I know that this is stupid problem but I am stuck with it for the past 4 days. Why it is so complicated to just modify the toolbar in the MFC apps?
I create New Visual studio MFC application that is dialog based. I create new Toolbar resource. And then how should I set images(png, bitmap, jpeg...) or whatever type to be used in my toolbar?
I have set size to w50 and h50 and I can draw inside the buttons. But I cant find way to use image.
Instead this 2 buttons that I have just tried if its working, I want to use 8 images that are in bitmap format and in png. I read somewhere that PNG is not supported by MFC applications so I converted to Bitmap.
I load my toolbar in the dialog app like this in the OnInitDialog() method:
DWORD dwCtrlStyle = TBSTYLE_FLAT | TBSTYLE_TOOLTIPS | CBRS_SIZE_DYNAMIC;
DWORD dwStyle = AFX_DEFAULT_TOOLBAR_STYLE;
CMFCToolBar::m_dblLargeImageRatio = 1;
if (m_ToolBar.CreateEx(this, dwCtrlStyle, dwStyle, CRect(1, 1, 1, 1), IDR_TOOLBAR1))
{
dwStyle = CBRS_TOOLTIPS | CBRS_FLYBY | CBRS_SIZE_DYNAMIC;
m_ToolBar.SetPaneStyle(m_ToolBar.GetPaneStyle() | dwStyle);
CMFCToolBarInfo info;
m_ToolBar.LoadToolBarEx(IDR_TOOLBAR1, info, FALSE);
CSize sizeToolBar = m_ToolBar.CalcFixedLayout(TRUE, TRUE);
m_ToolBar.SetWindowPos(NULL, 0, 0, sizeToolBar.cx, sizeToolBar.cy, SWP_NOACTIVATE |
SWP_NOZORDER);
CPoint ptOffset(0, sizeToolBar.cy);
}
Please if someone can help me I would be really grateful. The image format doesn't matter. I just want to put image in the toolbar.
This is my app currently:
UPDATE: I have tried this way. ID_BUTTON_1 if the first button in the toolbar and i tried to change its image. But with this there is no button in the toolbar at the place for the first button. What I am doing Wrong?
VERIFY(m_toolbar.LoadBitmap(IDB_BITMAP1));
CMFCToolBarButton mbutton;
mbutton.SetImage(m_toolbar.GetImages()->GetCount() - 1);
m_toolbar.ReplaceButton(ID_BUTTON_1, CMFCToolBarButton(ID_BUTTON_1, 0));
I answered this recently and can no longer find my answer. You can use PNG images for your toolbars. Under the hood you still use the BMP version for the resource editor to create your event handlers etc. But you can then add your PNG as a resource and then load it into your dialog.
For example, I call this in my OnInitDialog function:
void CMeetingScheduleAssistantDlg::CreateToolbar()
{
DWORD dwCtrlStyle = TBSTYLE_FLAT | TBSTYLE_TOOLTIPS | CBRS_SIZE_DYNAMIC;
DWORD dwStyle = AFX_DEFAULT_TOOLBAR_STYLE;
CMFCToolBar::m_dblLargeImageRatio = 1; // AJT v20.1.7 Bug fix
if (m_ToolBar.CreateEx(this, dwCtrlStyle,
dwStyle, CRect(1, 1, 1, 1), IDR_TOOLBAR))
{
dwStyle = CBRS_TOOLTIPS | CBRS_FLYBY | CBRS_SIZE_DYNAMIC;
m_ToolBar.SetPaneStyle(m_ToolBar.GetPaneStyle() | dwStyle);
CMFCToolBarInfo info;
info.m_uiColdResID = IDB_PNG_MAIN_TOOLBAR;
info.m_uiHotResID = IDB_PNG_MAIN_TOOLBAR;
info.m_uiLargeColdResID = IDB_PNG_MAIN_TOOLBAR;
info.m_uiLargeHotResID = IDB_PNG_MAIN_TOOLBAR;
m_ToolBar.LoadToolBarEx(IDR_TOOLBAR, info, FALSE);
CSize sizeToolBar = m_ToolBar.CalcFixedLayout(TRUE, TRUE);
m_ToolBar.SetWindowPos(NULL, 0, 0, sizeToolBar.cx, sizeToolBar.cy,
SWP_NOACTIVATE | SWP_NOZORDER);
// Move all controls down
CPoint ptOffset(0, sizeToolBar.cy);
CRect rcChild;
CWnd* pwndChild = GetWindow(GW_CHILD);
while (pwndChild)
{
if (pwndChild->GetSafeHwnd() != m_ToolBar.GetSafeHwnd())
{
pwndChild->GetWindowRect(rcChild);
ScreenToClient(rcChild);
rcChild.OffsetRect(ptOffset);
pwndChild->MoveWindow(rcChild, FALSE);
}
pwndChild = pwndChild->GetNextWindow();
}
// Resize the window
CRect rcWindow;
GetWindowRect(rcWindow);
rcWindow.bottom += sizeToolBar.cy;
MoveWindow(rcWindow, FALSE);
}
}
I don't know where my previous answer has gone to, else I would have flagged this as duplicate. #confused.
I have this code here to print centered text:
const std::string a= "testddfvdfv dfvdf v";
const CHAR *c = a.c_str();
const RECT b[4] = {x1,y1,x2,y2};
DrawTextA(gui_out._hdc, c, a.size(), const_cast<LPRECT>(b), DT_SINGLELINE | DT_CENTER | DT_VCENTER);
which successfully prints the string a to the center of the rectangle (represented by x1,x2,y1,y2). The only problem is the text is small and doesn't resize based on the rectangle width and height. Is there a way to do this so that the text size auto resizes so that the string fits into the rectangle? Thanks
EDIT: Here is how I am setting up the font. Is there a method of some sort or and algorithm to calculate the necessary font size to fit based on characters?
//Two methods for setting font and size
void SetTextSize(int NewFontSize)
{
gui_out.FontSize = NewFontSize;
}
//---------------------------------------------------
void SetTextFont(string NewFontName)
{
if (NewFontName == "Arial"
|| NewFontName == "System"
|| NewFontName == "Times New Roman"){
gui_out.FontName = NewFontName;
if (NewFontName == "Times New Roman")
gui_out.FontFamily = FF_ROMAN;
else
gui_out.FontFamily = FF_SWISS;
}
}
void DrawCenteredText(string S)
{
SetTextColor(gui_out._hdc, RGB(gui_out.RedTextVal, gui_out.GreenTextVal, gui_out.BlueTextVal));
HFONT hFont = CreateFont(gui_out.FontSize,0,0,0,FW_NORMAL,0,0,0,
ANSI_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS,
PROOF_QUALITY, gui_out.FontFamily | VARIABLE_PITCH, gui_out.FontName.c_str());
HFONT hOldFont = HFONT(SelectObject(gui_out._hdc, hFont));
// Below for Visual C++
POINT P;
GetCurrentPositionEx(gui_out._hdc, &P);
SetTextAlign(gui_out._hdc,TA_BASELINE | TA_CENTER | TA_UPDATECP);
TextOut(gui_out._hdc,P.x,P.x,S.c_str(),S.length());
// Above for Visual C++
/* This for Borland
DWORD P = GetCurrentPosition(gui_out._hdc);
SetTextAlign(gui_out._hdc,TA_BASELINE | TA_CENTER | TA_UPDATECP);
TextOut(gui_out._hdc,LOWORD(P),HIWORD(P),S.c_str(),S.length());
*/
SelectObject(gui_out._hdc, hOldFont);
DeleteObject(hFont);
}
I want to insert buttons of diffrent sizes in a toolbar.
Lets say for example 2 buttons. One have a size of 32x16, the Other 16x16.
I used Two Image Lists. Each image list has it's own image size (1st 32x16 - 2nd 16x16).
But the problem is, when I compile the code i get the images loaded correctly but the buttons have the same width(32).
code:
//(1) Create the Toolbar ImageList
HIMAGELIST hImageListLarge = ImageList_Create(32, 16, ILC_COLOR8 | ILC_MASK, 1, 0);
if (!hImageListLarge)
return false;
HIMAGELIST hImageListSmall = ImageList_Create(16, 16, ILC_COLOR8 | ILC_MASK, 1, 0);
if (!hImageListSmall)
return false;
//(2) Fill the Image List
if (ImageList_Add(hImageListLarge,
LoadBitmap(m_hInstance, MAKEINTRESOURCE(IDB_TB_CONNECT_TO)),
LoadBitmap(m_hInstance, MAKEINTRESOURCE(IDB_TB_CONNECT_TO_MASK))) == -1)
return false;
if (ImageList_Add(hImageListSmall,
LoadBitmap(m_hInstance, MAKEINTRESOURCE(IDB_TB_HELP)),
LoadBitmap(m_hInstance, MAKEINTRESOURCE(IDB_TB_HELP_MASK))) == -1)
return false;
//(3) Create the Toolbar window
m_hToolbar = CreateWindowEx(0, TOOLBARCLASSNAME, nullptr,
WS_CHILD | TBSTYLE_WRAPABLE | TBSTYLE_AUTOSIZE | TBSTYLE_LIST | TBSTYLE_TOOLTIPS ,
0, 0, 0, 0, m_hWnd, nullptr, m_hInstance, nullptr);
if (m_hToolbar == nullptr)
return false;
//(4) Sets the Image list for the Toolbar
SendMessage(m_hToolbar, CCM_SETVERSION, 5, 0);
SendMessage(m_hToolbar, TB_SETIMAGELIST, 0, (LPARAM)hImageListLarge);
SendMessage(m_hToolbar, TB_SETIMAGELIST, 1, (LPARAM)hImageListSmall);
//(5) Initialize the TBBUTTON structures for each button
m_tbButtons[0].fsStyle = BTNS_SEP;
m_tbButtons[1].iBitmap = MAKELONG(0, 0);
m_tbButtons[1].idCommand = ID_CONNECTIONS_CONNECT_TO;
m_tbButtons[1].fsState = TBSTATE_ENABLED;
m_tbButtons[1].fsStyle = BTNS_BUTTON | BTNS_AUTOSIZE;
m_tbButtons[1].iString = (INT_PTR)TEXT("Connect to");
m_tbButtons[2].iBitmap = MAKELONG(0, 1);
m_tbButtons[2].idCommand = ID_HELP_ABOUT;
m_tbButtons[2].fsState = TBSTATE_ENABLED;
m_tbButtons[2].fsStyle = BTNS_BUTTON | BTNS_AUTOSIZE ;
m_tbButtons[2].iString = (INT_PTR)TEXT("Help");
//(6) Add buttons to the toolbar
SendMessage(m_hToolbar, TB_BUTTONSTRUCTSIZE, (WPARAM)sizeof(TBBUTTON), 0);
SendMessage(m_hToolbar, TB_ADDBUTTONS, 3, (LPARAM)m_tbButtons);
//(7) auto Resize the toolbar
SendMessage(m_hToolbar, TB_AUTOSIZE, 0, 0);
SendMessage(m_hToolbar, TB_SETEXTENDEDSTYLE, 0, (LPARAM)TBSTYLE_EX_MIXEDBUTTONS);
ShowWindow(m_hToolbar, SW_SHOW);
//(8) Modify the size of the separator that will hold the combobox
TBBUTTONINFO tbbi;
tbbi.cbSize = sizeof(tbbi);
tbbi.dwMask = TBIF_SIZE | TBIF_BYINDEX;
tbbi.cx = 500;
SendMessage(m_hToolbar, TB_SETBUTTONINFO, (WPARAM)0, (LPARAM)& tbbi);
tbbi.cx = 32;
SendMessage(m_hToolbar, TB_SETBUTTONINFO, (WPARAM)1, (LPARAM)& tbbi);
tbbi.cx = 16;
SendMessage(m_hToolbar, TB_SETBUTTONINFO, (WPARAM)2, (LPARAM)& tbbi);
//(9) Get the Rectangle occupied by the separator
RECT rcSep;
SendMessage(m_hToolbar, TB_GETITEMRECT, (WPARAM)0, (LPARAM)& rcSep);
//(10) Create the hosts comboBox
m_hComboHosts = CreateWindow(WC_COMBOBOXW, nullptr, WS_CHILD | CBS_DROPDOWN | WS_VISIBLE,
rcSep.left, rcSep.top, rcSep.right - rcSep.left, rcSep.bottom - rcSep.top, m_hToolbar,
(HMENU)IDC_COMBO_HOSTS, m_hInstance, nullptr);
if (!m_hComboHosts)
return false;
return true;
After a quick check, please modify the following code:
Comment this line of codeļ¼
SendMessage(m_hToolbar, TB_SETEXTENDEDSTYLE, 0, (LPARAM)TBSTYLE_EX_MIXEDBUTTONS);
TBSTYLE_EX_MIXEDBUTTONS
Version 5.81. This style allows you to set text for all buttons, but
only display it for those buttons with the BTNS_SHOWTEXT button style.
The TBSTYLE_LIST style must also be set. Normally, when a button does
not display text, your application must handle TBN_GETINFOTIP or
TTN_GETDISPINFO to display a tooltip. With the TBSTYLE_EX_MIXEDBUTTONS
extended style, text that is set but not displayed on a button will
automatically be used as the button's tooltip text. Your application
only needs to handle TBN_GETINFOTIP or or TTN_GETDISPINFO if it needs
more flexibility in specifying the tooltip text.
When you set TBSTYLE_EX_MIXEDBUTTONS style, it will allow you to set text for all buttons.
After testing, this style will prevent you from changing the width of the button.
If you want to display the button text, just add the BTNS_SHOWTEXT style.
Modified code:
//(1) Create the Toolbar ImageList
HIMAGELIST hImageListLarge = ImageList_Create(32, 16, ILC_COLOR8 | ILC_MASK, 1, 0);
if (!hImageListLarge)
return false;
HIMAGELIST hImageListSmall = ImageList_Create(16, 16, ILC_COLOR8 | ILC_MASK, 1, 0);
if (!hImageListSmall)
return false;
//(2) Fill the Image List
if (ImageList_Add(hImageListLarge,
LoadBitmap(hInst, MAKEINTRESOURCE(IDB_TB_CONNECT_TO)),
LoadBitmap(m_hInstance, MAKEINTRESOURCE(IDB_TB_CONNECT_TO_MASK))) == -1)
return false;
if (ImageList_Add(hImageListSmall,
LoadBitmap(hInst, MAKEINTRESOURCE(IDB_TB_HELP)),
LoadBitmap(m_hInstance, MAKEINTRESOURCE(IDB_TB_HELP_MASK))) == -1)
return false;
//(3) Create the Toolbar window
m_hToolbar = CreateWindowEx(0, TOOLBARCLASSNAME, nullptr,
WS_CHILD | TBSTYLE_WRAPABLE | TBSTYLE_AUTOSIZE | TBSTYLE_LIST | TBSTYLE_TOOLTIPS,
0, 0, 0, 0, m_hWnd, nullptr, hInst, nullptr);
if (m_hToolbar == nullptr)
return false;
//(4) Sets the Image list for the Toolbar
SendMessage(m_hToolbar, CCM_SETVERSION, 5, 0);
SendMessage(m_hToolbar, TB_SETIMAGELIST, 0, (LPARAM)hImageListLarge);
SendMessage(m_hToolbar, TB_SETIMAGELIST, 1, (LPARAM)hImageListSmall);
//(5) Initialize the TBBUTTON structures for each button
m_tbButtons[0].fsStyle = BTNS_SEP;
m_tbButtons[1].iBitmap = MAKELONG(0, 0);
m_tbButtons[1].idCommand = ID_CONNECTIONS_CONNECT_TO;
m_tbButtons[1].fsState = TBSTATE_ENABLED;
m_tbButtons[1].fsStyle = BTNS_BUTTON | BTNS_AUTOSIZE; // If you want display text, you can add BTNS_SHOWTEXT
m_tbButtons[1].iString = (INT_PTR)TEXT("Connect to");
m_tbButtons[2].iBitmap = MAKELONG(0, 1);
m_tbButtons[2].idCommand = ID_HELP_ABOUT;
m_tbButtons[2].fsState = TBSTATE_ENABLED;
m_tbButtons[2].fsStyle = BTNS_BUTTON | BTNS_AUTOSIZE;
m_tbButtons[2].iString = (INT_PTR)TEXT("Help");
//(6) Add buttons to the toolbar
SendMessage(m_hToolbar, TB_BUTTONSTRUCTSIZE, (WPARAM)sizeof(TBBUTTON), 0);
SendMessage(m_hToolbar, TB_ADDBUTTONS, 3, (LPARAM)m_tbButtons);
//(7) auto Resize the toolbar
SendMessage(m_hToolbar, TB_AUTOSIZE, 0, 0);
//SendMessage(m_hToolbar, TB_SETEXTENDEDSTYLE, 0, (LPARAM)TBSTYLE_EX_MIXEDBUTTONS);
ShowWindow(m_hToolbar, SW_SHOW);
//(8) Modify the size of the separator that will hold the combobox
TBBUTTONINFO tbbi;
tbbi.cbSize = sizeof(tbbi);
tbbi.dwMask = TBIF_SIZE | TBIF_BYINDEX;
tbbi.cx = 44;
SendMessage(m_hToolbar, TB_SETBUTTONINFO, (WPARAM)1, (LPARAM)& tbbi);
tbbi.cx = 27;
SendMessage(m_hToolbar, TB_SETBUTTONINFO, (WPARAM)2, (LPARAM)& tbbi);
//(9) Get the Rectangle occupied by the separator
RECT rcSep;
SendMessage(m_hToolbar, TB_GETITEMRECT, (WPARAM)0, (LPARAM)& rcSep);
//(10) Create the hosts comboBox
m_hComboHosts = CreateWindow(WC_COMBOBOXW, nullptr, WS_CHILD | CBS_DROPDOWN | WS_VISIBLE,
rcSep.left, rcSep.top, rcSep.right - rcSep.left, rcSep.bottom - rcSep.top, m_hToolbar,
(HMENU)IDC_COMBO_HOSTS, hInst, nullptr);
if (!m_hComboHosts)
return false;
return true;
I used the first TB_SETBUTTONINFO message to modify the size of a button (Separator).
To make it large enough for holding a comboBox control:
//(8) Modify the size of the separator that will hold the combobox
TBBUTTONINFO tbbi;
tbbi.cbSize = sizeof(tbbi);
tbbi.dwMask = TBIF_SIZE | TBIF_BYINDEX;
tbbi.cx = 500;
SendMessage(m_hToolbar, TB_SETBUTTONINFO, (WPARAM)0, (LPARAM)& tbbi);
This is the code for creating the ComboBox:
//(9) Get the Rectangle occupied by the separator
RECT rcSep;
SendMessage(m_hToolbar, TB_GETITEMRECT, (WPARAM)0, (LPARAM)& rcSep);
//(10) Create the hosts comboBox
m_hComboHosts = CreateWindow(WC_COMBOBOXW, nullptr, WS_CHILD | CBS_DROPDOWN | WS_VISIBLE,
rcSep.left, rcSep.top, rcSep.right - rcSep.left, rcSep.bottom - rcSep.top, m_hToolbar,
(HMENU)IDC_COMBO_HOSTS, m_hInstance, nullptr);
This is working as expected.
But when I try to add two other buttons (32x16 - 16x16), I get always the same width of the first Imagelist (32).
But when I swap the image list indexes, I get (16 for both).
I am using the new Visual styles ComCtl32.lib
I'm wondering if it's possible to toggle back and forth between fullscreen mode and windowed mode in an OpenGL window(I'm writing for Windows using C++ and win32), without destroying the OpenGL context, and thus having to reload assets(Textures, VBOs, etc) in the process?
This is undesirable because it introduces a delay in switching between fullscreen and windowed mode, potentially a long one, as well as making it easier to screw things up by forgetting to reinitialize something.
As a followup to that, are there certain visual effects that are broken by managing to do this?
I've done a fair bit of searching and reading for the past few days, and despite a lot of flaming of SDL and other frameworks for having the same problem(I'm not using them anyway, but...), the best I've managed to find is a possible lead on opening a 1x1 window in the background to retain the context while a secondary window is destroyed or created at whim. And that's seeming unreliable from the comments I found regarding it, and seems very kludgey regardless.
Is there a proper way to do this, or is the proper way the often-given-as-an-example method of destroying your window, and recreating it, including destroying your OpenGL context and recreating it?
Basically it's just resizing the window and specifying flags that the border is invisible.
SetWindowLongPtr(hWnd, GWL_STYLE,
WS_SYSMENU | WS_POPUP | WS_CLIPCHILDREN | WS_CLIPSIBLINGS | WS_VISIBLE);
MoveWindow(hWnd, 0, 0, width, height, TRUE);
to set it back:
RECT rect;
rect.left = 0;
rect.top = 0;
rect.right = width;
rect.bottom = height;
SetWindowLongPtr(hWnd, GWL_STYLE, WS_OVERLAPPEDWINDOW | WS_VISIBLE);
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
MoveWindow(hWnd, 0, 0, rect.right-rect.left, rect.bottom-rect.top, TRUE);
or for a not-resizable window:
SetWindowLongPtr(hWnd, GWL_STYLE, WS_CAPTION | WS_POPUPWINDOW | WS_VISIBLE);
AdjustWindowRect(&rect, WS_CAPTION | WS_POPUPWINDOW, FALSE);
MoveWindow(hWnd, 0, 0, rect.right-rect.left, rect.bottom-rect.top, TRUE);
and then just resize your OpenGL viewport settings.
If you want to set the display mode too, use this:
// change display mode if destination mode is fullscreen
if (fullscreen) {
DEVMODE dm;
dm.dmSize = sizeof(DEVMODE);
dm.dmPelsWidth = width;
dm.dmPelsHeight = height;
dm.dmBitsPerPel = bitsPerPixel;
dm.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL;
success = ChangeDisplaySettings(&dm, 0) == DISP_CHANGE_SUCCESSFUL;
}
// reset display mode if destination mode is windowed
if (!fullscreen)
success = ChangeDisplaySettings(0, 0) == DISP_CHANGE_SUCCESSFUL;
Here's the code I use, which uses SetWindowPos() rather than MoveWindow(), as discussed in the comments of the other answer.
void enter_fullscreen(application* App)
{
POINT Point = {0};
HMONITOR Monitor = MonitorFromPoint(Point, MONITOR_DEFAULTTONEAREST);
MONITORINFO MonitorInfo = { sizeof(MonitorInfo) };
if (GetMonitorInfo(Monitor, &MonitorInfo)) {
DWORD Style = WS_POPUP | WS_VISIBLE;
SetWindowLongPtr(App->Window, GWL_STYLE, Style);
SetWindowPos(App->Window, 0, MonitorInfo.rcMonitor.left, MonitorInfo.rcMonitor.top,
MonitorInfo.rcMonitor.right - MonitorInfo.rcMonitor.left, MonitorInfo.rcMonitor.bottom - MonitorInfo.rcMonitor.top,
SWP_FRAMECHANGED | SWP_SHOWWINDOW);
}
App->IsFullscreen = true;
}
void exit_fullscreen(application* App)
{
bool WasMaximized = App->IsMaximized;
DWORD Style = WS_OVERLAPPEDWINDOW | WS_VISIBLE | WS_CLIPCHILDREN;
if (WasMaximized) {
Style = Style | WS_MAXIMIZE;
}
ivec2 WindowPosition = WasMaximized ? App->WindowPosition : App->NormalWindowPosition;
ivec2 WindowSize = WasMaximized ? App->WindowSize : App->NormalWindowSize;
SetWindowLongPtr(App->Window, GWL_STYLE, Style);
SetWindowPos(App->Window, 0,
WindowPosition.X, WindowPosition.Y, WindowSize.X, WindowSize.Y,
SWP_FRAMECHANGED | SWP_SHOWWINDOW);
App->IsFullscreen = false;
}
I call it on F11, but also on WM_ACTIVATE. Otherwise the window would sometimes keep rendering on top on Windows 7, even if another application would receive all messages, including mouse and keyboard.