MFC Support for Direct2D – Part 6: Composite Effects

We can combine two or more images and/or effects by using the composite effect. Here is an example.

Drawing shadows using Direct2D composite effects

Demo project

Download: Composite Effect Demo.zip (75)
You can set the amount of blur and the color as well as the distance of the shadow.

Composite Effect Demo

Composite Effect Demo

Resources and related articles

MFC Support for DirectWrite – Part 11: About Trimming Again

In a previous article, I showed how to trim a text which overflows the layout box. In the example presented there, the ellipsis is added at the end of truncated text. But if, let’s say, we have to show a long path and file name, it is not meaningful if the file name is not displayed. No problem, this can be easily resolved if have a look at DWRITE_TRIMMING structure which passed to IDWriteTextFormat::SetTrimming. The second parameter is a character code used as delimiter and the third one is the delimiter count. The text is preserved from the end until is found the delimiter which coresponds to delimiter count. For example, if the delimiter is backslash and the delimiter count is 2, a text like “e:\Articles\MFC Support for DirectWrite\DirectWrite Trimming Demo\D2DStaticCtrl.cpp” may be displayed as follows “e:\Articles…\DirectWrite Trimming Demo\D2DStaticCtrl.cpp”.

An example of trimming by using a delimiter

Demo project

Download: DirectWrite Trimming Demo.zip (82)
The demo project is a simple MFC application which demonstrate how to trim text rendered with DirectWrite. You can choose the granularity, the delimiter and the delimiter count and see what is displayed.

DirectWrite Trimming Demo

DirectWrite Trimming Demo

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Easy Screen Capture with MFC

In an older article published at Codeguru, I showed how easy is to make screen capture using CImage ATL/MFC class. Here is the sample code from that article:

Like a walking in the park. :)  However, it can be made even easier, with fewer lines of code.

Now, let’s add two more methods, one for capturing a given display monitor and one for capture a window.

Demo aplication

Download: Screen Capture Demo.zip (117)
The demo application makes per-monitor capture.

Monitor capture demo

Monitor capture demo

 

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Double-click in MDI Client

It’s hard to believe that handling mouse double-clicks in MDI Client windows can be super useful, but I found this problem in a discussion forum. I presumed that it was not only for fun, so I tried to resolve it. First, I subclassed the MDI Client window in a CWnd-derived class. That is possible for a standard MFC project in this way:

But no success: WM_LBUTTONDBLCLK message handler is not called in CMDIClientWnd class. Then I tried to catch it in overridden PreTranslateMessage or even in a WH_MOUSE hook with the same result. Finally, I had a look using Spy++ tool. Bingo! The MDI Client (of predefined window class named “MdiClient“) has no CS_DBLCLKS style so it does not deal with mouse double-clicks.

MDIClient

MDIClient

All wat he have to do is to create the The MDI Client window with our own registered window class. This is possible by overriding CMDIFrameWnd::CreateClient.

Create a MDI client window which belongs to a window class having CS_DBLCLKS style

Handle MDI Client double-clicks in standard MFC applications

Once we have created the MDI Client window and subclassed it as shown above, can simply handle (for example) WM_LBUTTONDBLCLK in our CWnd-derived class.

Handle MDI Client double-clicks in Visual Studio or Office-style MFC applications

CMDIFrameWndEx uses its own CWnd-derived class for the MDI Client window, so we cannot use another one in  main frame class. However, this is not so big problem because we can now catch WM_LBUTTONDBLCLK in overridden PreTranslateMessage method.

Or, you can catch it in a WH_MOUSE hook, if think that can be more exciting. :)

Note that creating the MDI Client window in overridden CMDIFrameWnd::CreateClient cand be done in all cases in the same way.

Demo solution

Download: MDI client double-click samples.zip (166)
The sample Visual Studio solution contains two projects: one is a standard MDI application, and the other one is Office-style. Just enjoy of MDI Client double-clicks! :)

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MFC Support for Direct2D – Part 5: Interoperability with GDI

There are two ways to combine Direct2D with Windows GDI API in the same application:

  1. Drawing Direct2D content to a GDI device context
  2. Drawing GDI content to a Direct2D GDI-compatible render target

Let’s see each one!

Drawing Direct2D content to a GDI device context

For this purpose, use ID2D1DCRenderTarget instead of ID2D1HwndRenderTarget interface. If using MFC shipped with Visual Studio 2015 or newer, then CDCRenderTarget wrapper class makes the programmer life easier. Here are the steps:

  1. In the WM_CREATE message handler call CWnd::EnableD2DSupport passing TRUE as second parameter. This way, the MFC framework creates a CDCRenderTarget instead of a CHwndRenderTarget object.
  2. Map AFX_WM_DRAW2D registered messge.

  3. Finally, get the CDCRenderTarget* passed by MFC framework in LPARAM and enjoy.

Drawing GDI content to a Direct2D GDI-compatible render target

So far, MFC has not a wrapper class for ID2D1GdiInteropRenderTarget interface. Also, CWnd::EnableD2DSupport creates a CHwndRenderTarget which is not GDI-compatible. So, we must do it ourselves. Here is the sample code:

Demo projects

Download: Direct2D and GDI Interop Demo.zip (224)

The Visual C++ solution attached here has two simple projects showing the both Direct2D and GDI interoperatibily methods listed above.

Direct2D and GDI Interop - Demo Application

Direct2D and GDI Interop – Demo Application

 

Notes

  • can be observed that Direct2D drawing quality is higher than GDI drawing, because Direct2D is capable of rendering with antialiasing;
  • given the first note, my opinion is that GDI drawing has no much sense once using Direct2D but never know…

Resources and related articles

MFC Support for Direct2D – Part 4: Built-in Effects

Direct2D has built-in support for image processing like changing brightness or contrast, blurring, creating drop shadows, and so on. Basically, we can use for this purpose the CreateEffect and DrawImage methods of ID2D1DeviceContext interface. So far, there is no MFC wrapper class for ID2D1DeviceContext but that’s not so big issue. Once having a valid ID2D1RenderTarget instance (wrapped in CRenderTarget class) we can easily get the ID2D1DeviceContext interface by calling QueryInterface. No sweat!

Getting ID2D1DeviceContext interface in an MFC application

Or, a little bit easier, use CComQIPtr which calls QueryInterface for you.

Drawing an image using the Gaussian Blur built-in effect

Here is an example:

Just note that you should additionally include d2d1_1.h header and link your project to dxguid.lib. More details can be found in the attached demo project.

The demo project

Download: Gaussian Blur Effect demo.zip (200)

Gaussian Blur Effect - Demo Project

Notes

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MFC Support for DirectWrite – Part 10: Outlined Text

In a previous article, I showed the basics of custom text rendering with DirectWrite (see MFC Support for DirectWrite – Part 7: A Step to Custom Rendering). So far so good but it just mimics the default text rendering. Let’s now modify the overridden IDWriteTextRenderer::DrawGlyphRun in order to draw outlined text.

Overridden IDWriteTextRenderer::DrawGlyphRun implementation

A method for drawing outlined text

Basically, the steps where the following:

  1. if pClientDrawingContext parameter is null then perform the default drawing;
  2. otherwhise, call _DrawOutlinedGlyphRun pasing an object that contains the brushes for text outline and fill (COutlinedTextEffect);
  3. create a path geometry (CD2DPathGeometry);
  4. instantiate a geometry sink that is used to populate the path geometry (CD2DGeometrySink);
  5. get IDWriteFontFace interface from DWRITE_GLYPH_RUN structure;
  6. call IDWriteFontFace::GetGlyphRunOutline, passing a bunch of parameters, most of them contained in DWRITE_GLYPH_RUN structure plus our geometry sink;
  7. close the geometry sink;
  8. translate the render target according to the glyph run baseline origin (baselineOriginX and baselineOriginY parameters of DrawGlyphRun);
  9. finally, call CRenderTarget::DrawGeometry and CRenderTarget::FillGeometry and…
  10. …do not forget to restore the initial render target transform.

You can find more details in the demo application attached here. Also you can have a look in the related articles mentioned at the bottom of this page.

Demo project

The demo project draws outlined text in order to make it readable over any background image.
DownloadOutlined Text Demo.zip (233)

Outlined Text demo project

Outlined Text demo project

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