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  4. forcing repaint after CDC::TextOut function

forcing repaint after CDC::TextOut function

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  • M Maximilien

    Where is this code ? is in the OnPaint function of the dialog ?


    Maximilien Lincourt Your Head A Splode - Strong Bad

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    goodoljosh1980
    wrote on last edited by
    #4

    No, it's not in the OnPaint function. I am drawing text on the screen at different parts of the program, after the user clicks certain buttons.

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    • G goodoljosh1980

      No, it's not in the OnPaint function. I am drawing text on the screen at different parts of the program, after the user clicks certain buttons.

      S Offline
      S Offline
      Steve S
      wrote on last edited by
      #5

      Well, that's your problem. When the user clicks to trigger a draw, you need to modify some state data in your object. The OnPaint should then interpret what that data means, and provide an up-to-date set of paint operations. To trigger the repaint, invalidate your window. Steve S Developer for hire

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      • G goodoljosh1980

        No, it's not in the OnPaint function. I am drawing text on the screen at different parts of the program, after the user clicks certain buttons.

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        A Offline
        Ali Rafiee
        wrote on last edited by
        #6

        Like Chris said you need to move that to the OnPaint message. void CDialog::OnPaint(...) { if (m_bDisplayThankYou) { DrawThankYou(pDC); } }

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        • S Steve S

          Well, that's your problem. When the user clicks to trigger a draw, you need to modify some state data in your object. The OnPaint should then interpret what that data means, and provide an up-to-date set of paint operations. To trigger the repaint, invalidate your window. Steve S Developer for hire

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          G Offline
          goodoljosh1980
          wrote on last edited by
          #7

          I think I understand what you mean, but let me check. In the OnPaint() command of my dlg class, I need to have it check to see if, say a boolean value is true? If so, then do what? Also, what do you mean by... "To trigger the repaint, invalidate your window"

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          • G goodoljosh1980

            I think I understand what you mean, but let me check. In the OnPaint() command of my dlg class, I need to have it check to see if, say a boolean value is true? If so, then do what? Also, what do you mean by... "To trigger the repaint, invalidate your window"

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            H Offline
            Hamid Taebi
            wrote on last edited by
            #8

            why you dont use these function in wm_paint_**


            **_

            whitesky


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            • H Hamid Taebi

              why you dont use these function in wm_paint_**


              **_

              whitesky


              G Offline
              G Offline
              goodoljosh1980
              wrote on last edited by
              #9

              what do you mean by this? I have tried... PostMessage(WMPAINT,0,0), but that didn't work either.

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              • M Maximilien

                Where is this code ? is in the OnPaint function of the dialog ?


                Maximilien Lincourt Your Head A Splode - Strong Bad

                G Offline
                G Offline
                goodoljosh1980
                wrote on last edited by
                #10

                OK, Here is what I have tried now.... When the user clicks the button to trigger the drawing of text, I set a boolean value to true (RegKeyAvail). And I also implemented this... void CMartinPhDDlg::OnPaint() { CPaintDC dc(this); // device context for painting if(RegKeyAvail){ dc.SelectObject(&Welcome_font); dc.SetBkMode(TRANSPARENT); dc.SetTextColor(COLORREF RGB(255,0,0)); dc.TextOut(30,30, "WELCOME"); Welcome_font.DeleteObject(); } if (IsIconic()) {.... However, now the text isn't showing up at all. I know that the OnPaint is being called because I have set breakpoints in there and the functions walks through the dc.TextOut call, but does nothing......

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                • G goodoljosh1980

                  OK, Here is what I have tried now.... When the user clicks the button to trigger the drawing of text, I set a boolean value to true (RegKeyAvail). And I also implemented this... void CMartinPhDDlg::OnPaint() { CPaintDC dc(this); // device context for painting if(RegKeyAvail){ dc.SelectObject(&Welcome_font); dc.SetBkMode(TRANSPARENT); dc.SetTextColor(COLORREF RGB(255,0,0)); dc.TextOut(30,30, "WELCOME"); Welcome_font.DeleteObject(); } if (IsIconic()) {.... However, now the text isn't showing up at all. I know that the OnPaint is being called because I have set breakpoints in there and the functions walks through the dc.TextOut call, but does nothing......

                  C Offline
                  C Offline
                  Chris Losinger
                  wrote on last edited by
                  #11

                  goodoljosh1980 wrote:

                  dc.SetTextColor(COLORREF RGB(255,0,0));

                  that compiles? and, where do you create Welcome_font ? Do the chickens have large talons?

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                  • C Chris Losinger

                    goodoljosh1980 wrote:

                    dc.SetTextColor(COLORREF RGB(255,0,0));

                    that compiles? and, where do you create Welcome_font ? Do the chickens have large talons?

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                    G Offline
                    goodoljosh1980
                    wrote on last edited by
                    #12

                    Yeah, it compiles... That is how I set the color of the text I want. The Welcome_font is a member variable of the main dialog and is created in the BOOL CMartinPhDDlg::OnInitDialog() { CDialog::OnInitDialog(); GetWindowRect(m_rect); //Hide all diagrams to begin with top_diagram.ShowWindow(0); Intro_Stylus_Diagram.ShowWindow(0); Welcome_font.CreateFont(90, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, ANSI_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DECORATIVE, "Times New Roman");

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                    • G goodoljosh1980

                      Yeah, it compiles... That is how I set the color of the text I want. The Welcome_font is a member variable of the main dialog and is created in the BOOL CMartinPhDDlg::OnInitDialog() { CDialog::OnInitDialog(); GetWindowRect(m_rect); //Hide all diagrams to begin with top_diagram.ShowWindow(0); Intro_Stylus_Diagram.ShowWindow(0); Welcome_font.CreateFont(90, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, ANSI_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DECORATIVE, "Times New Roman");

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                      A Offline
                      Ali Rafiee
                      wrote on last edited by
                      #13

                      are you calling Invalidate() UpdateWindow() after you set the boolean? By the way, don't delete the font object in the OnPaint method if it is not being recreated there. You are creating the font object once in your OnInitDialog but then deleting it everytime OnPaint runs.

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                      • A Ali Rafiee

                        are you calling Invalidate() UpdateWindow() after you set the boolean? By the way, don't delete the font object in the OnPaint method if it is not being recreated there. You are creating the font object once in your OnInitDialog but then deleting it everytime OnPaint runs.

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                        G Offline
                        goodoljosh1980
                        wrote on last edited by
                        #14

                        I was calling Invalidate() in the OnPaint... Once I moved it...the text showed up and it doesn't get erased!!! THANKS TO EVERYONE!

                        S 1 Reply Last reply
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                        • G goodoljosh1980

                          I was calling Invalidate() in the OnPaint... Once I moved it...the text showed up and it doesn't get erased!!! THANKS TO EVERYONE!

                          S Offline
                          S Offline
                          Steve S
                          wrote on last edited by
                          #15

                          That's because OnPaint is eventually called as a result of Invalidate(). By putting an invalidate in there, you said "I've drawn (it's valid)", swiftly followed by "it's invalid again". :) Steve S Developer for hire

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                          • S Steve S

                            That's because OnPaint is eventually called as a result of Invalidate(). By putting an invalidate in there, you said "I've drawn (it's valid)", swiftly followed by "it's invalid again". :) Steve S Developer for hire

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                            goodoljosh1980
                            wrote on last edited by
                            #16

                            If that were true, couldn't I just put an Invalidate() in the program when I wanted it to repaint itself? That is, I call my TextOut functions...then tell it to Invalidate() (which eventually calls OnPaint())????

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                            • A Ali Rafiee

                              are you calling Invalidate() UpdateWindow() after you set the boolean? By the way, don't delete the font object in the OnPaint method if it is not being recreated there. You are creating the font object once in your OnInitDialog but then deleting it everytime OnPaint runs.

                              G Offline
                              G Offline
                              goodoljosh1980
                              wrote on last edited by
                              #17

                              Thank you for the help. I do have an additional question, now though. I have a number of screens (100s of them) that I am going to be drawing line by line. Instead of having my OnPaint with all those boolean checks, can I call a function with CPaintDC as a member to draw them "outside" of the OnPaint()? Thanks again. Josh

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                              • G goodoljosh1980

                                what do you mean by this? I have tried... PostMessage(WMPAINT,0,0), but that didn't work either.

                                R Offline
                                R Offline
                                Ravi Bhavnani
                                wrote on last edited by
                                #18

                                Move your drawing logic to the handler for the WM_PAINT message. Windows will send this message to your dialog when necessary. To force a repaint (uncommon), call Invalidate(). /ravi My new year's resolution: 2048 x 1536 Home | Music | Articles | Freeware | Trips ravib(at)ravib(dot)com

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                                • G goodoljosh1980

                                  Thank you for the help. I do have an additional question, now though. I have a number of screens (100s of them) that I am going to be drawing line by line. Instead of having my OnPaint with all those boolean checks, can I call a function with CPaintDC as a member to draw them "outside" of the OnPaint()? Thanks again. Josh

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                                  A Offline
                                  Ali Rafiee
                                  wrote on last edited by
                                  #19

                                  Yes you can. Pass the dc as a parameter to the method. AliR. Visual C++ MVP

                                  1 Reply Last reply
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                                  • G goodoljosh1980

                                    OK, Here is what I have tried now.... When the user clicks the button to trigger the drawing of text, I set a boolean value to true (RegKeyAvail). And I also implemented this... void CMartinPhDDlg::OnPaint() { CPaintDC dc(this); // device context for painting if(RegKeyAvail){ dc.SelectObject(&Welcome_font); dc.SetBkMode(TRANSPARENT); dc.SetTextColor(COLORREF RGB(255,0,0)); dc.TextOut(30,30, "WELCOME"); Welcome_font.DeleteObject(); } if (IsIconic()) {.... However, now the text isn't showing up at all. I know that the OnPaint is being called because I have set breakpoints in there and the functions walks through the dc.TextOut call, but does nothing......

                                    D Offline
                                    D Offline
                                    David Crow
                                    wrote on last edited by
                                    #20

                                    goodoljosh1980 wrote:

                                    if(RegKeyAvail){

                                    This check is actually not necessary. Much like the view renders whatever the document has in it, the OnPaint() handler should draw whatever value is in a member variable. If that value starts out as blank, so be it.

                                    void CMartinPhDDlg::OnPaint()
                                    {
                                    CPaintDC dc(this); // device context for painting
                                    dc.SelectObject(&Welcome_font);
                                    dc.SetBkMode(TRANSPARENT);
                                    dc.SetTextColor(COLORREF RGB(255,0,0));
                                    dc.TextOut(30,30, m_strText); // m_strText is set in various other methods

                                    // don't call DeleteObject() on a font that is currently selected into a DC 
                                    Welcome\_font.DeleteObject();
                                    

                                    }


                                    "Money talks. When my money starts to talk, I get a bill to shut it up." - Frank

                                    "Judge not by the eye but by the heart." - Native American Proverb

                                    1 Reply Last reply
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                                    • G goodoljosh1980

                                      If that were true, couldn't I just put an Invalidate() in the program when I wanted it to repaint itself? That is, I call my TextOut functions...then tell it to Invalidate() (which eventually calls OnPaint())????

                                      A Offline
                                      A Offline
                                      Ali Rafiee
                                      wrote on last edited by
                                      #21

                                      Invalidate is a function that cause the window to redraw itself. But all it does is call the OnPaint method, which didn't know anything about your drawings on the dc. Everytime OnPaint gets called, it gets a clean dc to draw on, OnEraseBkgnd makes sure of that, and your TextOut stuff would be gone with it. That's why everyone told you that your text drawing need to be called from within the OnPaint method. AliR. Visual C++ MVP

                                      1 Reply Last reply
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                                      • G goodoljosh1980

                                        what do you mean by this? I have tried... PostMessage(WMPAINT,0,0), but that didn't work either.

                                        H Offline
                                        H Offline
                                        Hamid Taebi
                                        wrote on last edited by
                                        #22

                                        No You can declare WM_PAINT in your program and insert your functions to it(use form dc)_**


                                        **_

                                        whitesky


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