I am trying to dynamically change the text of a CStatic control. My member variable is called mStatic of the type CStatic. I have changed the ID to IDC_MYSTATIC instead of IDC_STATIC.
I am calling mStatic.SetWindowText("asdfasdf") when I want to change the text of the control. I do this periodically in a timer.
Now I have the problem that the previous text is not erased after I call the SetWindowText(). It just keeps piling up until I get a mess on the screen.
The parent window has the layered property with a bitmap background. I have also set the color_key property so a certain color of the bitmap is viewed as transparent (I.e. It will not be drawn and will let mouse messages through). The mStatic control is drawn on the parts not transparent, that have a bitmap background.
Why isn't the window invalidating?
Had the same issue. The following code fixed it:
mStatic.SetWindowText("New text");
CRect rect;
mStatic.GetWindowRect(&rect);
ScreenToClient(&rect);
InvalidateRect(&rect);
UpdateWindow();
Perhaps your static text control have a SS_SIMPLE style enabled. You can check style flags on resource file or using GetStyle().
Static control with SS_SIMPLE style displays text faster, but also - as MSDN describes -
"SS_SIMPLE static controls do not clear the control's display area when displaying text. If a shorter string is displayed, the part of the original string that is longer than the new shorter string is displayed."
Clear SS_SIMPLE from style flags and CStatic will behave 'normally'.
This knowledge base support article describes the same problem when the SetWindowText() call is made from another thread. Is that what your timer is doing?
If so the solution could simply be to:
mStatic.SetWindowText("asdfasdf");
CRect clientRect;
mStatic.GetClientRect(clientRect);
mStatic.InvalidateRect(clientRect);
As mentioned by others already, a static control doesn't necessarily erase its background prior to drawing the text.
I find it a much better solution to subclass the static control and force the invalidation of the control from there. This enables one to easily implement it on all static texts with transparent background, without having to do extra calls to invalidate the control from its parent class.
One way to catch a change of the control's text from within the control itself is to react to the WM_SETTEXT message and force the invalidation from there:
int CStaticT::OnSetText(LPCTSTR text)
{
LRESULT res = Default();
Invalidate();
UpdateWindow();
return res;
}
Here is a brief example, extracted from one of my classes, of how such a subclassed control could look like:
//////////////////////////////////////////////////////////////////////////
// Header
//////////////////////////////////////////////////////////////////////////
class CStaticT : public CStatic
{
DECLARE_DYNAMIC(CStaticT)
public:
CStaticT();
virtual ~CStaticT();
protected:
afx_msg int OnSetText(LPCTSTR text);
DECLARE_MESSAGE_MAP()
private:
BOOL m_InitialSet;
};
//////////////////////////////////////////////////////////////////////////
// Implementation
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_DYNAMIC(CStaticT, CStatic)
CStaticT::CStaticT()
{
m_InitialSet = FALSE;
}
CStaticT::~CStaticT()
{
}
BEGIN_MESSAGE_MAP(CStaticT, CStatic)
ON_WM_SETTEXT()
END_MESSAGE_MAP()
int CStaticT::OnSetText(LPCTSTR text)
{
LRESULT res = Default();
// I've noticed issues when this forces the invalidation
// of the static control before the parent's background
// is painted completely.
// This is a cheap workaround, skipping the initial setting
// of the text by the subclassing call.
// You have to test if this works out for your environment.
if (!m_InitialSet)
{
m_InitialSet = TRUE;
return res;
}
// Force of the invalidation
Invalidate();
UpdateWindow();
return res;
}
Related
I am writing a C++ MFC application to control a machine in a manufacturing setting. This app also needs to analyze a lot of information in a very short cycle time.
For testing purposes and long term maintenance, I need to be able to graph data coming from a sensor on the console. I may have totally overlooked an option (feel free to propose other options) but my research has taken me to using a picture control.
I am successfully drawing in this control by use of OnPaint(). My issue is that I need to redraw a new image every few seconds and I cannot call OnPaint() repetitively or pass data to it.
How can I create a new function that can be used to draw on the picture control repetitively? Also, this is my first foray into an MFC app so please explain on an appropriate level. Thanks!
class CPicture : public CStatic
{
DECLARE_MESSAGE_MAP()
public:
afx_msg void OnPaint();
};
BEGIN_MESSAGE_MAP(CPicture, CStatic)
ON_WM_PAINT()
END_MESSAGE_MAP()
void CPicture::OnPaint()
{
CPaintDC dc(this); // device context for painting
dc.SelectStockObject(BLACK_BRUSH);
dc.Rectangle(5, 50, 1000, 51);
}
I guess the question is how and where to access this
//Picture
class CPicture : public CStatic
{
DECLARE_MESSAGE_MAP()
public:
afx_msg void OnPaint();
vector<Coordinates> GraphData;
};
void CPicture::OnPaint()
{
// device context for painting
CPaintDC dc(this);
// save current brush
CBrush *pOldBrush = (CBrush*)dc.SelectStockObject(BLACK_BRUSH);
int NumPoints = GraphData.size() - 1;
for (int N = 0; N <= NumPoints; N++) {
dc.Rectangle(GraphData[N].x, GraphData[N].y, GraphData[N].x, GraphData[N].y);
}
// select original brush into device contect
dc.SelectObject(pOldBrush);
}
You can call Invalidate() on your control when new data arrives, or use RedrawWindow() to force an immediate redraw:
CPicture myPicture;
myPicture.Invalidate();
or
myPicture.RedrawWindow();
I cannot call OnPaint() repetitively or pass data to it.
To pass data, a structure containg the data can be declared inside your CPicture class (or some place else in your program), and that data can then be accessed from within OnPaint():
struct myData {
int value1;
int value2; // or an array, or some other data structure
}
class CPicture : public CStatic
{
DECLARE_MESSAGE_MAP()
public:
myData m_data;
afx_msg void OnPaint();
};
In OnPaint() (you should also select the original brush back into the device context to avoid resource leaks):
void CPicture::OnPaint()
{
CPaintDC dc(this); // device context for painting
// save current brush
CBrush *pOldBrush = (CBrush*)dc.SelectStockObject(BLACK_BRUSH);
// check pOldBrush - could be NULL
// dc.Rectangle(5, 50, 1000, 51);
// access m_data here, for example
dc.Rectangle(m_data.value1, m_data.value2, 1000, 51);
// select original brush into device contect
dc.SelectObject(pOldBrush);
}
Update (working with threads):
Assuming the following (from the comments):
for the main thread you have a dialog CLongbowDlg.
for the graph, you have a PicControl derived from CStatic, and that control is placed on the dialog.
from the main thread, a worker thread is started to read the data.
PicControl and CLongbowDlg are defined in the same header, but are
independent of each other. I need to be able to call Invalidate() or
RedrawWindow() from inside CLongbowDlg's functions because they
represent the primary thread.
I'll try to give a short description of one of the possibilities here, because this should actually be a seperate question.
Firstly, an object of PicControl has to be a member of CLongbowDlg, which I assume is the case (let's call it m_PicControl) - So, in class CLongbowDlg:
PicControl m_PicControl;
For the data (I'll be using the above myData as example data): in your main thread (the Dialog), create a variable of type myData: m_data (for larger data you could allocate space on the heap, or use CArray or some other container):
myData m_data;
In PicControl create a member variable of type myData* and set it to NULL in the PicControl constructor.
myData *m_pData;
In OnInitDialog() (main dialog), provide m_picControl with a pointer to the data (or better create a function to do that in PicControl):
m_picControl.m_pData = &m_data;
When starting the worker thread, also provide it a pointer to m_data and/or a pointer to the dialog itself (this).
Make sure to protect the data with a critical section.
When data comes in, the worker thread can write to it via the provided pointer.
In PicControl::OnPaint(), the same data can be accessed through m_pData.
To initiate a redraw, there are several ways:
use a timer inside PicControl or in the main dialog, and call Invalidate() every time the timer fires.
to control the redrawing from the worker thread (when a certain amount of new data has arrived for example) a message can be posted, using PostMessage(), to the main dialog (using the pointer that was provided when starting the thread - the this pointer).
To receive the message you'll have to create a message handler in the main dialog, and from there call Invalidate() on m_picControl (you could also post a message directly to PicControl, but I prefer to do it via the main window).
I have a dialog in which after pressing button OK, the program uses the data in the dialog and draws a plot. I need to draw the plot without having to close the dialog as with IDOK, hence the apply button.
The code with drawing the dialog is,
INT_PTR val = dlg->DoModal();
if ( val == IDOK) {
//draw plot
}
The code of onOK and onApply
void DLg::OnOK() {
GetDataGrid();
CDialog::OnOK();
}
void DLg::OnBnClickedApply()
{
GetDataGrid();
}
How do I get DoModal() to return a value on onApply() without closing the dialog?
Any help would be appreciated.
A modal dialog can't return a value and leave the dialog open. You could either make your dialog non-modal, or post your main window a message from the OnBnClickedApply function that makes it draw the plot.
I tend to put drawing into a separate thread and would call it wherever needed. So you can either
(1) call the OnDrawPlot again in your Apply button
if ( val == IDOK) {
AfxBeginThread(...);//draw plot
}
void DLg::OnBnClickedApply()
{
AfxBeginThread(...);//draw plot
}
(2) send the return value back to the DoModal using EndDialog method
What parameters are there in EndDialog ?
An example can be found here.
Declare a variable in CDialog derived class preferably public. Then just at OnOK assign this variable to appropriate value. The caller would use it directly.
class Dlg : public CDialog
{
public:
int TheVariable;
...
};
Call site:
if(dlg.DoModal()==IDOK)
{
dlg.TheVariable; // Use the variable
}
However, if you need to draw on the dialog itself (and not to other window, which has launched the dialog), then don't call CDialog::OnOK or EndDialog in your OnOK override. In this case, you need to do painting in dialog itself.
I have a code that continuously draws lines. The problem is that the lines keep flickering every time form is refreshed. I heard I should use double buffering, but how to do it? I'm using c++ builder 2010. Here is my code:
void __fastcall TForm2::PaintBox1Paint(TObject *Sender)
{
Form2->Refresh();
TPoint P;
::GetCursorPos( &P );
P = ScreenToClient( P );
int XX;
int YY;
if (P.x<240)
{
XX=15;
YY= ((445-P.y)*(XX-P.x)/(240-P.x)+P.y);
}
else if(P.x==240)
{
XX=240;YY=-5;
}
else
{
XX=465;
YY= ((445-P.y)*(XX-P.x)/(240-P.x)+P.y);
}
int delta=2*(445-YY);
this->Canvas->MoveTo(241,445);
this->Canvas->LineTo(XX,YY);
while(0<YY&&YY<480&&YY!=445)
{
XX=abs(480-XX);
YY-=delta;
this->Canvas->LineTo(XX,YY);
}
}
Certainly you need to remove the call to Form2->Refresh. That asks the form to repaint itself immediately. That cannot help.
Secondly, your code handles the OnPaint event of a TPaintBox control. You are expected to paint on the canvas of TPaintBox rather than the form's canvas. Change all references to this->Canvas to instead refer to PaintBox1->Canvas. You may also need to correct the coordinates used to when painting.
Alternatively you could keep your existing code, and remove the paint box altogether. In which case take your current code and attach it to the form's OnPaint handler instead.
As for double buffering, you could let the VCL do it for you. Set the form's DoubleBuffered property to true. That is all you need to do, although be warned that it can have undesirable consequences on the visual appearance of certain control in certain themes. Be alert for any problems.
If you want to do the double buffering your self it is easy enough. Create a TBitmap. Set its size appropriately. Draw your lines to the Canvas of the bitmap. Then draw the bitmap onto the paint box canvas, or the form's canvas.
I couldn't find any function which removes a loaded icon. Please help me:))
Or is there any other function which makes an icon hidden such as setVisible(false), or delete?
if(GetDlgItem (IDC_BUTTON1)->IsWindowEnabled())
{
m_hIcon = AfxGetApp()->LoadIcon(IDI_ICON1);
dc.DrawIcon(DT_CENTER,DT_CENTER, m_hIcon);
}
if(GetDlgItem (IDC_BUTTON1)->IsWindowEnabled()==0) //disabled
{ dc.SetTextColor(RGB(192,192,192));
m_hIcon = AfxGetApp()->RemoveIcon(IDI_ICON1);//HERE! // I try another icon
//which is null, however it didn't work because it is transparent.
}
Instead of painting another icon when the button is disabled, either draw a rectangle using a null pen and a brush of the background colour or just invalidate the icon-rectangle with bErase as TRUE when you disable the button
This code is a bit strange, especially since you don't give us any context. What is dc, a device context? Is this code inside of a OnPaint message handler function? And either way, why are you drawing the icon manually instead of letting the button control do it automatically?
The simpler approach is to monitor the enabled state of the control by listening for WM_ENABLE messages via the OnEnable member function, and calling the SetIcon member function to update the button's icon. This way, the button control keeps track of the icon, so there's no need to keep it in a member variable (m_hIcon). And removing an icon is as simple as setting it to display a null icon. There's no need or all of these ugly hacks, like using a second transparent icon, or drawing over the icon with a solid color rectangle.
Sample code, where CMyButton extends CButton:
void CMyButton::OnEnable(BOOL bEnable)
{
CButton::OnEnable(bEnable); // call the base class
if (bEnable)
{
// The button was enabled, so load and set the icon.
const HICON hIcon = AfxGetApp()->LoadIcon(IDI_ICON1);
this->SetIcon(hIcon);
}
else
{
// The button was disabled.
// First, retrieve the current icon from the button.
const HICON hIcon = this->GetIcon();
// Then, remove the icon from the button by setting a null icon.
this->SetIcon(NULL);
// Finally, delete the original icon to prevent memory leaks.
::DestroyIcon(hIcon);
}
}
It is, of course, possible to do it your way inside of the OnPaint function, if you absolutely must (though this is poor design). The trick is that the icon only gets drawn if the code to draw it gets executed. Otherwise, no icon gets drawn. The base class will not draw an icon.
So all you need is:
void CMyWindow::OnPaint()
{
CPaintDC dc(this);
const CWnd* pBtn = GetDlgItem(IDC_BUTTON1);
if (pBtn->IsWindowEnabled())
{
m_hIcon = AfxGetApp()->LoadIcon(IDI_ICON1);
dc.DrawIcon(DT_CENTER, DT_CENTER, m_hIcon);
// make sure that you delete m_hIcon when the window is destroyed!
}
else
{
// Do not draw the icon here!
// But write whatever other code you want, like...
dc.SetTextColor(RGB(192,192,192));
}
}
Obviously this tactic will only work if your code is inside of the OnPaint function, but that is where you should do all of your drawing. Otherwise it will be lost whenever the window is repainted. For a demonstration, just try minimizing the window or moving it off the screen. Force a repaint by calling CWnd::Invalidate, followed by CWnd::UpdateWindow (or alternatively `CWnd::RedrawWindow).
I am using CWinFormsControl to host a Windows Forms UserControl in an MFC dialog. I have set the property DoubleBufferd to true. According to the docs this results in AllPaintingInWmPaint and UserPaint to be set to true too (not sure if this matters). How can I force (or fake) the UserControl to draw its background transparent?
This is what I have set in the contructor of my UserControl:
this.SetStyle(ControlStyles.SupportsTransparentBackColor, true);
this.BackColor = Color.Transparent;
this.DoubleBuffered = true;
I have a potential solution that may work, although I would need more information on how your animated controls work to be sure. There is one unfortunate side effect in my solution, and that is that the DoubleBuffering property only works correctly in .NET control containers. When hosted in MFC, your controls will flicker on resize and other similar display-tearing refreshes. This may cause issues with animated controls, depending on how they are performing drawing work.
To start, I first looked for issues when hosting a .NET UserControl in MFC. After quite a while of reading through the instantiation code of CWinFormsControl::CreateControl() and everything beneath, nothing out of the ordinary came up. In fact, aside from the quirks of loading managed references, the code is identical to how transparent ActiveX controls are loaded.
After learning that piece of information, I used Spy++ to look at whether the .NET control is instantiated with a windowed container. Indeed, it is. After a rather lengthy investigation, this control container appears to be controlled by an instance of a utility class, System.Windows.Forms.Control.AxSourcingSite, which has no documentation and almost no visibility. This was a little bit surprising to me, as usually it is the reverse. MFC and the lesser used WTL have great support for in-place activation, and usually controls can work with whatever the host has setup, whether windowed or not.
From here, I checked on whether this same container exists when the .NET control is hosted in a .NET control container. I assumed that perhaps the control would have its own window, without any special adapters. Turns out, I was wrong. The control works the same way as in-place non-windowed controls. This means that in order to preserve behavior, a solution must allow the regular .NET activation to proceed as normal, and when windowed, it should do something else.
A close look at the MFC hosted version reveals an off-white background drawn in by the .NET UserControl. After more spading and testing, this off-white background is definitely drawn in by a hidden layer in the window message handling chain. This means we can hack together a solution by using AllPaintingInWmPaint.
To demonstrate this, here is the source code for a UserControl that can be hosted in both .NET and the MFC managed container. This control relies on the following things to work around the transparency issues.
Add a member variable, m_ReroutePaint, to allow us to know when we need to override the default WM_PAINT behavior.
Override base.CreateParams and add the WS_EX_TRANSPARENT flag. When this property is called, set m_ReroutePaint to true. This property was not called when the Control is activated in a .NET container.
Override the WndProc() method, and patch up WM_PAINT to our liking if we are rerouting painting activities.
Use BeginPaint()/EndPaint() via Interop to setup/teardown WM_PAINT. Use the provided HDC as the initializer for a Graphics object.
Here are some caveats:
The background color of the control cannot be changed through the BackColor .NET property after the control has been instantiated. One can add workarounds for this, but to keep the sample short and simple, I left out code to do this as the intended goal is for transparent controls. However, if you start with a background color that isn't transparent, the workaround is unnecessary. I did leave code in for this case.
In attaching a HDC to a Graphics object in the WM_PAINT handler via Graphics.FromHdc(), the documentation suggests that Graphics.ReleaseHdc() should be called. However, by doing this, a GDI handle leak occurs. I have left it commented out here, but perhaps someone with GDI+ internals knowledge can figure this out.
This UserControl was created in a project named 'UserCtrlLibrary1'. The DebugPrintStyle() items may be safely removed. Also, handlers were added for resize and paint, which are both in a separate designer file, but trivial to add. AllPaintingInWmPaint should be true through the lifetime of the control.
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using System.Runtime.InteropServices;
using System.Diagnostics;
namespace UserCtrlLibrary1
{
public partial class CircleControl : UserControl
{
public CircleControl()
{
InitializeComponent();
DebugPrintStyle(ControlStyles.SupportsTransparentBackColor, "initial");
DebugPrintStyle(ControlStyles.AllPaintingInWmPaint, "initial");
DebugPrintStyle(ControlStyles.UserPaint, "initial");
this.SetStyle(ControlStyles.SupportsTransparentBackColor, true);
this.SetStyle(ControlStyles.AllPaintingInWmPaint, true);
this.SetStyle(ControlStyles.UserPaint, true);
DebugPrintStyle(ControlStyles.SupportsTransparentBackColor, "current");
DebugPrintStyle(ControlStyles.AllPaintingInWmPaint, "current");
DebugPrintStyle(ControlStyles.UserPaint, "current");
}
public void DebugPrintStyle(ControlStyles cs, string prefix)
{
Debug.Print("{0}: {1}={2}", prefix, cs.ToString(), this.GetStyle(cs).ToString());
}
bool m_ReroutePaint;
const int WS_EX_TRANSPARENT = 0x0020;
protected override CreateParams CreateParams
{
get
{
if (this.BackColor == Color.Transparent)
{
m_ReroutePaint = true;
CreateParams cp = base.CreateParams;
cp.ExStyle |= WS_EX_TRANSPARENT;
return cp;
}
else
{
return base.CreateParams;
}
}
}
private void CircleControl_Paint(object sender, PaintEventArgs e)
{
Graphics g = e.Graphics;
using (SolidBrush b = new SolidBrush(Color.Orange))
{
g.FillEllipse(b, 0, 0, this.Width, this.Height);
}
}
private void CircleControl_Resize(object sender, EventArgs e)
{
this.Invalidate();
}
const int WM_PAINT = 0x000F;
[DllImport("user32.dll")]
static extern IntPtr BeginPaint(IntPtr hwnd, out PAINTSTRUCT lpPaint);
[DllImport("user32.dll")]
static extern bool EndPaint(IntPtr hWnd, [In] ref PAINTSTRUCT lpPaint);
[Serializable, StructLayout(LayoutKind.Sequential)]
public struct RECT
{
public int Left;
public int Top;
public int Right;
public int Bottom;
}
[StructLayout(LayoutKind.Sequential)]
struct PAINTSTRUCT
{
public IntPtr hdc;
public bool fErase;
public RECT rcPaint;
public bool fRestore;
public bool fIncUpdate;
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 32)]
public byte[] rgbReserved;
}
protected override void WndProc(ref Message m)
{
if ((m.Msg == WM_PAINT) && (m_ReroutePaint))
{
PAINTSTRUCT ps = new PAINTSTRUCT();
BeginPaint(this.Handle, out ps);
using (Graphics g = Graphics.FromHdc(ps.hdc))
{
using (PaintEventArgs e = new PaintEventArgs(g, new Rectangle(ps.rcPaint.Left, ps.rcPaint.Top, ps.rcPaint.Right - ps.rcPaint.Left, ps.rcPaint.Bottom - ps.rcPaint.Top)))
{
this.OnPaint(e);
}
// HACK: This is supposed to be required...
// but it leaks handles when called!
//g.ReleaseHdc(ps.hdc);
}
EndPaint(this.Handle, ref ps);
return;
}
base.WndProc(ref m);
}
}
}
In case anyone other than the OP would like to test this, here are the details to get this up and running in MFC. I created a MFC SDI project, without document-view architecture, with ActiveX control support. This results in generation of typical «project-name» class, ChildView class, and MainFrm classes.
Inside the ChildView.h header, add the following header material before the class (but after #pragma once). Alter the name of the .NET control library if yours is different.
#include <afxwinforms.h>
#using "UserCtrlLibrary1.dll"
using namespace UserCtrlLibrary1;
Add a member variable for the .NET control host. Arbitrarily, I placed mine under the Attributes section.
// Attributes
public:
CWinFormsControl<CircleControl> m_Circle;
Also, I added handlers for OnCreate() and OnSize(). public/protected visibility may be adjusted as you need.
// Generated message map functions
protected:
afx_msg void OnPaint();
DECLARE_MESSAGE_MAP()
public:
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnSize(UINT nType, int cx, int cy);
In ChildView.cpp, I added function bodies for all the items listed above. The message map also needs updates if you didn't use ClassWizard to add the windows message handlers.
BEGIN_MESSAGE_MAP(CChildView, CWnd)
ON_WM_PAINT()
ON_WM_CREATE()
ON_WM_SIZE()
END_MESSAGE_MAP()
void CChildView::OnPaint()
{
CPaintDC dc(this); // device context for painting
RECT rt;
this->GetClientRect(&rt);
rt.right = (rt.right + rt.left)/2;
dc.FillSolidRect(&rt, RGB(0xFF, 0xA0, 0xA0));
}
int CChildView::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CWnd::OnCreate(lpCreateStruct) == -1)
return -1;
RECT rt;
this->GetClientRect(&rt);
m_Circle.CreateManagedControl(WS_VISIBLE, rt, this, 1);
return 0;
}
void CChildView::OnSize(UINT nType, int cx, int cy)
{
CWnd::OnSize(nType, cx, cy);
RECT rt;
this->GetClientRect(&rt);
m_Circle.MoveWindow(rt.left, rt.top, rt.right - rt.left, (rt.bottom - rt.top)/2, TRUE);
}
These changes create an instance of the UserControl, and anchor it against the top half of the view. The OnPaint() handler draws a pink band in the left half of the view. Together, transparency should be apparent in the top left quadrant of the view.
To get the MFC project to compile and run, a copy of the UserCtrlLibrary1 output needs to be placed in the same location as the executables for UserCtrlMFCHost. Also, another copy needs to be placed in the same directory as the project source code files for the #using statement. Last, the MFC project should be modified to use the /clr compilation script. In the Configuration Properties section, General subsection, this switch is listed under Project Defaults.
One interesting thing of note, is that this allows the ^ suffix for access to managed classes. At some points in developing this solution, I debated adding methods to be called only when instantiated from MFC, but given that there are ways to detect windowed/non-windowed activation, this wasn't necessary. Other implementations may need this, though, so I feel it is good to point this out.
How to: Compile MFC and ATL code with /clr