Any way to make dialogs appear/disappear with a transition in MFC? - mfc

For instance I have a main dialog, when I click a button a smaller dialog appears next to it. But it would be neat if the small one could somehow transition in, rather than simply appear. For instance using transparency, or zooming in, or sliding in from width=0 -> full-width.
Making an actual dialog do such things isn't too hard, but what about the controls within it? How might we approach this in a way that is reusable on different dialogs?

I don't know of any MFC libraries that do this. Closest is AnimateWindow(). Depending on how flashy you want to make your effects, this may or may not be enough (e.g. a simple fade in you can do with AnimateWindow()).

Related

Skinning MFC scrollbar

Premise: I need to change the colors of the default CScrollBar defined in MFC (thumb + track + arrows), but after doing some research I realized that this isn't exactly an easy task.
Question: would it be better if I tried to draw OVER the existing scrollbar, or should I create a new scrollbar control from scratch?
If I limited myself to drawing on it, I would have the advantage of not having to manage all the messages that deal with the other features of the scrollbar (in addition to the drawing), but it is VERY complicated to find all the points where windows redraws the bar, since the scrollbar is not redrawn only in the OnPaint() method.
If I redo it from scratch, I would no longer have the problem of identifying all the points where the bar is redrawn ... but on the other hand I should reimplement all the scrollbar features from scratch.
I've already looked at this link:
https://www.codeproject.com/Articles/14724/Replace-a-Window-s-Internal-Scrollbar-with-a-custo
but the proposed method does not seem to work for newer versions of Windows (from Vista onwards).
Any advice is appreciated, thanks in advance.
We had exactly the same problem and your attempt to overdraw the original scrollbar was what we tried first. We dropped that attempt again due to some issues, which I don't remember in detail (not receiving all mouse or draw messages, flickering, ...). Our solution was some effort, but works now:
We implemented first a class CCustomScrollBar, which is NOT derived from CScrollBar, because the CScrollBar is just a wrapper around the Windows implementation and overwriting OnPaint() doesn't work perfect. And yes, all things must be implemented from scratch.
Second we implemented a template class CWndCustomScrollBar keeping two CCustomScrollBars and managing all around them as a standard window would do with its embedded scrollbars. The free client area then can be achieved via a method GetClientRectWithoutScrollBar() to work similar as a standard window would do.

How to determine the content step value of scrollarea

I'm making my own UI from scratch using OpenGL that is why I'm asking this and please don't make any discouragement as this is just a hobby project.
Currently, I'm stuck implementing how this scrollbars really work. In my current implementation, the content scrolls at the wrong step value as well as the thumb, meaning, I set the value manually like 1px step for each of them.
The structure of my scrollbar implementation is describe as follows:
I draw scrollbars i.e the main rectangle where the 3 button lies.
Those 3 buttons are, thumb, buttonBack and buttonNext.
All of them do the basic logic of scrollbars i.e when I click each one of them, they moved. But the whole part(scrollbar) don't know how to scroll contents
So what I did is: I make another object and I call it scrollarea
It has two scrollbars, vertical and horizontal scrollbar.
I made a function called scrollToX and scrollToY which
does what I named to them.
But the step values I set to them are
manually set up.
I try to google some scrollbar, scrollarea, scrollview or whatever you call to that scrollable rectangle thing, but all I see are implementation and I cannot find any guides how to build your own. I have no choice but to look at their implementation. I try my best to comprehend what they did but their implementation of how their whole UI structure is very different to mine, and I cannot find anything useful there.
So I ask again here if anybody can explain me well how to make a properly functional scrollbar.
Most specific things I'm really concerned of are:
How do I determine the thumb step value?
How do I determine the content step value?
All of these depend on your content -
Is it just an image ? If so, you only need to change the offset depending on the size of the image.
Is it a list of values like in Windows explorer ? Then you need to create a data structure first that contains all of it, and shows the content that fits within the window as it scrolls.
OpenGL does not fit into this discussion.

Adding a user interface to an image viewer plugin

I have a general question on how to develop an image viewer plugin with Firebreath. For that, I would like to incorporate a GUI framework, like wxwidget or Qt. The GUI would be used to to fire up some dialogs, adding a toolbar on top, or to open context menus with right clicking an image.
As far as I understand I have a hwnd handle and so I can draw onto a window. I also understand that I have various events I can react on, like mouse button clicks or keyboard strokes. But it fails me how I would add graphical menus, buttons, etc. I know I could use html around the window but that's not the route I like to take.
For instance, does it makes sense to render an user interface offline (in memory) onto an image and then keep somehow track of the state internally?
Has anyone done such thing? Or can anyone give me some insight on how to accomplish adding a user interface.
Assuming you only care about windows and assuming that you don't mind using a windowed plugin, which is the easiest (but no HTML elements can float over the plugin), it should be no different than creating a GUI in any other windows application.
You are given a window that shows up with the AttachedEvent; when DetachedEvent is fired you need to stop using the window. Many people create a child window inside that parent window and use that for all their actual real code which makes it a little easier to use one of those other abstractions, but that's basically all there is to it. I don't know specifically how you'd do it with QT or wxwidget but you'd create a child window of that HWND that you are given and have the abstraction do your thing for you.
As to whether or not it would be rendering things offscreen, etc, I have no idea; that would totally depend on the window system. There is no reason that I know of that you would need to do that, and most things just draw directly to the HWND, but there are a zillion different ways you could do it. It looks to me like what you really need is to understand how drawing in Windows actually works.
I hope that helps

Overdrawing on the toolbar? Alternative idea?

Main aim is wanting to draw Tab's within the draw area of the Toolbar of the Applicaiton for a NoteBook or Tab's to use the above space instead of being bellow the toolbar.
The frame work we're using is WxWidgets, C++/C. I have looked around but have not been able to find a solution or if anyone has done a similar approach with drawing tab's actually inside the toolbar itself.
I read some Microsoft MSDN articles and they recommend against controls drawing over controls.
I did some test's today, and think I've come up with a solution. My solution is to draw the window like normal, but have the NoteBook on the right in a child window that is dynamically resized and repositioned so that it's tab's are overlay on-top of the toolbar to make the most effective use of the area. I would have to deal with on focus and lose focus window messages, but this is the most elegant way I can think about achieving the task.
Any Idea's you can recommend or problem's I may face with following this approach.
I would be concerned about using overlapping widgets like this. Although it may not look quite the same visually I would suggest looking at wxToolBook which puts tabs in a toolbar and would solve your problem, you could use the GetToolBar method to insert your own toolbar items.
If that wasn't close enough visually to what you are looking to achieve I would suggest deriving a new control from wxBookCtrlBase and then creating a tab control with custom drawn tabs which you could add to the toolbar using wxToolBar::AddControl.

Keeping a window always on top -- including menus (win32)

I would like to have a layered window that is always-on-top, which I can accomplish, but there are certain screen elements that still get drawn over it, such as menus (including the start menu).
Is there any way to make a window or child window of my application have a high enough top-ness property that it will draw over another application's menus? Or is there something built in to windows that ensures that menus in the currently active application are always drawn on top?
In fact, I don't really understand all that well how menus work. So it might not even make any sense for me to try to make my window "act like a menu" in hopes of making it cover more things.
There's only one level of TopMost, you'll compete with any other program that insists on being top-most. Try osk.exe for example. I'm guessing it uses a WH_SHELL hook to win.