Qt QIcon SVG different sizes - c++

I am using the QIcon class of Qt to set the application icon of my apps.
My icons are SVG files, which load just fine.
QIcon appIcon;
QString iconPath = "share/icons/myapp.svg;
QFile iconFile(iconPath);
if (iconFile.exists()) {
appIcon.addFile(iconPath);
}
QApplication::setWindowIcon(appIcon);
My question is:
I want to have different icons for different pusposes.
For instance, I'd like to have different icons (i.e. sizes) for the title bar and for the actual icon, showed when pressing ALT+TAB.
I found the QSize parameter of addFile(), but then, the icon would stick to one certain size, which I don't know (because different window managers could have different title bar sizes).
How can I define an icon for the title bar and one for the rest (that's pretty much the short version of what I am asking)?
Kind regards,
mefiX

I normally use a separate PNG image (16x16 pixels, e.g. "./Icons/app_window.png") to set the title bar icon using the setWindowIcon() function in my mainwindow class constructor:
this->setWindowIcon(QIcon(QLatin1String(":/Images/Icons/app_window.png")));
For the rest icons you can use the following excellent freeware application:
http://www.icofx.ro/
It allows you to create both a "myapp.ico" file (for MS-Windows) and a "myapp.icns" file (for Mac OSX) and if you start from a 256x256 image it can automatically create all icon sizes for you!
For Mac OS/X you must put the following line in your "MyApp.pro" file:
ICON = Icons/myapp.icns
For MS-Windows you must put the following line in your "MyApp.pro" file:
win32::RC_FILE = myapp.rc
and you have also to create a "myapp.rc" file that look like this:
IDI_ICON1 ICON DISCARDABLE "./Icons/myapp.ico"
#include <windows.h>
#include "MyAppVersion.h"
VS_VERSION_INFO VERSIONINFO
FILEVERSION VER_FILEVERSION
PRODUCTVERSION VER_PRODUCTVERSION
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904E4"
BEGIN
VALUE "CompanyName", VER_COMPANYNAME_STR
VALUE "FileDescription", VER_FILEDESCRIPTION_STR
VALUE "FileVersion", VER_FILEVERSION_STR
VALUE "InternalName", VER_INTERNALNAME_STR
VALUE "LegalCopyright", VER_LEGALCOPYRIGHT_STR
VALUE "LegalTrademarks1", VER_LEGALTRADEMARKS1_STR
VALUE "LegalTrademarks2", VER_LEGALTRADEMARKS2_STR
VALUE "OriginalFilename", VER_ORIGINALFILENAME_STR
VALUE "ProductName", VER_PRODUCTNAME_STR
VALUE "ProductVersion", VER_PRODUCTVERSION_STR
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1252
END
END
The #include "MyAppVersion.h" and the rest options is off-course optional but you can use it to define all the VER_xxx constants instead of putting them directly as a constant string like "MyAppName". The only important line for icon definition is the first one:
IDI_ICON1 ICON DISCARDABLE "./Icons/myapp.ico"
which implies that a file "MyApp.ico" resides in the folder ./Icons/
Note also that on MS-Windows if you modify your "myapp.ico" file, rebuild your project and run your application again, the icon is not always displayed right, due to the icon cache of windows-explorer.
Here is a link with various methods to clear/rebuild the windows-explorer icon cache:
Rebuild icon cache to fix incorrectly displayed icons

You can use one SVG-Icon in different position, it should be scaled when drawn. But the application icon (shown at ALT+TAB) is different, see the documentation here.
To learn how to convert SVG icons to the ico format, look here.

Related

newbie: Code to show/hide a STATIC TEXT object in Visual C++ MFC app

I ran into a newbie problem with my first VC++ MFC app (actually, I ran into many problems, but RTFM and DuckDuckGo helped to solve them without crying here for help. Except this one!). Bear in mind that I am playing with this as a tutorial for myself, kind of a learn by example project, and I have a few years of Win GUI app programming experience in Deplhi/Lazarus, and now I am attempting to transition into VC++, simply for my own curiosity. While I am also good with C language programming, I have significantly less experience with C++. So the new programming environment and the less-known language together pose as my obstacle.
Here is what I did:
In a recently installed Visual Studio 2019 Community with only the Windows App development in C++ components selected, started a new project, chose C++ MFC App (Build apps with complex user interfaces that run on Windows.). Set application type to Dialog based, turn off all User Interface Features so only Thick frame is checked (unchecked System-menu, unchecked About-box), turn off all Advanced Features so only Common Control Manifest is checked (unck Printing and print preview, unck Activex controls, unck Support Restart Manager), clicked FINISH.
This prepared me an app with a single small main window, OK and Cancel buttons in its lower-right corner, and a STATIC TEXT item in the middle-center reading something like "TODO: add your own items here". Project name is TutMFC01p.
My goal was to hide that STATIC TEXT when I click one of the buttons, and make it visible again when I click the same button again.
It took me some time to realize that I should not fiddle with the OK and Cancel buttons to add them this functionality, and clicking either of these two buttons also quits my app (hence, no chance to click again). So I placed a new button on the dialog and worked with that instead. Clicking my button while my app was running did absolutely nothing - which was exactly what I wanted.
Double-clicking my button in the Dialog Editor dropped me into Source Editor with a new function autogenerated at the bottom of TutMFC01pDlg.cpp.
void CTutMFC01pDlg::OnBnClickedButton1()
{
// TODO: Add your control notification handler code here
}
Allrighty, so this is where I will add the code of what the button is supposed to do.
It also injected an ON_BN_CLICKED line to the MESSAGE MAP, which now looks like this.
BEGIN_MESSAGE_MAP(CTutMFC01pDlg, CDialogEx)
ON_WM_PAINT()
ON_WM_QUERYDRAGICON()
ON_BN_CLICKED(IDC_BUTTON1, &CTutMFC01pDlg::OnBnClickedButton1)
END_MESSAGE_MAP()
Allrighty again. So this is the way to tell the system that clicking my button should run the code given in CTutMFC01pDlg::OnBnClickedButton1().
The way I first tried to complete my goal was to alternate the STATIC TEXT object between the TRUE and FALSE value of the VISIBILE property upon the click of my button. A Delphi/Lazarus way of doing it is a single line of code like mainform.mystatictext.visible := not mainform.mystatictext.visible but I was not able to find a way to directly reference the property of an object and change its value with a simple assignment operation. What I found instead is that the way to hide objects is using the ShowWindow() method. I also run into difficulties trying to point this (or any other) method to the STATIC TEXT object, because apparently it has an ID of IDC_STATIC, which, apparently, cannot be referred to, as all static objects have this same ID. To simplify the task ahead, instead of hiding the STATIC TEXT I settled for hiding the button itself, and ended up with this code:
void CTutMFC01pDlg::OnBnClickedButton1()
{
// TODO: Add your control notification handler code here
CWnd* pMyButtonObj = GetDlgItem(IDC_BUTTON1);
pMyButtonObj->ShowWindow(SW_HIDE); //or SW_SHOW
}
This compiles and works very well. Obviously, once the button is pressed and disappears from the window, there is nothing to press again in order to unhide what was hidden. So I tried to move on from this already working code and modify it to act on the STATIC TEXT instead of the button itself. Logic suggested (my logic, anyways) that in order to gain the ability to refer to the ID of the STATIC TEXT, I need to assign a different ID to the STATIC TEXT. Something I can refer to. Something other than the not referrable IDC_STATIC. So I selected the STATIC TEXT object on the Dialog Editor, and in its Property palette I changed the value of the ID property from IDC_STATIC to IDC_STATIC1. This strangely has also changed the NAME property of the object to IDC_STATIC11. Earlier the NAME was IDC_STATIC1. Then in the code of OnBnClickedButton1() I replaced IDC_BUTTON1 with IDC_STATIC1, but that fails to compile complaining that there is no such object. Same happens when tried with IDC_STATIC11.
A little experimenting revealed another phenomena I am unable to explain (or understand). Similarly to how I changed the ID of STATIC TEXT, with my button selected in the Property Editor, I changed its ID from IDC_BUTTON1 to IDC_HideBtn. This also changed its NAME property.
Saved All, rebuilt project, and clicking my button still made it disappear, exactly as it was working before. HOWEVER, the source code of OnBnClickedButton1() and the MESSAGE MAP did not get updated to refer to the new ID, IDC_HideBtn, they still refer to IDC_BUTTON1, same as before.
void CTutMFC01pDlg::OnBnClickedButton1()
{
//TODO: Add your control notification handler code here
CWnd* pMyButtonObj = GetDlgItem(IDC_BUTTON1);
pMyButtonObj->ShowWindow(SW_HIDE);
}
But at this point, IDC_BUTTON1 should be a non-existing ID. Compile should fail. Yet it compiles fine, and it works fine.
QUESTIONS:
Why does the code compile and work with IDC_BUTTON1 in the source while the ID of the button is now IDC_HideBtn?
What can I do to be able to address the STATIC TEXT item as the argument to GetDlgItem() the same way as I could do with IDC_BUTTON1?
If STATIC TEXT items are not supposed to be programmatically changed then what other kind of item could I use instead? In Delphi/Lazarus there is a LABEL object similar to STATIC TEXT, but designed to get different Caption or other values many times while the program runs. In the toolbox of the Dialog Editor I see nothing like that, only STATIC TEXT. Or should I use an Input field instead, to display text in the dialog window?
Is there a way to implement the button click method in the way I initially tried to do the Delphi/Lazarus way? Changing the target object to visible from hidden, and to hidden from visible. Preferrably as a one-liner.
Is there NO WAY to directly refer to the property of an object and change its value with an assignment operation? Or only I did not find it how?
I have some small corrections (as I think), and I wanted to issue them as comments, but according to the comment policy it is better to post an answer despite that the answer has already been given.
Question 2:
It's strange that VS didn't add a new define for IDC_STATIC1 in resource.h on renaming a CStatic component (after all VS created a new id for a new button).
But of course, manual editing of resource.h is a very frequent procedure during programming with MFC, but it is necessary to update the _APS_NEXT_CONTROL_VALUE (and much less often _APS_NEXT_COMMAND_VALUE ) definition so that it points to a new correct value (not equal to previous definitions).
Question 3:
But you can write in you .rc file something like this:
BEGIN
DEFPUSHBUTTON "OK",IDOK,209,178,50,14
PUSHBUTTON "Cancel",IDCANCEL,263,178,50,14
CTEXT "TODO: Place dialog controls here.",IDC_MidTextObj,13,96,300,8
PUSHBUTTON "Hide object",IDC_HideBtn,135,106,50,14
END
and then in CTutMFC01pDlg.cpp:
void CTutMFC01pDlg::OnBnClickedHidebtn()
{
if (CWnd * pMyStaticObj = GetDlgItem(IDC_MidTextObj))
pMyStaticObj->ShowWindow(!pMyStaticObj->IsWindowVisible());
}
Question 4:
Also you can use the the DoDataExchange mechanism for getting/setting text for components like CStatic, CEdit, etc., and you can use ON_UPDATE_COMMAND_UI macros for enabling/disabling components.
But the basic way is to get a component as a CWnd class:
CWnd * pMyStaticObj = GetDlgItem(IDC_MidTextObj)
or get the component explicily:
CStatic* pMyStaticObj = static_cast<CStatic*>(GetDlgItem(IDC_STATIC1));
(don't use dynamic_cast here)
and then call methods of this fetched instance.
Thanks to the comments my question received, I could refine the direction of my web searches and also examine other files in my project folder to identify where trouble originates from, and understand how pieces of my MFC app fit together. Also, sometimes the inner workings of Visual Studio 2019 require a little manual editing help.
ANSWER 1)
All those IDC_xyzwq identifiers I can assign to the object in its property palette (values are selectable from a list) are predefined macros pointing to their respective numeric value. These live inside the resource.h file of the project. Unfortunately, VS2019 never allowed me to open this file as readable text - it always complained that the file is already open and asked me if I want to close it instead. To study the contents, I actually had to close my VS2019 solution, and open the resource.h file in a text editor. Here is what I found in there:
//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by TutMFC01p.rc
//
#define IDD_TUTMFC01P_DIALOG 102
#define IDR_MAINFRAME 128
#define IDC_BUTTON1 1002
#define IDC_ButtHide 1002
#define IDC_HideBtn 1002
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 130
#define _APS_NEXT_COMMAND_VALUE 32771
#define _APS_NEXT_CONTROL_VALUE 1000
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif
So it seems that each time I invented a new ID for my button and entered it in the Property Palette, VS2019 injected a new macro definition into the resource file, assigning it to the same numerical value of 1002. But other than auto-creating such entries, Visual Studio performs no maintenance on them and it is the responsibility of the programmer to keep order there. Which requires that the programmer understands what is what, and where it is stored in the project files.
So, even though my button object already had the ID value of IDC_HideBtn in its Property Palette, the earlier IDs of IDC_ButtHide and IDC_BUTTON1 were still valid and referred to the same numeric value of 1002, hence the source code using the old ID compiled, and the button worked fine.
Mind you, I also had to manually replace the button ID NAME to the chosen one in my apps MESSAGE MAP in TutMFC01pDlg.cpp before Visual Studio could reopen my solution/project. See the next section of my answer too.
ANSWER 2)
IDC_STATIC being a peculiar ID with some special treatment, I cannot just invent and type-in any new name into the ID property field of my STATIC TEXT item. More precisely, I actually CAN invent any new ID and enter that into the property field, but Visual Studio DOES NOT automatically generate the corresponding new macro definition in resources.h, most likely because it does not know what numeric value to assign to an object that is supposed to have no numeric value (as it was supposed to have the special value of -1). So instead of entering a new name in the ID property field, the programmer should close the solution, and manually edit the resources.h file in a text editor. YES, against all warning and discouragement in Microsoft Documentation and by seasoned developers, in this particular case it must be done manually. (Or at least, I do not know a better way than directly editing the resource file as text.) Here is what I changed my macro definitions to, by removing the two obsolete and unwanted button identifiers with the value of 1002, and manually adding a new definition entry intended for my STATIC TEXT item - with a numeric value that was not in use by any other entry. In my case, 1001 was not yet used, so that is what I assigned to my invented ID of IDC_MidTextObj.
//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by TutMFC01p.rc
//
#define IDD_TUTMFC01P_DIALOG 102
#define IDR_MAINFRAME 128
#define IDC_HideBtn 1002
#define IDC_MidTextObj 1001
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 130
#define _APS_NEXT_COMMAND_VALUE 32771
#define _APS_NEXT_CONTROL_VALUE 1000
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif
With these changes saved in resource.h I could close my Text Editor and reopen the solution/project in Visual Studio. Then I could select the STATIC TEXT item in the UI Editor, and in its Property Palette, in the field of the ID property, I could drop down the list of values and select my prepared value of IDC_MidTextObj. Mind you, there is another way to do this, by manually editing the .rc file of the Dialog. Which you will likely need to do for other reasons anyway. See next section of my answer.
ANSWER 3)
Here is the relevant part of my TutMFC01p.rc file.
IDD_TUTMFC01P_DIALOG DIALOGEX 0, 0, 320, 199
STYLE DS_SETFONT | DS_FIXEDSYS | WS_POPUP | WS_VISIBLE | WS_CAPTION | WS_THICKFRAME
EXSTYLE WS_EX_CLIENTEDGE | WS_EX_APPWINDOW
CAPTION "My VisualC++ Tutorial App 01"
FONT 8, "MS Shell Dlg", 0, 0, 0x1
BEGIN
DEFPUSHBUTTON "OK",IDOK,209,178,50,14
PUSHBUTTON "Cancel",IDCANCEL,263,178,50,14
CTEXT "TODO: Place dialog controls here.",IDC_STATIC,13,96,300,8
LTEXT "Hello MFC!",IDC_STATIC,22,33,86,8,WS_DISABLED
PUSHBUTTON "Hide object",IDC_HideBtn,135,106,50,14
END
I could just change the line starting with CTEXT and replace IDC_STATIC with IDC_MidTextObj to make sure that the STATIC TEXT item uses my pre-created value.
ALSO, if you look carefully, you see that the next line defines another STATIC TEXT item (a new static text item I added to the window in the Dialog Editor). But this is LTEXT instead of CTEXT. Without peeking at this code as text, I would not have known that there are these two different types. Maybe LTEXT is what I was after. I will see what I find about this in the documentation.
ANSWER 4)
Not as a one-liner. See also the next section of my answer for details. But it can be done with multiple lines of code, calling methods to first query the current state of visibility of the object, then hide it if it is visible, or show it if it is hidden.
ANSWER 5)
NO, there is no way to do that in VC++. It works in other languages, but in C++ you have to call functions/methods. See answer from Mark Ransom at the bottom of a similar issue.

How to load multiple font of same familiy

I am writing an application using the Qt framework. In the display, I have to show multiple information, but using different types of font of the same family, Montserrat.
What I have done so far to load the fonts is:
int ultralightid = QFontDatabase::addApplicationFont(":/Montserrat_UltraLight.tff");
QString UltraFont= QFontDatabase::applicationFontFamilies(ultralightid ).at(0);
QFont font1(UltraFont,QFont::Normal);
font1.setPixelSize(50);
int lightid = QFontDatabase::addApplicationFont(":/Montserrat_Light.tff");
QString LightFont= QFontDatabase::applicationFontFamilies(lightid).at(0);
QFont font2(LightFont,QFont::Normal);
font2.setPixelSize(150);
label1->setFont(font1);
label2->setFont(font2);
label1->setText("bla bla");
label2->setText("bla bla");
The font sizes are correct, but the font itself it is not. From what I have noticed (trying with Hairline_Montserrat,Light_Montserrat,UltraLight_Montserrat), it is as if the fonts have a sort of priority. If I declare them all, all the fonts are the Light one, if I comment that font type, all of them are Hairline one, otherwise (last priority) the labels use the ultralight font.
I have tried adding other font type (from other families) and in that case my code works correctly.
If I use
qDebug()<<QFontDatabase::applicationFontFamilies(ultralightid);
qDebug()<<QFontDatabase::applicationFontFamilies(lightid);
both of them print the family "Montserrat".
I use the qrc file and the AUTORCC flag in the CMAKE (it should be similar using qmake) and all the file are uploaded correctly.
Do you know if there is another way to add fonts of the same family? Or is there something I am doing wrong?
Here are the fonts:
https://www.onlinewebfonts.com/download/9d31c906a6cc6064bbe7d33d51058317 light
https://it.allfont.net/download/montserrat-light/ ultralight
This is an old question but I was just struggling with exactly the same problem when trying to load normal, bold, ... versions of a font family in Qt.
I solved the problem (although in a somewhat hacky way) by simply giving each of the ttf files a different family name. I used Typograf, simply open the font, right click to open properties and then click rename. There are probably many other tools that do this too.
You don't need to manage font files from one family separatelly.
I suggest this solution:
Create a folder with all ttf's of the same family.
Load all files from the folder via id = QFontDatabase.addApplicationFont(path)
Collect all font families from these files via QFontDatabase.applicationFontFamilies(id)
Check if only one and desired family is loaded, and the family name is exactly the same as requested, or warn the user about these errors.
Create font object font = QFont(family)
Then for example, font.setItalic(True). If Italic version of family is loaded, it will be used, otherwise it will be created from Regular by QT.

Set Icon on Statictext Control

How to Set and Icon on a StaticText Control in MFC ?
I am trying with :
static_cast<CStaticText*>(txt)->SetIcon(AfxGetApp()->LoadIcon(IDC_ICON));
The Line of code is executed. But the textcontrol is now showing the icon.
Am I missing anything ?
Make sure you dropped a Static Image/Icon control over your dialog instead of Static Text control.
You can verify from resource file:
BEGIN
CTEXT "",IDC_STATIC_ICON1,10,84,300,20
ICON "",IDC_STATIC_ICON2,102,137,20,20
END
First one is Text type and second is Icon. You should use second one.
CButton* btn
btn->SetIcon(AfxGetApp()->LoadIcon(IDI_IMG));

QT QIcon properties for custom widget in designer

I have been working for a little while now on creating a QT custom designer widget for GUI menus. The idea being that you simply drag it into the designer, select the number of frames you'd like, how many buttons per frame, etc. and it generates and sizes everything for you.
The way the widget is structured there are properties to configure each button for the frame you are in. For example, you would use the button0Text field to enter text under Button0 while editing in frame 0, then use it again to edit Button0 which is in frame 1. Both buttons would retain the individual changes for each frame.
The Problem
Normally when I switch frames all of my properties are updated to reflect the status of the frame. The exception being QIcon. The correct icon is retained in the actual graphical representation and builds correctly, however the file path in the property list is always of the last edited for that property. I think this will be extremely confusing to an end user and I have found no way to fix it. So for example, if I set text and icons in frame 0 then switch to frame 1 the text in the property list will update to reflect the state of frame 1 but the icon path names will still show my last edit in frame 0 and not the actual icon in frame 1.
I have tried things as simple as:
setProperty("button0Icon", getButton0Icon());
That code works on properties like text, but not for the icon. I try executing it immediately after changing frames.
I have also tried:
#ifndef Q_WS_QWS
QDesignerFormWindowInterface *form = QDesignerFormWindowInterface::findFormWindow(this);
if(form){
QDesignerFormEditorInterface *editor = form->core();
QExtensionManager *manager = editor->extensionManager();
QDesignerPropertySheetExtension *sheet;
sheet = qt_extension<QDesignerPropertySheetExtension*>(manager, this);
int propertyIndex = sheet->indexOf("button0Icon");
sheet->setChanged(propertyIndex, true);
sheet->setProperty(propertyIndex, getButton0Icon());
}
#endif
And:
int propertyIndex = this->metaObject()->indexOfProperty("button0Icon");
QMetaProperty property = this->metaObject()->property(propertyIndex);
property.write(this, QIcon());
Nothing seems to update the property list in the designer.
I have all properties, including all QIcon properties properly declared in the header file with Q_PROPERTY and assigned getter and setter functions.
To be clear, the icon values are indeed retained through each frame when compiled. So it is functioning, just unclear for most users.
If anyone has any experience with this or any ideas please let me know. Thanks.
I have discovered that QIcon does not store file names/paths. The file names are only used for the creation of the QIcon. I think this is most likely the reason I do not get any feedback in the Property Browser for my QIcon properties.
Instead I have chosen to hide this property in the designer and add three new ones. Three QUrl properties, each of which is used to supply an image file. I use three because I want to construct a QIcon that contains Modes/States for normal, disabled, and pressed operations.
I take each of these QUrls and save them in QStringLists behind the scenes so their values are stored. I then construct my QIcon using the file names provided from the QUrls.
I would much prefer to be using the native QIcon in the designer for this, any thoughts or feedback are appreciated.

Loading an icon in Windows program

I'm trying to set a custom icon into my program but nothing happens.
I created an icon using this tool.
I created a resource file with contents:
MYICON1 ICON "glider.ico"
I added the resource file into my Visual Studio 2013 project and set its type to "Resource Compiler". Type "Resource" doesn't work ("invalid or corrupt file: cannot read at 0x1A")
I load the icon with the following code when creating a window:
wc.hIcon = LoadIcon( hInstance, MAKEINTRESOURCE( MYICON1 ) ); // MYICON1 is defined in Resource.h as 101.
Just to make sure that I have correctly understood your question…Everything compiles fine when you set the type of your resource file to "Resource Compiler", right? That is the correct setting, leave it there. The other stuff is for .NET applications.
So the problem is just that you aren't seeing the icon? What size icon did you create in the editor? The LoadIcon function is extremely old and can only load icons with the default size, generally 32x32. If you want to load icons with a different size, you will need to use the LoadImage function instead. Over 99% of the time, that's the function you should call to load icons. I haven't used LoadIcon in years.
HICON hIcon = static_cast<HICON>(::LoadImage(hInstance,
MAKEINTRESOURCE(MYICON1),
IMAGE_ICON,
48, 48, // or whatever size icon you want to load
LR_DEFAULTCOLOR);
Like Retired Ninja suggests in his comment, be sure to test the return values of functions when the code doesn't work as expected. For example, test whether hIcon is NULL. If so, the LoadImage function failed, and you need to figure out why. Most likely, the parameters you passed were incorrect. Either there is no resource with that ID in your application module, or there is no icon with the corresponding size in the icon file.
Another tip for debugging purposes is to use one of the built-in system icons. If you can see that icon, you know everything is working correctly, and you can start swapping things out to load your custom icon. For example:
HICON hIcon = static_cast<HICON>(::LoadImage(NULL,
MAKEINTRESOURCE(IDI_WARNING),
IMAGE_ICON,
0, 0,
LR_DEFAULTCOLOR | LR_SHARED | LR_DEFAULTSIZE));
That should show the standard warning icon, like the one you see in a message box. If that works, but loading your own icon doesn't work, the problem is very likely to be with the .ico file that you created.
You can set your icon resource like this and use Load Icon' with w c ex h Icon and w c ex h Icon Sm. It sets the project output icon and program icon at the same time.
'IDI_MAIN_ICON ICON "cellphone.ico"
'Load Icon( h Instance, MAKEINTRESOURCE(IDI_MAIN_ICON));'