1,1) is the transparent color
ASSERT(bRet);
//this->EnableWindow(FALSE);
return 0;
}

How prevent console window from extending beyond screen?

If console aplication starts and system creates console window for it, but sometimes this window is created in such coordinates that some of it's contents slide out of right screen edge. Then the user must use mouse to show everything.
How to cope with that ?
What functions use to detect upper right corner coordinates of console window ?
Then I will be able to check if it is outside the screen and move the window just the distance that is needed.
What function use to move window ?
Or maybe there is all in one solution to prevent window from moving outside the screen ?
Here's a fully multi-monitor aware and taskbar aware implementation that does what you describe.
#include <Windows.h>
int main()
{
ClampConsoleToScreen();
return 0;
}
void ClampConsoleToScreen()
{
HWND window = GetConsoleWindow();
RECT windowRect;
GetWindowRect(window, &windowRect);
HMONITOR monitor = MonitorFromWindow(window, MONITOR_DEFAULTTOPRIMARY);
MONITORINFO mi;
memset(&mi, 0, sizeof(mi));
mi.cbSize = sizeof(mi);
GetMonitorInfo(monitor, &mi);
int adj, any;
adj = 0;
any = 0;
if (windowRect.right > mi.rcWork.right)
{
// Get negative adjustment value to move it left onto screen
adj = mi.rcWork.right - windowRect.right;
}
if (windowRect.left < mi.rcWork.left)
{
// Get positive adjustment value to move it right onto screen
adj = mi.rcWork.left - windowRect.left;
}
windowRect.left += adj;
windowRect.right += adj;
any |= adj;
adj = 0;
if (windowRect.bottom > mi.rcWork.bottom)
{
// Get negative adjustment value to move it up onto screen
adj = mi.rcWork.bottom - windowRect.bottom;
}
if (windowRect.top < mi.rcWork.top)
{
// Get positive adjustment value to move it down onto screen
adj = mi.rcWork.top - windowRect.top;
}
windowRect.top += adj;
windowRect.bottom += adj;
any |= adj;
if (any)
{
MoveWindow(window,
windowRect.left,
windowRect.top,
windowRect.right - windowRect.left,
windowRect.bottom - windowRect.top, TRUE);
}
}

How do I prevent flickering on CListCtrl?

I'm using a CListCtrl/CListView report view (LVS_REPORT) in virtual mode (LVS_OWNERDATA) with LVS_EX_DOUBLEBUFFER enabled and I encounter ugly flickering. Double buffer have a real effect but it doesn't stop all flickering (without it very slow).
I'm not looking for switching to other controls that would require a high amount of rework (like ObjectListView)
How does the flickering behaves:
on column resize - the background is first clean using lightgray and after this is displayed the text (background is white)
on mouse scroll (animated) - for a very short time there is lightgray-bar displayed in the area where new lines are to be displayed.
It looks like it does clean the background using the default window background color (lightgray) for the area where it has to redraw.
How do I solve the flickering problem?
Try to do the following:
- Set Clip Children and Clip Sibling for paremt dialog of List Control.
- Make dirived from CListCtrl class. In this class overwrite OnEraseBkgnd. In the OnEraseBkgnd fill with background color area around of visible items of the list.
The OnEraseBkgnd can look like:
BOOL CListCtrlEx::OnEraseBkgnd(CDC* pDC)
{
CBrush br;
CRect rcCli;
CRect rcItemsRect(0, 0, 0, 0);
int nHeadHeight = 0;
int nItems = GetItemCount();
GetClientRect(&rcCli);
CHeaderCtrl* pHeadCtrl = GetHeaderCtrl();
if (pHeadCtrl)
{
CRect rcHead;
pHeadCtrl->GetWindowRect(&rcHead);
nHeadHeight = rcHead.Height();
}
rcCli.top += nHeadHeight;
if (nItems > 0)
{
CPoint ptItem;
CRect rcItem;
GetItemRect(nItems - 1, &rcItem, LVIR_BOUNDS);
GetItemPosition(nItems - 1, &ptItem);
rcItemsRect.top = rcCli.top;
rcItemsRect.left = ptItem.x;
rcItemsRect.right = rcItem.right;
rcItemsRect.bottom = rcItem.bottom;
if (GetExtendedStyle() & LVS_EX_CHECKBOXES)
rcItemsRect.left -= GetSystemMetrics(SM_CXEDGE) + 16;
}
br.CreateSolidBrush(GetBkColor());
if (rcItemsRect.IsRectEmpty())
pDC->FillRect(rcCli, &br);
else
{
if (rcItemsRect.left > rcCli.left) // fill left rectangle
pDC->FillRect(
CRect(0, rcCli.top, rcItemsRect.left, rcCli.bottom), &br);
if (rcItemsRect.bottom < rcCli.bottom) // fill bottom rectangle
pDC->FillRect(
CRect(0, rcItemsRect.bottom, rcCli.right, rcCli.bottom), &br);
if (rcItemsRect.right < rcCli.right) // fill right rectangle
pDC->FillRect(
CRect(rcItemsRect.right, rcCli.top, rcCli.right, rcCli.bottom), &br);
}
return TRUE;
}
I know only way to have flicker free is using double buffering or MemDC.
have found this article: Flicker-free-drawing-of-any-control
This article explains it well how to quickly perform Non Flickering drawing on your CListCtrl.
And it works excellent.
PS: VS 2005 doesn't have CMemDC class you will need to implement it your self, or use the following code:
//
// CMemDC.h header file
//
#pragma once
class CMemDC
{
public:
CMemDC(CDC& dc, CWnd* pWnd);
CMemDC(CDC& dc, const CRect& rect);
virtual ~CMemDC();
CDC& GetDC() { return m_bMemDC ? m_dcMem : m_dc; }
BOOL IsMemDC() const { return m_bMemDC; }
BOOL IsVistaDC() const { return m_hBufferedPaint != NULL; }
void EraseBkClip();
protected:
CDC& m_dc;
BOOL m_bMemDC;
HANDLE m_hBufferedPaint;
CDC m_dcMem;
CBitmap m_bmp;
CBitmap* m_pOldBmp;
CRect m_rect;
};
//
// CMemDC.cpp source file
//
#include "CMemDC.h"
CMemDC::CMemDC(CDC& dc, CWnd* pWnd) :
m_dc(dc), m_bMemDC(FALSE), m_hBufferedPaint(NULL), m_pOldBmp(NULL)
{
ASSERT_VALID(pWnd);
pWnd->GetClientRect(m_rect);
m_rect.right += pWnd->GetScrollPos(SB_HORZ);
m_rect.bottom += pWnd->GetScrollPos(SB_VERT);
if (m_dcMem.CreateCompatibleDC(&m_dc) &&
m_bmp.CreateCompatibleBitmap(&m_dc, m_rect.Width(), m_rect.Height()))
{
m_bMemDC = TRUE;
m_pOldBmp = m_dcMem.SelectObject(&m_bmp);
}
}
CMemDC::CMemDC(CDC& dc, const CRect& rect) :
m_dc(dc), m_bMemDC(FALSE), m_hBufferedPaint(NULL), m_pOldBmp(NULL), m_rect(rect)
{
ASSERT(!m_rect.IsRectEmpty());
if (m_dcMem.CreateCompatibleDC(&m_dc) &&
m_bmp.CreateCompatibleBitmap(&m_dc, m_rect.Width(), m_rect.Height()))
{
m_bMemDC = TRUE;
m_pOldBmp = m_dcMem.SelectObject(&m_bmp);
}
}
CMemDC::~CMemDC()
{
if (m_bMemDC)
{
CRect rectClip;
int nClipType = m_dc.GetClipBox(rectClip);
if (nClipType != NULLREGION)
{
if (nClipType != SIMPLEREGION)
{
rectClip = m_rect;
}
m_dc.BitBlt(rectClip.left, rectClip.top, rectClip.Width(), rectClip.Height(), &m_dcMem, rectClip.left, rectClip.top, SRCCOPY);
}
m_dcMem.SelectObject(m_pOldBmp);
}
}
void CMemDC::EraseBkClip()
{
CRect clip;
m_dcMem.GetClipBox(&clip);
m_dcMem.FillSolidRect(clip, GetSysColor(COLOR_WINDOW));
}
There is an ultra simple way I found that worked for me:
Turn off redraw with m_List1.SetRedraw(false)
Reset contents with m_List1.ResetContents()
Add new strings in loop with m_List1.AddString()
Then finalize by turning back on redraw and a m_List1.UpdateWindow().