Hi. Sry to bother. I am creating some buttons in a UI-thread. And they creats just fine. Unique thing that bothers me, is that they don't draw itselfs. So i can use them, but i can't see them. I am using gdiplus to draw the buttons. I start it at the application thread. (i don't know if i should start it at my own thread too? and if i do it, sometimes the application doesn't starts, but doesn't matter the problem persists) So what could i do to make visible my buttons? (they have visible style and showwindow sw_show etc) (when i do this without thread it all looks fine) And other problem that i noticed, when the application is closed it calls the destructor of buttons created by my thread, so it raise exception. So.. can you help me? =) Tnx for any help.
Well.. It's complicated. It's not a simple button... That's why i tryed to do it in a thread, but i followed your idea and made instead of CreateButton(...) PostMessage(...) and it works. But i have certain troubles with it. For example i create one button, later other that have to works with previously created button. So how can i check that the message stack is empty?
Is there any difference between \x20AC and \u20AC for example ?
Characters size or code page issues or other?
I've thought they display exactly the same and wcscmp confirmed that produced strings are identical.
[EDIT] But MS VC++ happily compiled it - apparently, a MS-specific extension [^]: "If a backslash precedes a character that does not appear in the table, the compiler handles the undefined character as the character itself. For example, \c is treated as an c."
This wont work as you have not got the Dialog item for your edit control ..
If you have an MFC application in the pretranslateMessage() or OnInitdialog() or where ever you want to introduce new property to the control :
GetDlgItem(Your RichEditControl's ID for eg.IDC_RICHEDIT_CTRL)->ModifyStyleEx(ES_READONLY,0,SWP_NOSIZE);
I am in need of a method to keep my rectangle frame, drawn with OnMouseMove() and OnDraw() with coords specified from OnLButtonUp() and OnLButtonDown(), on the top of an image that is being updated with and OnTimer() function every some odd milliseconds. Here are a few code snippets:
This setup causes my FrameRect to be drawn but then it gets covered by my image being updated. I need a way to draw on top of a refreshing image. I think I may need to use some sort of graphic control, but I am really unsure where to start to tackle this problem!
Any help would be appreciated and thanks in advance for taking the time to read my post!
Last Visit: 31-Dec-99 18:00 Last Update: 21-Sep-23 3:09