Sample code:
HIMAGELIST himl; // handle to image list
HBITMAP hbmp; // handle to bitmap
// Create the image list.
if ((himl = ImageList_Create(16, 16,
ILC_COLOR32, 1, 0)) == NULL)
return ;
// Add the open file, closed file, and document bitmaps.
hbmp = LoadBitmap(hInst, MAKEINTRESOURCE(IDI_FOLDER));
if (-1 == ImageList_Add(himl, hbmp, (HBITMAP)NULL))
return;
DeleteObject(hbmp);
if (ImageList_GetImageCount(himl) < 1)
return;
// Associate the image list with the tree-view control.
TreeView_SetImageList(hTree, himl, TVSIL_NORMAL);
//init normal books
tvs.hInsertAfter = NULL;
tvs.hParent = TVI_ROOT;
tvs.item.pszText = L"Notebook";
tvs.item.mask = TVIF_TEXT;
HTREEITEM rootItem = TreeView_InsertItem(hTree, &tvs);
The problem is: I do not set the TVIF_IMAGE or TVIF_SELECTEDIMAGE mask, but the result treeview still contains the icon as follows:
How could I hide this icon?
It shows the folder because the folder icon you added is at positon 0 in the image list and when you create the TVINSERTSTRUCT to add the item, all values are reset to 0.
If you don't want it to display the icon either a) move the icon to position 1 or b) set the image indexes to the size of your bitmap + 1;
Related
I have read a lot of Stack Overflow over the years when struggling with making sense of Microsoft Windows' strange world of CreateWindowEx() .. etc. This question, when originally asked was "What is the best way to create a fluidly resizable OpenGL window in WinAPI?"
I've been struggling with getting WinAPI to make a window that:
Has an OpenGL context
Is properly centered on the main monitor (or any monitor determined by command line signal) in both multi-monitor and single-monitor displays when in "Windowed" mode or in "Fullscreen" mode
Has a fixed internal client screen size (viewport 2d)
Doesn't allow you to click outside causing it to lose focus at the wrong times or in special cases for multi-monitor
Can be resized fluidly, but doesn't change internal "client size" (meaning that it stretches the OpenGL content which is a fixed size to the new screen size) ... the idea here is to add a layer of virtualization, so that all pixels are expressed in the same 1920x1080 (1080p) coordinate system. This part is no problem for me.
Correctly handles mouse event translation from screen_size -> client_size equivalent via the screen->client ratio
In my homegrown App framework, I have to set the display size, and even then, Windows doesn't give me the right sized window. (Sometimes the title bar is subtracted, sometimes the scrollbars are subtracted, but the context draws under the title bar, for example.)
Also, recently when moving from 2010 EE (Win32 / Windows 7) to 2015 (win32 / Windows 10), I had to change the parameters to recenter the view because it was off-centered on the main display. Now, only sometimes are these values correct or incorrect. If I go "fullscreen" for example, the same values will draw above the top of the screen such that there is an area at the bottom of the screen that shows the "gl clear color" (in my case, orange)
I can play with these things by providing the following command line parameters:
-bordered (default, and has no effect really, is the default windowed mode with the title bar and such)
-borderless (seems to go into fullscreen mode, with the app off-center where win 0,0 is actually in screen center)
-windowed (or -window)
If I don't provide -window, it defaults to "full screen" resolution-adjusted (but only if supported I assume, otherwise it might throw an error).
Anyway, all of this is very bad because
a) I have to write a bajillion cases for each resolution I'm working in, rather than write everything for 1080p and have it adjust to display size, which is what i want because it handles most new displays on laptops and desktops (this is Windows remember) (and only slightly squishes things in those corner cases)
b) I cannot resize the window fluidly, also i have to trap the mouse at center and recalculate the mouse position, so I record only the deltas -- this is to avoid the mouse leaving the window and clicking the desktop, or floating off the monitor to some other monitor, even when it is hidden. I also have to make the mouse cursor invisible so the user doesn't see this, then show a simulated mouse cursor.
c) Users who don't support specifically 1920x1080 won't be able to use full screen mode
Someone pointed this article out in another question (window border width and height in Win32 - how do I get it?):
https://web.archive.org/web/20120716062211/http://suite101.com/article/client-area-size-with-movewindow-a17846
And I've read through this, learning that AdjustWindowRectEx() has some issues:
AdjustWindowRectEx() and GetWindowRect() give wrong size with WS_OVERLAPPED
I don't use WS_OVERLAPPED, so this was only moderately helpful:
AdjustWindowRectEx() and GetWindowRect() give wrong size with WS_OVERLAPPED
Here's how I do it now:
display.Resized(display.w,display.h);
// Fill in the window class structure for testing display type.
winclass.cbSize = sizeof(WNDCLASSEX);
winclass.style = CS_DBLCLKS | CS_OWNDC | CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc = WinProc;
winclass.cbClsExtra = 0;
winclass.cbWndExtra = 0;
winclass.hInstance = hinstance;
winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
// Save the game instance handle
display.hinstance = game_instance = hinstance;
// Register the window class
if (!RegisterClassEx(&winclass)) return(0);
if (!gl.Init(hinstance, display.bits)) {
return(0);
}
// Detect the display size and create the final display profile
DWORD winStyle=
WS_EX_APPWINDOW |
WS_EX_TOPMOST /*|
WS_EX_ACCEPTFILES*/ ;
// Adjust Window, Account For Window Borders
int xPos = GetSystemMetrics(SM_CXSCREEN) - display.w;
int yPos = GetSystemMetrics(SM_CYSCREEN) - display.h;
RECT windowRect = {0, 0, display.w, display.h}; // Define Our Window Coordinates
AdjustWindowRectEx (&windowRect, WS_POPUP, 0, winStyle );
// Create the window
if (!(hwnd = CreateWindowEx(
winStyle, // extended style
WINDOW_CLASS_NAME, // class
gl.winTitle.c_str(), // title
( gl.borderless || CmdLine.Option("-borderless") ) ? (WS_POPUPWINDOW | WS_VISIBLE)
: (gl.noFullscreen ? ((CmdLine.Option("-bordered") ? WS_BORDER : 0) | WS_VISIBLE)
: (WS_POPUP | WS_VISIBLE)), // use POPUP for full screen
gl.noFullscreen && !CmdLine.Option("-recenter") ? xPos / 2 : 0,
gl.noFullscreen && !CmdLine.Option("-recenter") ? yPos / 2 : 0, // initial game window x,y
display.w, // initial game width
display.h, // initial game height
HWND_DESKTOP, // handle to parent
NULL, // handle to menu
hinstance, // instance of this application
NULL)
) // extra creation parms
) {
OUTPUT("WinAPI ERROR: Could not open window.\n");
return(0);
}
if (gl.borderless || CmdLine.Option("-borderless") ) {
LONG lStyle = GetWindowLong(hwnd, GWL_STYLE);
lStyle &= ~(WS_CAPTION | WS_THICKFRAME | WS_MINIMIZE | WS_MAXIMIZE | WS_SYSMENU);
SetWindowLong(hwnd, GWL_STYLE, lStyle);
LONG lExStyle = GetWindowLong(hwnd, GWL_EXSTYLE);
lExStyle &= ~(WS_EX_DLGMODALFRAME | WS_EX_CLIENTEDGE | WS_EX_STATICEDGE);
SetWindowLong(hwnd, GWL_EXSTYLE, lExStyle);
SetWindowPos(hwnd, NULL, 0, 0, display.w, display.h, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOOWNERZORDER);
}
// Temporary change to full screen mode
ZeroMemory(&game_screen, sizeof(game_screen)); // clear out size of DEVMODE struct
game_screen.dmSize = sizeof(game_screen);
game_screen.dmPelsWidth = display.w;
game_screen.dmPelsHeight = display.h;
game_screen.dmBitsPerPel = display.bits;
game_screen.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL;
ChangeDisplaySettings(&game_screen, CDS_FULLSCREEN);
// save the game window handle
display.hwnd = game_window = hwnd;
display.hdc = game_dc = GetDC(display.hwnd = game_window); // get the GDI device context
// set up the pixel format desc struct
pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // size of this PFD
1, // version number
PFD_DRAW_TO_WINDOW | // supports window
PFD_SUPPORT_OPENGL | // supports OpenGL
PFD_DOUBLEBUFFER, // support double buff
PFD_TYPE_RGBA, // request RGBA format
(BYTE)display.bits, // select color depth
0, 0, 0, 0, 0, 0, // color bits ignored
0, // no alpha buff
0, // shift bit ignored
0, // no accum buff
0, 0, 0, 0, // accum bits ignored
16, // 16-bit Z-buff (depth buff)
0, // no stencil buff
0, // no aux buff
PFD_MAIN_PLANE, // main drawing layer
0, // reserved
0, 0, 0 // layer masks ignored
};
int pf; // pixel format
if (!gl.arbMultisampleSupported) {
if (!(pf = ChoosePixelFormat(game_dc, &pfd))) // match the pixel format
{
MessageBox(game_window, "OpenGL could not be initialized -- ChoosePixelFormat Error ; report this to program authors for help!", "OpenGL Error", MB_OK);
return FALSE; // error returned
}
} else {
pf = gl.arbMultisampleFormat;
}
if (!SetPixelFormat(game_dc, pf, &pfd)) // set the pixel format
{
MessageBox(game_window, "OpenGL could not be initialized -- SetPixelFormat Error ; report this to program authors for help!", "OpenGL Error", MB_OK);
return FALSE; // error returned
}
if (!(game_rc = wglCreateContext(game_dc))) // create the rendering context
{
MessageBox(game_window, "OpenGL could not be initialized -- CreateContext Error ; report this to program authors for help!", "OpenGL Error", MB_OK);
return FALSE; // error returned
}
if (!(upload_rc = wglCreateContext(game_dc))) // create the rendering context
{
MessageBox(game_window, "Multiple OpenGL contexts could not be initialized -- CreateContext Error ; report this to program authors for help!", "OpenGL Error", MB_OK);
return FALSE; // error returned
} else { // Share as much as you can between two contexts
if (!wglShareLists(game_rc, upload_rc)) {
// could use GetLastError here
MessageBox(game_window, "wglShareLists -- Error ; report this to program authors for help!", "OpenGL Error", MB_OK);
return FALSE; // error returned
}
}
if (!wglMakeCurrent(game_dc, display.hglrc = game_rc)) // make it current
{
MessageBox(game_window, "OpenGL could not be initialized -- MakeCurrent Error ; report this to program authors for help!", "OpenGL Error", MB_OK);
return FALSE; // error returned
}
ShowCursor(false);
ShowWindow(game_window, SW_SHOWNORMAL);
SetForegroundWindow(game_window);
In the above code, what I get is a window that has no resize functionality, hides the OS mouse cursor, and can only be exitted with ALT-TAB (or ALT-F4), and when it is exitted appears at the back of the windows Z-order. I always open my window using a parameter that sets display.w to 1920 and display.h to 1080, either in full screen or in Windowed mode. WM_SIZE is then called to adjust it to the client area.
Please note that the following WM_SIZE is called during the WinProc right after the initial time I set display.Resized(w,h):
case WM_SIZE:
{
display.Resized(LOWORD(lparam), HIWORD(lparam));
return (0);
}
break;
This is executed exactly once during app load, and in the first case it looks like the values are: 1918,1078
UPDATE: If I use the result of GetWindowRect() here, or GetClientRect() as shown below, the window mysteriously moves to Center-X,Center-Y of screen! What gives??
// RECT rect;
// if ( GetClientRect(hwnd,&rect) ) {
// display.Resized((int)rect.right,(int)rect.bottom);
// }
//if ( GetWindowRect( hwnd, &rect ) ) {
// display.Resized((int)ADIFF(rect.left,rect.right),(int)ADIFF(rect.top,rect.bottom));
//}
display.Resized(LOWORD(lparam), HIWORD(lparam));
return (0);
What steps do I need to take to make the window stretchable such that the context is resized to the view, and the mouse is properly adjusted based on the screen ratio?
Basically, there are too many edge cases to make sense of all of this. As time has gone on since the 2 years ago that I asked this question, I've had other inconsistencies between full screen and window emerge.
From what I understand there are basically 3 types of windows:
Your normal on-screen moveable/resizable window for windowing GUIs, like this browser window (if you are not on mobile)
One matched to a display's resolution support (including resolutions smaller than its native) -- we call this "Full screen" (or Fullscreen, which isn't even a word)
One that is a normal on-screen window, but lacks a title bar, borders and scroll bars, and appears as large as the screen. Referred to "on the street" as a "Borderless Window"
I want to master all of these but in a way that makes them all accessible and doesn't require special cases. I've basically given up on doing so with WinAPI, but obviously multiple companies do this. Following Microsoft's documentation isn't very helpful, and I've experimented with a lot of different CreateWindow CreateWindowEx -- many of these features are deprecated by the way, or don't work at all.
(Maybe the best question is, WHEN WILL MICROSOFT CLEAN UP THIS CRAP? But I think we all know the answer.) .. any help to get it working would be appreciated.
I'm now working in: C++, Windows API, OpenGL 3.x / 4.x, Windows 10.
I am trying to embed a GVim window inside a Qt application on Windows by getting the winId of a QWidget and passing it to Vim using --windowid.
I have two problems:
The actual Vim window can only have certain sizes (because it has an integer number of columns and rows), so it will be smaller than the QWidget that embeds it. How can I get the allowed (font-dependent) sizes so I can size the QWidget accordingly?
The resize grip of Vim is still active, and resizes Vim inside the QWidget, of course without changing the size of the QWidget. How can I prevent this and disable the Vim resize grip?
EDIT: I am trying to bundle a Vim window together with a PDF viewer to be used as a LaTeX previewer
To embed your external application first remove the styles from the window, and only after that reparent it:
void CWinSystemTools::reparentWindow(HWND hWindow, QWidget *widget)
{
if (hWindow == 0)
return;
DWORD style = GetWindowLong(hWindow, GWL_STYLE);
style = style & ~(WS_POPUP);
style = style & ~(WS_OVERLAPPEDWINDOW);
style = style | WS_CHILD;
SetWindowLong(hWindow, GWL_STYLE, style);
SetParent(hWindow, widget->winId());
}
Now, to maintain the resizing correctly, implement the resize event:
void TrVisApp::resizeEvent(QResizeEvent *event)
{
resizeClients();
}
and further:
void TrVisApp::resizeClients()
{
if (hWndGvim != 0)
CWinSystemTools::resizeWindowToWidget(hWndGvim, ui.wdgGvim->geometry());
}
where:
void CWinSystemTools::resizeWindowToWidget(HWND hWnd, QRect geometry, bool moveToTopLeftCorner = true)
{
int x = geometry.left();
int y = geometry.top();
if (moveToTopLeftCorner)
{
x = 0;
y = 0;
}
int width = geometry.width();
int height = geometry.height();
SetWindowPos(hWnd, HWND_TOP, x, y, width, height, SWP_NOACTIVATE);
}
Works nicely for me :)
The Win32 TreeView control does not have a built-in message/macro to get its (scrollable) width, e.g. if want to set the TreeView's width so it won't need to have a scrollbar.
How can this be done?
Here's a C function to do this:
int TreeView_GetWidth(HWND hTreeWnd)
{
SCROLLINFO scrollInfo;
SCROLLBARINFO scrollBarInfo;
scrollInfo.cbSize = sizeof(scrollInfo);
scrollInfo.fMask = SIF_RANGE;
scrollBarInfo.cbSize = sizeof(scrollBarInfo);
// To find the whole (scrollable) width of the tree control,
// we determine the range of the scrollbar.
// Unfortunately when a scrollbar isn't needed (and is invisible),
// its range isn't zero (but rather 0 to 100),
// so we need to specifically ignore it then.
if (GetScrollInfo(hTreeWnd, SB_HORZ, &scrollInfo) &&
GetScrollBarInfo(hTreeWnd, OBJID_HSCROLL, &scrollBarInfo))
{
// Only if the scrollbar is displayed
if ((scrollBarInfo.rgstate[0] & STATE_SYSTEM_INVISIBLE) == 0)
{
int scrollBarWidth = GetSystemMetrics(SM_CXVSCROLL);
// This is a hardcoded value to accomodate some extra pixels.
// If you can find a cleaner way to account for them (e.g. through
// some extra calls to GetSystemMetrics), please do so.
// (Maybe less than 10 is also enough.)
const int extra = 10;
return (scrollInfo.nMax - scrollInfo.nMin) + scrollBarWidth + extra;
}
}
return 0;
}
I'm using D3DXSaveSurfaceToFile to save windowed Direct3D 9 surfaces to PNG, BMP and JPG files. There are no errors returned from the D3DXSaveSurfaceToFile call and all files open fine in Windows Photo Viewer and Paint. But they will not open in a higher end image editing program such as Paint Shop Pro or Photoshop. The error messages from these programs basically say that the file is corrupted. If I open the files in Paint and then save them in the same file format with a different file name, then they'll open fine in the other programs.
This leads me to believe that D3DXSaveSurfaceToFile is writing out non-standard versions of these file formats. Is there some way I can get this function to write out files that can be opened in programs like Photoshop without the intermediate step of resaving the files in Paint? Or is there another function I should be using that does a better job of saving a Direct3D surfaces to an image?
Take a look at the file in a image meta viewer. What does it tell you?
Unfortunately D3DXSaveSurfaceToFile() isn't the most stable (it's also exceptionally slow). Personally I do something like the below code. It works even on Anti-aliased displays by doing an offscreen render to take the screenshot then getting it into a buffer. It also supports only the most common of the pixel formats. Sorry for any errors in it, pulled it out of an app I used to work on.
You can then, in your code and probably in another thread, then convert said 'bitmap' to anything you like using a variety of different code.
void HandleScreenshot(IDirect3DDevice9* device)
{
DWORD tcHandleScreenshot = GetTickCount();
LPDIRECT3DSURFACE9 pd3dsBack = NULL;
LPDIRECT3DSURFACE9 pd3dsTemp = NULL;
// Grab the back buffer into a surface
if ( SUCCEEDED ( device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pd3dsBack) ))
{
D3DSURFACE_DESC desc;
pd3dsBack->GetDesc(&desc);
LPDIRECT3DSURFACE9 pd3dsCopy = NULL;
if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
{
if (SUCCEEDED(device->CreateRenderTarget(desc.Width, desc.Height, desc.Format, D3DMULTISAMPLE_NONE, 0, FALSE, &pd3dsCopy, NULL)))
{
if (SUCCEEDED(device->StretchRect(pd3dsBack, NULL, pd3dsCopy, NULL, D3DTEXF_NONE)))
{
pd3dsBack->Release();
pd3dsBack = pd3dsCopy;
}
else
{
pd3dsCopy->Release();
}
}
}
if (SUCCEEDED(device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &pd3dsTemp, NULL)))
{
DWORD tmpTimeGRTD = GetTickCount();
if (SUCCEEDED(device->GetRenderTargetData(pd3dsBack, pd3dsTemp)))
{
D3DLOCKED_RECT lockedSrcRect;
if (SUCCEEDED(pd3dsTemp->LockRect(&lockedSrcRect, NULL, D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK | D3DLOCK_NO_DIRTY_UPDATE)))
{
int nSize = desc.Width * desc.Height * 3;
BYTE* pixels = new BYTE[nSize +1];
int iSrcPitch = lockedSrcRect.Pitch;
BYTE* pSrcRow = (BYTE*)lockedSrcRect.pBits;
LPBYTE lpDest = pixels;
LPDWORD lpSrc;
switch (desc.Format)
{
case D3DFMT_A8R8G8B8:
case D3DFMT_X8R8G8B8:
for (int y = desc.Height - 1; y >= 0; y--)
{
lpSrc = reinterpret_cast<LPDWORD>(lockedSrcRect.pBits) + y * desc.Width;
for (unsigned int x = 0; x < desc.Width; x++)
{
*reinterpret_cast<LPDWORD>(lpDest) = *lpSrc;
lpSrc++; // increment source pointer by 1 DWORD
lpDest += 3; // increment destination pointer by 3 bytes
}
}
break;
default:
ZeroMemory(pixels, nSize);
}
pd3dsTemp->UnlockRect();
BITMAPINFOHEADER header;
header.biWidth = desc.Width;
header.biHeight = desc.Height;
header.biSizeImage = nSize;
header.biSize = sizeof(BITMAPINFOHEADER);
header.biPlanes = 1;
header.biBitCount = 3 * 8; // RGB
header.biCompression = 0;
header.biXPelsPerMeter = 0;
header.biYPelsPerMeter = 0;
header.biClrUsed = 0;
header.biClrImportant = 0;
BITMAPFILEHEADER bfh = {0};
bfh.bfType = 0x4d42;
bfh.bfOffBits = sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER);
bfh.bfSize = bfh.bfOffBits + nSize;
unsigned int rough_size = sizeof(BITMAPINFOHEADER) + sizeof(BITMAPFILEHEADER) + nSize;
unsigned char* p = new unsigned char[rough_size]
memcpy(p, &bfh, sizeof(BITMAPFILEHEADER));
p += sizeof(BITMAPFILEHEADER);
memcpy(p, &header, sizeof(BITMAPINFOHEADER));
p += sizeof(BITMAPINFOHEADER);
memcpy(p, pixels, nSize);
delete [] pixels;
/**********************************************/
// p now has a full BMP file, write it out here
}
}
pd3dsTemp->Release();
}
pd3dsBack->Release();
}
}
Turns out that it was a combination of a bug in my code and Paint being more forgiving than Photoshop when it comes to reading files. The bug in my code caused the files to be saved with the wrong extension (i.e. Image.bmp was actually saved using D3DXIFF_JPG). When opening a file that contained a JPG image, but had a BMP extension, Photoshop just failed the file. I guess Paint worked since it ignored the file extension and just decoded the file contents.
Looking at a file in an image meta viewer helped me to see the problem.
I want to create an array of 256 colored buttons with the owner draw extended style to a dialog box created with the visual studio dialog design tool. I added a loop to the WM_INITDIALOG message handler in the dialog procedure to do this:
for (i=0; i<=255; i++)
{
int xp, yp;
HWND status;
xp = rect_pos.left+16*(i%16);
yp = rect_pos.top+16*(i>>4);
status = CreateWindow (
TEXT("button"),
"\0",
WS_CHILD|WS_VISIBLE|BS_OWNERDRAW|BS_PUSHBUTTON,
xp,
yp,
15,
15,
hDlg,
(HMENU) 5000+i, // id used to report events
hInst,
NULL
);
if (status == NULL)
xp =7;
}
I added a message handler for the WM_CTLCOLORBTN message.
case WM_CTLCOLORBTN:
{
int zz;
zz = GetWindowLong ((HWND) lParam, GWL_ID); // window identifier
zz -= 5000;
if ((zz >= 0) && (zz <= 255))
{
HBRUSH BS;
SetTextColor ((HDC) wParam, Collector.Color);
SetBkColor ((HDC) wParam, Collector.Color);
return ((LRESULT) Collector.Brush);
}
break;
}
It more or less works but only the first 64 buttons are displayed. I intend to use a different brush to color each button but for debug puproses, I substituted a single well defined brush. I've debugged the code and satisfied myself the x/y coordinates are proper for each button and that the ID provided in the hMenu createwindow call is proper. I watched all 256 buttons get colored in the WM_CTLCOLORBTN handler. I included a check to make sure the createwindow call does not return failure (NULL). I can get either 4 rows of 16 buttons or 4 columns of 16 buttons by interchanging the x/y parameters on the createwindow call.
If I remove the BS_OWNERDRAW bit from the createwindow call, all 256 buttons are drawn.
It's as if there a limit of 64 buttons with BS_OWNERDRAW :-(
Any help would be greatly appreciated!
TIA, Mike
Are you handling the WM_DRAWITEM message in conjunction with the BS_OWNERDRAW style?
In your case, it seems surprising to me that any buttons are displayed while using the BS_OWNERDRAW style, while BS_PUSHBUTTON is set.
As mentioned in the following link to the documentation for BS_OWNERDRAW, you need to handle WM_DRAWITEM and avoid specifying any other BS_ button styles.
Button Styles from MSDN
Also curious is that the WM_CTLCOLORBUTTON message may be received and then ignored for buttons containing the BS_PUSHBUTTON style. Check out the following link for the documentation on that window message.
WM_CTLCOLORBUTTON from MSDN
From what I can see in your code snippet, most likely you will want to do the following:
Set BS_OWNERDRAW when creating the child buttons.
Handle WM_DRAWITEM on the dialog and draw the button in its correct state. Note that you don't have to handle WM_CTLCOLORBUTTON, just use the Brushes and Fonts and modify the DC as you wish inside your WM_DRAWITEM handler.
Also, depending on your application, you might benefit from making your own window class to represent a grid of buttons on your own, and just drawing the items to taste. This is preferable if you're just displaying internal state and not really looking for the user to manage or interact with a grid of buttons.
Thanks to all who gave advice and help. I now have this working to my satisfaction. I have successfully colored the buttons and surrounded them with a black outline if selected or if they have the input focus. I'll add some code snippets below to show the final state of things but here is synopsis. First, I believe there is some legacy code in my system which makes owner drawn buttons respond to the WM_CTLCOLORBTN for the first child 64 buttons created. Second, I believe the only thing one needs to do is create the buttons, respond properly to the WM_DRAWITEM and WM_COMMAND/BN_CLICKED messages.
Here are the code snippets from my dialog box handler.
In the WM_INITDIALOG code -- create the buttons
for (i=0; i<=255; i++)
{
int xp, yp;
HWND status;
xp = rect_pos.left+16*(i&0x0F);
yp = rect_pos.top+16*(i>>4);
status = CreateWindow
(
TEXT("button"),
"\0",
WS_CHILD|WS_VISIBLE|WS_TABSTOP|BS_OWNERDRAW,
xp,
yp,
15,
15,
hDlg,
(HMENU) (5000+i), // id used to report events
hInst,
NULL
);
if (status == NULL)
xp =7;
SetFocus (status);
}
Respond to the WM_DRAWITEM message
case WM_DRAWITEM: // Owner drawn botton
{
LPDRAWITEMSTRUCT lpDrawItem;
HBRUSH BS, BS_Old;
HPEN PN_Old;
int sz=15;
int cntl;
cntl = LOWORD (wParam) - 5000;
lpDrawItem = (LPDRAWITEMSTRUCT) lParam;
if (lpDrawItem->CtlType != ODT_BUTTON)
return FALSE;
BS = CreateSolidBrush (ColorRef[cntl]);
if (lpDrawItem->itemState & (ODS_SELECTED | ODS_FOCUS))
{
sz = 14;
PN_Old = (HPEN) SelectObject(lpDrawItem->hDC, GetStockObject(BLACK_PEN));
}
else
PN_Old = (HPEN) SelectObject(lpDrawItem->hDC, GetStockObject(NULL_PEN));
BS_Old = (HBRUSH) SelectObject(lpDrawItem->hDC, BS);
Rectangle (lpDrawItem->hDC, 0, 0, sz, sz);
SelectObject(lpDrawItem->hDC, PN_Old);
SelectObject(lpDrawItem->hDC, BS_Old);
DeleteObject (BS);
return true;
}
and finally in the WM_COMMAND code
if (HIWORD(wParam) == BN_CLICKED)
{
if ((LOWORD(wParam) >= 5000) && (LOWORD(wParam) <=5255))
{
Color[0] = ColorRef[LOWORD(wParam)-5000] & 0xFF;
Color[1] = (ColorRef[LOWORD(wParam)-5000] >> 16) & 0xFF;
Color[2] = (ColorRef[LOWORD(wParam)-5000] >> 8 ) & 0xFF;
InvalidateRect (hDlg, NULL, TRUE);
goto Set_Color;
}
}