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How to display a dynamic rgb image in a windows dialog

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I have a MFC dialog where I'd like to display a picture from a simple RGB buffer (24 bits/pixel), nothing fancy. The content of the buffer may change at some time, so I cannot use a simple picture control. I know that I will have to override some "onPaint" functions to actualize my picture, but where I am having trouble with is how to update my picture? Or where do I have to write-in my buffer?

I read a lot of complicated things (well, to me ;) ), where one has to use a device context, create a bitmap, etc.

Any help is greatly appreciated!

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It's been years since I did that in MFC, so I'll tell you how I do it with a Windows dialog. It shouldn't be too difficult to convert (famous last words).

The basis is to substitute the window procedure in a STATIC control, and intercept the WM_PAINT and WM_ERASEBKGND messages.

In the dialog template, include a simple STATIC control, sized as you see fit.

In InitDialog():

HWND button = GetDlgItem(hDlg, IDC_PIXCTL); // get window handle of the control
(WNDPROC)SetWindowLongPtr (button, GWLP_WNDPROC, (LONG_PTR)BmDisplayProc); // change the window procedure
SetWindowLongPtr(button, GWLP_USERDATA, (LONG_PTR)this); // store a pointer to the dialog instance itself

I'm not sure about MFC, so you may have to experiment. But, in Windows, a Windows procedure (WNDPROC) has to be static and have the following form:

BOOL CALLBACK DlgChooseTex::BmDisplayProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)

In the DlgChooseTex class header, BmDisplayProc is declared with the static keyword, but not in the cpp file.

Also, in the DlgChooseTex class header, I declare:
void PaintBitmap(HDC dc);

Then, the static control's window procedure becomes:

DlgChooseTex *dlg = (DlgChooseTex*)GetWindowLongPtr(hwnd,GWLP_USERDATA); // retrieve the pointer to the dialog instance
switch(message) {
case WM_PAINT:
dlg->PaintBitmap(ps.hdc); // however you want to display it
return TRUE; // indicates the message was handled
HDC dc = (HDC)wParam;
FillRect(dc,&r,(HBRUSH)(COLOR_WINDOW+1)); // choose your background color
return TRUE; // the message was handled
return DefWindowProc(hwnd, message, wParam, lParam);

To display a bitmap (texBM in this procedure is HBITMAP) in a window (that's all the static control is) with the correct aspect ratio as the original image:

void DlgChooseTex::PaintBitmap(HDC dc)
HWND texHwnd = GetDlgItem(hDlg,IDC_PIXCTL);
if( texBM != NULL )
RECT srect;

BITMAP bminfo;
float aspect = (float)bminfo.bmWidth/(float)bminfo.bmHeight;
float rWidth = float(srect.right-srect.left);
float rHeight = float(srect.bottom-srect.top);
float newWidth = rWidth;
float newHeight = rHeight;
if( aspect >= 1.0f ) // wider than high - reduce height of rect
newHeight = rHeight/aspect;

else // higher than wide - reduce width of rect
newWidth = rHeight * aspect;
srect.right = LONG(newWidth);
srect.bottom = LONG(newHeight);
HDC memdc = CreateCompatibleDC(dc);
HBITMAP oldbm = (HBITMAP)SelectObject(memdc,texBM);
BOOL blkOK = StretchBlt(dc,0,0,LONG(newWidth),LONG(newHeight),memdc,0,0,bminfo.bmWidth,bminfo.bmHeight,SRCCOPY);

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Thanks a lot buckeye!

I was wondering if there wasn't an easier way...
I tried following:

CBitmap* bm=new CBitmap();
BYTE pixels[64*64*3];
for (int i=0;i<64*64*3;i++)
pixels=0; // black for now
((CStatic*)GetDlgItem(IDC_SPLASH_CONTAINER))->SetBitmap(HBITMAP(bm) );

But that dind't display the black buffer as expected

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When you create the bitmap, you're loading 3 bytes per pixel; then you tell the bitmap it's 8 bits/pixel, rather than 24. Not good. I don't know what it'll do trying to use 3 bitplanes with only 8 bits! It's likely that function fails but you don't check for success or failure. See last comment below.

Also, if I remember, the HBITMAP() operator takes an object, not a pointer. Try HBITMAP(*bm);

From the docs for CStatic:
// If no bitmap is defined for the static control, define the bitmap
// to the system close bitmap.
if (myStatic.GetBitmap() == NULL)
myStatic.SetBitmap(::LoadBitmap(NULL, MAKEINTRESOURCE(OBM_CLOSE)));

You might try that.

Looking at your code and looking at mine.. uh, yeah, your way may be easier.

I notice you don't check for any errors. You need to get out of that habit immediately! [wink]

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