//-----------------------------------------------------------------------------
// Picture (Implementations) Version 1.00
//
// Routins 4 Showing Picture Files... (.BMP .DIB .EMF .GIF .ICO .JPG .WMF)
//
// Author: Dr. Yovav Gad, EMail: Sources@SuperMain.com ,Web: www.SuperMain.com
//=============================================================================
//
// Full Story:
// ~~~~~~~~~~~
// There R Many Libraries To Handle Image Files, Anyway Most Of Them Do Not
// Include Source Files Or Just Very Complicated To Implement / Understand,
//
// After Many Days Of Searching (And Not Finding) a Way To Load a JPG From a
// Resource And Show It On a *Dialog Based* Application, I Decided 2 Take Steps
//
// So I Created What I Call a Very *Simple* & Useful Class,
// It Can Easily Implemented By Adding It To a Project, And U Do Not Have To
// Be a Real JPEG Freak - And Invent All Header Reading From The Beginning
// (It Uses The IPicture Interface - Same Way As Internet Explorer Does)
//
// I Would Like To Thank Mr.Peter Hendrix For His Wonderful Work
// That I Found On: http://www.thecodeproject.com/bitmap/cpicture.asp
// Which I Was Inspired And Got The IPicture Interface Idea From...
//
// Guess U Will Find It Useful,
// Appreciate If U Can Mention My Name On Your Final Code,
// Please Feel Free To Send Me Any Improvements Or SaveAsJPG() Functions:
//
// (This Program Has No Bugs - Only Undocumented Solutions)
//
// Author: Dr. Yovav Gad, EMail: Sources@SuperMain.com ,Web: www.SuperMain.com
//
//--------------------------Example & Usage 4 Dummies--------------------------
//
// U Need 2 Add "CPicture.CPP" and "CPicture.H" Into Your Project (From FileView)
// So U Will Get Control Over The Functions In This Class,
// Then U Can Create a Picture Object And Show It On a Device Context
//
// CPicture m_Picture; // Create a Picture Object (An Instance Of This Class)
// #include "Picture.h" // Make Sure U Include This Where U Gonna Create The Object...
//
// Load Picture Data Into The IPicture Interface (.BMP .DIB .EMF .GIF .ICO .JPG .WMF)
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// m_Picture.Load("Test.JPG"); // Load From a File - Just Load It (Show Later)
// m_Picture.Load(IDR_TEST, "JPG"); // Load From a Resource - Just Load It (Show Later)
// (U Must Include IDR_TEST In Your Resources Under a Custom Name, 4 Example - "JPG")
//
// When Using DC Object On a *Dialog Based* Application (CPaintDC dc(this);)
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// m_Picture.UpdateSizeOnDC(&dc); // Get Picture Dimentions In Pixels
// m_Picture.Show(&dc, CPoint(0,0), CPoint(m_Picture.m_Width, m_Picture.m_Height), 0,0);
// m_Picture.Show(&dc, CRect(0,0,100,100)); // Change Original Dimentions
// m_Picture.ShowBitmapResource(&dc, IDB_TEST, CPoint(0,0)); // Show Bitmap Resource
//
// OR When Using a Pointer On a "Regular" MFC Application (CDC* pDC)
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// m_Picture.UpdateSizeOnDC(pDC); // Get Picture Dimentions In Pixels
// m_Picture.Show(pDC, CPoint(0,0), CPoint(m_Picture.m_Width, m_Picture.m_Height), 0,0);
// m_Picture.Show(pDC, CRect(0,0,100,100)); // Change Original Dimentions
// m_Picture.ShowBitmapResource(pDC, IDB_TEST, CPoint(0,0)); // Show Bitmap Resource
//
// Show Picture Information
// ~~~~~~~~~~~~~~~~~~~~~~~~
// CString S;
// S.Format("Size = %4d\nWidth = %4d\nHeight = %4d\nWeight = %4d\n",
// m_Picture.m_Weight, m_Picture.m_Width, m_Picture.m_Height, m_Picture.m_Weight);
// AfxMessageBox(S);
//
//----------------------------Cut The Bullshit Here----------------------------
#include "stdafx.h"
#include "Picture.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
#define HIMETRIC_INCH 2540
#define ERROR_TITLE "CPicture Error" // Error Title (Related To This Class)...
//-----------------------------------------------------------------------------
// Does: Constructor - Create a New CPicture Object To Hold Picture Data
// ~~~~
//
//-----------------------------------------------------------------------------
CPicture::CPicture()
//=============================================================================
{
m_IPicture = NULL;
m_Height = 0;
m_Weight = 0;
m_Width = 0;
}
//-----------------------------------------------------------------------------
// Does: Destructor - Free Data And Information From The CPicture Object
// ~~~~
//
//-----------------------------------------------------------------------------
CPicture::~CPicture()
//=============================================================================
{
if(m_IPicture != NULL) FreePictureData(); // Important - Avoid Leaks...
}
//-----------------------------------------------------------------------------
// Does: Free The Allocated Memory That Holdes The IPicture Interface Data
// ~~~~ And Clear Picture Information
//
// Note: This Might Also Be Useful If U Only Need To Show The Picture Once
// ~~~~~ Or If U Copy The Picture To The Device Context, So It Can Still
// Remain On Screen - But IPicture Data Is Not Needed No More
//
//-----------------------------------------------------------------------------
void CPicture::FreePictureData()
//=============================================================================
{
if(m_IPicture != NULL)
{
m_IPicture->Release();
m_IPicture = NULL;
m_Height = 0;
m_Weight = 0;
m_Width = 0;
}
}
//-----------------------------------------------------------------------------
// Does: Open a Resource And Load It Into IPicture (Interface)
// ~~~~ (.BMP .DIB .EMF .GIF .ICO .JPG .WMF)
//
// Note: When Adding a Bitmap Resource It Would Automatically Show On "Bitmap"
// ~~~~ This NOT Good Coz We Need To Load It From a Custom Resource "BMP"
// To Add a Custom Rresource: Import Resource -> Open As -> Custom
// (Both .BMP And .DIB Should Be Found Under "BMP")
//
// InPut: ResourceName - As a UINT Defined (Example: IDR_PICTURE_RESOURCE)
// ~~~~~ ResourceType - Type Name (Example: "JPG")
//
// OutPut: TRUE If Succeeded...
// ~~~~~~
//-----------------------------------------------------------------------------
BOOL CPicture::Load(UINT ResourceName, LPCSTR ResourceType)
//=============================================================================
{
BOOL bResult = FALSE;
HGLOBAL hGlobal = NULL;
HRSRC hSource = NULL;
LPVOID lpVoid = NULL;
int nSize = 0;
if(m_IPicture != NULL) FreePictureData(); // Important - Avoid Leaks...
hSource = FindResource(AfxGetResourceHandle(), MAKEINTRESOURCE(ResourceName), ResourceType);
if(hSource == NULL)
{
HWND hWnd = AfxGetApp()->GetMainWnd()->m_hWnd;
MessageBoxEx(hWnd, "FindResource() Failed\t", ERROR_TITLE, MB_OK | MB_ICONSTOP, LANG_ENGLISH);
return(FALSE);
}
hGlobal = LoadResource(AfxGetResourceHandle(), hSource);
if(hGlobal == NULL)
{
HWND hWnd = AfxGetApp()->GetMainWnd()->m_hWnd;
MessageBoxEx(hWnd, "LoadResource() Failed\t", ERROR_TITLE, MB_OK | MB_ICONSTOP, LANG_ENGLISH);
return(FALSE);
}
lpVoid = LockResource(hGlobal);
if(lpVoid == NULL)
{
HWND hWnd = AfxGetApp()->GetMainWnd()->m_hWnd;
MessageBoxEx(hWnd, "LockResource() Failed\t", ERROR_TITLE, MB_OK | MB_ICONSTOP, LANG_ENGLISH);
return(FALSE);
}
nSize = (UINT)SizeofResource(AfxGetResourceHandle(), hSource);
if(LoadPictureData((BYTE*)hGlobal, nSize)) bResult = TRUE;
UnlockResource(hGlobal); // 16Bit Windows Needs This
FreeResource(hGlobal); // 16Bit Windows Needs This (32Bit - Automatic Release)
m_Weight = nSize; // Update Picture Size Info...
if(m_IPicture != NULL) // Do Not Try To Read From Memory That Is Not Exist...
{
m_IPicture->get_Height(&m_Height);