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As you can see I've added the new Office XP drawing style for the menu's. I just got a machine with Windows XP on it and I noticed that the menu's in all our applications looked terrible. So I decided to do something about it and after 2 years of not looking at the class, added the new menu drawing style, and added lot's of fixes and user requests. Now the new drawing style isn't exactly like Microsoft's, but I got it so it looks good enough to me. For people that use the old class it's a simple matter of taking exchanging the old BCMenu .cpp and .h files with the new ones.
The class currently uses the new style on XP and the old style on Win9x/NT and 2000. However, if you like the new style and you want to use it on all Windows platforms, just change the following line at the top of the BCMenu.cpp file from:
UINT BCMenu::original_drawmode=BCMENU_DRAWMODE_ORIGINAL;
to
UINT BCMenu::original_drawmode=BCMENU_DRAWMODE_XP;
Likewise, if you think I did a terrible job you can change the drawing style to the original one on all the platforms.
Other additions include support for images with greater than 16 colors. The example contains images with both 256 and 16 million colors. There is also an option for how to draw disabled options. In XP mode they are not selected but this can be changed. I also fixed the problem with multiple menu items with the same command ID not getting images (only the first one did!). See the bottom of this article for more information on updates.
This class, BCMenu, implements owner drawn menus derived from the CMenu class. The purpose of which is to mimic the menu style used in Visual C++ 5.0 and MS Word. I can't take credit for all the code, some portions of it were taken from code supplied by Ben Ashley and Girish Bharadwaj. The difference between their codes and this one is quite simple, this one makes it very easy to build those cool menus with bitmaps into your application. I've removed the Icon loading stuff and replaced it with Bitmaps. The bitmaps allow you to use the 16X15 toolbar bitmaps directly from your toolbars in the resource editor. As well, there is no scaling of the bitmaps so they always look good. You can also load Bitmap resources and define bitmaps for your check marks. I've also added the default checkmark drawing stuff, separators, proper alignment of keyboard accelerator text, keyboard shortcuts, proper alignment of popup menu items, proper system color changes when the Display Appearance changes, plus bug fixes to the Ben Ashley's LoadMenu function for complex submenu systems. I made quite a few other modifications as well, too many to list or remember. I also use the disabled bitmap dithering function of Jean-Edouard Lachand-Robert to create the disabled state bitmaps. I must admit, it does a much better job then the DrawState function. If you find any bugs, memory leaks, or just better ways of doing things, please let me know. I used Visual C++ 5.0 and I have not tested compatibility with earlier VC versions. I've tested it on Win 95/NT at various resolutions and color palette sizes.
Well, enough of the boring stuff, lets talk about implementation. To make it easy I'm first going to list step by step the method for implementing the menus into a MDI application:
CMainFrame class in the MainFrm.h header file:
HMENU NewMenu(); HMENU NewDefaultMenu();
CMainFrame class in the MainFrm.h header file:
BCMenu m_menu,m_default;
#include "BCMenu.h"
to the top of the MainFrm.h header file.
NewMenu and NewDefaultMenu member functions as listed below. IMPORTANT: Make sure you replace the IDR_MYMENUTYPE menu id in the below LoadMenu call to the menu id associated with the menu's in your application. Look in the menus folder of the Resources view.
HMENU CMainFrame::NewMenu()
{
static UINT toolbars[]={
IDR_MAINFRAME
};
// Load the menu from the resources
// ****replace IDR_MENUTYPE with your menu ID****
m_menu.LoadMenu(IDR_MYMENUTYPE);
// One method for adding bitmaps to menu options is
// through the LoadToolbars member function.This method
// allows you to add all the bitmaps in a toolbar object
// to menu options (if they exist). The first function
// parameter is an array of toolbar id's. The second is
// the number of toolbar id's. There is also a function
// called LoadToolbar that just takes an id.
m_menu.LoadToolbars(toolbars,1);
return(m_menu.Detach());
}
HMENU CMainFrame::NewDefaultMenu()
{
m_default.LoadMenu(IDR_MAINFRAME);
m_default.LoadToolbar(IDR_MAINFRAME);
return(m_default.Detach());
}
InitInstance member function of your CWinApp derived class and add following highlighted code in the position noted:
// create main MDI Frame window CMainFrame* pMainFrame = new CMainFrame; if (!pMainFrame->LoadFrame(IDR_MAINFRAME)) return FALSE; m_pMainWnd = pMainFrame; // This code replaces the MFC created menus with // the Ownerdrawn versions pDocTemplate->m_hMenuShared=pMainFrame->NewMenu(); pMainFrame->m_hMenuDefault=pMainFrame->NewDefaultMenu(); // This simulates a window being opened if you don't have // a default window displayed at startup pMainFrame->OnUpdateFrameMenu(pMainFrame->m_hMenuDefault); // Parse command line for standard shell commands, // DDE, file open CCommandLineInfo cmdInfo; ParseCommandLine(cmdInfo);
WM_MEASUREITEM, WM_MENUCHAR, and WM_INITMENUPOPUP messages to your CMainFrame class. Do this by right clicking on the CMainFrame class in the ClassView and selecting Add Windows Message Handler. Choose the Window option from the Filter for messages available to class combo box. Select the message and add the handler. Then edit the handler and add the below code.
//This handler ensure that the popup menu items are // drawn correctly void CMainFrame::OnMeasureItem(int nIDCtl, LPMEASUREITEMSTRUCT lpMeasureItemStruct) { BOOL setflag=FALSE; if(lpMeasureItemStruct->CtlType==ODT_MENU){ if(IsMenu((HMENU)lpMeasureItemStruct->itemID)){ CMenu* cmenu = CMenu::FromHandle((HMENU)lpMeasureItemStruct->itemID); if(m_menu.IsMenu(cmenu)||m_default.IsMenu(cmenu)){ m_menu.MeasureItem(lpMeasureItemStruct); setflag=TRUE; } } } if(!setflag)CMDIFrameWnd::OnMeasureItem(nIDCtl, lpMeasureItemStruct); } //This handler ensures that keyboard shortcuts work LRESULT CMainFrame::OnMenuChar(UINT nChar, UINT nFlags, CMenu* pMenu) { LRESULT lresult; if(m_menu.IsMenu(pMenu)||m_default.IsMenu(pMenu)) lresult=BCMenu::FindKeyboardShortcut(nChar, nFlags, pMenu); else lresult=CMDIFrameWnd::OnMenuChar(nChar, nFlags, pMenu); return(lresult); } //This handler updates the menus from time to time void CMainFrame::OnInitMenuPopup(CMenu* pPopupMenu, UINT nIndex, BOOL bSysMenu) { CMDIFrameWnd::OnInitMenuPopup(pPopupMenu, nIndex, bSysMenu); if(!bSysMenu){ if(m_menu.IsMenu(pPopupMenu)||m_default.IsMenu(pPopupMenu)) BCMenu::UpdateMenu(pPopupMenu); } }
Well, that's it. Compile the program and look in the File menu. You should see the bitmaps. I've tried the menus with context menus and they seem to work fine.
CMainFrame class in the MainFrm.h header file:
HMENU NewMenu();
CMainFrame class in the MainFrm.h header file:
BCMenu m_menu;
#include "BCMenu.h"
to the top of the MainFrm.h header file.
NewMenu and NewDefaultMenu member functions as listed below. IMPORTANT: Make sure you replace the IDR_MAINFRAME menu id in the below LoadMenu call to the menu id associated with the menu's in your application. Look in the menus folder of the Resources view.
HMENU CMainFrame::NewMenu()
{
// Load the menu from the resources
// ****replace IDR_MAINFRAME with your menu ID****
m_menu.LoadMenu(IDR_MAINFRAME);
// One method for adding bitmaps to menu options is
// through the LoadToolbar member function.This method
// allows you to add all the bitmaps in a toolbar object
// to menu options (if they exist). The function parameter
// is an the toolbar id. There is also a function called
// LoadToolbars that takes an array of id's.
m_menu.LoadToolbar(IDR_MAINFRAME);
return(m_menu.Detach());
}
InitInstance member function of your CWinApp derived class and add following highlighted code in the position noted:
// Dispatch commands specified on the command line if (!ProcessShellCommand(cmdInfo)) return FALSE; CMenu* pMenu = m_pMainWnd->GetMenu(); if (pMenu)pMenu->DestroyMenu(); HMENU hMenu = ((CMainFrame*) m_pMainWnd)->NewMenu(); pMenu = CMenu::FromHandle( hMenu ); m_pMainWnd->SetMenu(pMenu); ((CMainFrame*)m_pMainWnd)->m_hMenuDefault = hMenu;
WM_MEASUREITEM, WM_MENUCHAR, and WM_INITMENUPOPUP messages to your CMainFrame class. Do this by right clicking on the CMainFrame class in the ClassView and selecting Add Windows Message Handler. Choose the Window option from the Filter for messages available to class combo box. Select the message and add the handler. Then edit the handler and add the MDI code from above. Replace the references to CMDIFrameWnd to CFrameWnd. BCMenu's (maybe you have different Document templates using the standard menu's) then you should turn on RTTI in the project settings. SetMenuText method. RemoveMenu function that takes the popup menu title instead of it's location. GetSubMenu function that returns a pointer to the menu. InsertMenu now takes -1 for the position and properly appends the option to the end of the menu. RemoveMenu/DeleteMenu with popups asserts, this has been fixed. InsertMenu using the MF_BYCOMMAND flag didn't work correctly. ImageListDuplicate function was always being called with an offset of 0 instead of the user defined offset. ImageListDuplicate function was improved. It now handles 16X16 bitmaps and can handle more color depth. pContext BCMenuData member variable. FindMenuItem function is added to allow you to retrieve menu data using a command id. m_bDynIcons member variable has been added. If it is set to TRUE then resource id's are loaded as Icons instead of bitmaps. CImageList::Create( CImageList* pImageList ); overload that isn't available in 5.0. The above overload also calls a SDK function that is not supported in Windows 95 without IE 4.0. As a result, the menu class would crash if you use any of the menu functions that add a bitmap through a CBitmap or CImageList object. All is now fixed! BOOL RemoveMenu(UINT uiId,UINT nFlags); BOOL DeleteMenu(UINT uiId,UINT nFlags); BOOL AppendMenu(UINT nFlags,UINT nIDNewItem,const char *lpszNewItem,int nIconNormal=-1); BOOL AppendMenu(UINT nFlags,UINT nIDNewItem,const char *lpszNewItem,CImageList *il,int xoffset); BOOL AppendMenu(UINT nFlags,UINT nIDNewItem,const char *lpszNewItem,CBitmap *bmp); BOOL InsertMenu(UINT nPosition,UINT nFlags,UINT nIDNewItem,const char *lpszNewItem,int nIconNormal=-1); BOOL InsertMenu(UINT nPosition,UINT nFlags,UINT nIDNewItem,const char *lpszNewItem,CImageList *il,int xoffset); BOOL InsertMenu(UINT nPosition,UINT nFlags,UINT nIDNewItem,const char *lpszNewItem,CBitmap *bmp); CBitmap object or a CImageList object. BCMenu* AppendODPopupMenuA(LPCSTR lpstrText); - A simple method for dynamically adding a popup menu. BOOL ModifyODMenuA(const char *lpstrText,UINT nID,CImageList *il,int xoffset); BOOL ModifyODMenuA(const char *lpstrText,UINT nID,CBitmap *bmp); Cbitmap object or a CImageList object BCMenu now maintains a list of every BCMenu created. Using the now static member function BCMenu::Ismenu you can easily determine if a menu is a BCMenu. GetMenuItemInfo problem. InsertSpaces function. FindMenuOption would not find a popup menu option if it was in a popup itself. pFont and nID. BCMenuData is now to be allocated on the heap thus having only the memory footprint it needs to have. BCMenuData has new member functions for accessing the now private String variable wchar_t *m_szMenuText. IsNewShell' is now replaced by 'IsShellType'. BCMenu has a new static member function BOOL IsNewShell(void). AddBitmapToImageList. This only affected floating popup menu's (right mouse button).DrawItem causing a resource leak. This has been fixed.SetDisableOldStyle member function.Version 1.8
AfxLoadSysColorBitmap to load the bitmaps. WM_INITMENUPOPUP message handler to update the menus instead of the OnUpdateWindowNew. LoadMenu/DestroyMenu combinations crashed. This has been fixed.CMainFrame::Newmenu member function in the sample application for implementation instructions. UpdateMenu member function will now work to update menu's after a dynamic change in the menu's options text.MeasureItem results differently for first level popups. The expanded tabs size calculation (GetTabbedTextExtent) works well for submenus but MFC seems to pad too much space onto the first level popups. I tried to be smart and reduce the size manually, but this messed up submenus. I've gone back to the original tabbed size calculation in MeasureItem.AddFromToolBar member function for loading all the bitmaps from a toolbar into menu options (if they exist). If you want ALL the bitmaps from a toolbar to be mapped to menu options, use this function. This replaces the many ModifyODMenu function calls that you would have to make. If you only want a few of the toolbar options mapped to menu options then you have to use the ModifyODMenu method.AppendODMenu and ModifODMenu member functions were prototyped incorrectly. LoadMenu(LPCTSTR lpszResourceName) overloaded member function didn't work.