3D Text
Ever want large size text in your about box or splash screen? How about text with a raised 3D appearance? Well, this class will do it for you.
Simply add a button to your dialog. Set the button label to the text required - it will enlarge itself to fill the button, so make the button bigger for bigger 3D text.
In your dialog class, associate a control variable (say m_text3d), with the button. If you have told class wizard about CMyTextButton, you will be able to select it when you define the control variable. if not, just go for CButton and then manually edit the definition in your dialog header file, changing CButton ro CMyTextButton. If you do not like using DDX then you can just subclass the control.
In you OnInitDialog you would call the Use3D() function to set 3D effect on or off (it is on by default here). Also, you can change the text with SetWindowText().
The class uses PreSubclassWindow to ensure that the correct style bits are set, so you don't need to remember to set them in your dialog (I always do my own controls this way).
///////////////////////////////////////////////////////////////////////////
//
// MyTextButton.h interface for CMyTextButton
// (c) Roger Onslow, 1997
// use freely and enjoy
///////////////////////////////////////////////////////////////////////////
//
#ifndef _CMyTextButton_
#define _CMyTextButton_
///////////////////////////////////////////////////////////////////////////
//
// CMyTextButton control
class CMyTextButton : public CButton {
bool m_bUse3D;
public:
CMyTextButton() : m_bUse3D(true) {}
void Use3D(bool bUse3D=true) { m_bUse3D = bUse3D; }
protected:
void Draw(CDC* pDC, const CRect& rect, UINT state);
//{{AFX_MSG(CMyTextButton)
afx_msg void DrawItem(LPDRAWITEMSTRUCT lpDrawItemStruct);
afx_msg BOOL OnEraseBkgnd(CDC* pDC);
//}}AFX_MSG
//{{AFX_VIRTUAL(CMyTextButton)
virtual void PreSubclassWindow();
//}}AFX_VIRTUAL
DECLARE_MESSAGE_MAP()
};
///////////////////////////////////////////////////////////////////////////
//
#endif
///////////////////////////////////////////////////////////////////////////
//
// MyTextButton.cpp - large text which acts as a button
// (c) Roger Onslow, 1997
// use freely and enjoy
///////////////////////////////////////////////////////////////////////////
//
#include "stdafx.h"
#include "MyTextButton.h"
#ifdef _DEBUG
#undef THIS_FILE
static char BASED_CODE THIS_FILE[] = __FILE__;
#endif
///////////////////////////////////////////////////////////////////////////
//
// CMyTextButton
BEGIN_MESSAGE_MAP(CMyTextButton, CButton)
//{{AFX_MSG_MAP(CMyTextButton)
ON_WM_DRAWITEM()
ON_WM_ERASEBKGND()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
void CMyTextButton::PreSubclassWindow() {
SetButtonStyle(GetButtonStyle() | BS_OWNERDRAW);
}
///////////////////////////////////////////////////////////////////////////
//
// CMyTextButton message handlers
void CMyTextButton::DrawItem(LPDRAWITEMSTRUCT lpDrawItemStruct) {
CDC* pDC = CDC::FromHandle(lpDrawItemStruct->hDC);
ASSERT_VALID(pDC);
CRect rectClient = lpDrawItemStruct->rcItem;
Draw(pDC,rectClient, lpDrawItemStruct->itemState);
}
void CMyTextButton::Draw(CDC* pDC, const CRect& rect, UINT state) {
CString text; GetWindowText(text);
int l = text.GetLength();
CRect rectClient = rect;
// get font from control
CFont* pFont = GetFont();
// ensure we have a valid height and width and select the font
LOGFONT logfont;
pFont->GetObject(sizeof(LOGFONT),&logfont);
if (logfont.lfHeight == 0) logfont.lfHeight = 20;
logfont.lfWidth = 0; // 0 so it will be calculated
logfont.lfWeight = 1000;
logfont.lfEscapement = logfont.lfOrientation = 0;
CFont tryfont; VERIFY(tryfont.CreateFontIndirect(&logfont));
CFont* pFontOld = pDC->SelectObject(&tryfont);
// get the control size and adjust font width & height accordingly
if (m_bUse3D) rectClient.DeflateRect(3,3);
CSize textSizeClient = pDC->GetTextExtent(text,l);
if (rectClient.Width()*textSizeClient.cy >
rectClient.Height()*textSizeClient.cx) {
logfont.lfHeight = ::MulDiv(logfont.
lfHeight,rectClient.Height(),textSizeClient.cy);
} else {
logfont.lfHeight = ::MulDiv(logfont.
lfHeight,rectClient.Width(),textSizeClient.cx);
}
logfont.lfHeight--; // fudge factor
if (m_bUse3D) rectClient.InflateRect(3,3);
// create adjusted font and select
CFont font; font.CreateFontIndirect(&logfont);
pDC->SelectObject(&font);
textSizeClient = pDC->GetTextExtent(text,l);
int minx = rectClient.left+(rectClient.Width()-textSizeClient.cx)/2;
int miny = rectClient.top+(rectClient.Height()-textSizeClient.cy)/2;
int oldBkMode = pDC->SetBkMode(TRANSPARENT);
COLORREF textcol = ::GetSysColor((state & ODS_FOCUS) ? COLOR_GRAYTEXT
: COLOR_BTNTEXT);
COLORREF oldTextColor = pDC->SetTextColor(textcol);
int cx = minx;
int cy = miny;
if (m_bUse3D) {
int s = (state & ODS_SELECTED) ? -1 : +1;
cx += 3; cy += 3;
// draw 3D highlights
pDC->SetTextColor(::GetSysColor(COLOR_3DDKSHADOW));
pDC->TextOut(cx-s*2,cy+s*2,text);
pDC->TextOut(cx+s*2,cy-s*2,text);
pDC->TextOut(cx+s*2,cy+s*2,text);
pDC->SetTextColor(::GetSysColor(COLOR_3DHILIGHT));
pDC->TextOut(cx+s*1,cy-s*2,text);
pDC->TextOut(cx-s*2,cy+s*1,text);
pDC->TextOut(cx-s*2,cy-s*2,text);
pDC->SetTextColor(::GetSysColor(COLOR_3DSHADOW));
pDC->TextOut(cx-s*1,cy+s*1,text);
pDC->TextOut(cx+s*1,cy-s*1,text);
pDC->TextOut(cx+s*1,cy+s*1,text);
pDC->SetTextColor(::GetSysColor(COLOR_3DLIGHT));
pDC->TextOut(cx,cy-s*1,text);
pDC->TextOut(cx-s*1,cy,text);
pDC->TextOut(cx-s*1,cy-s*1,text);
pDC->SetTextColor(textcol);
}
// draw the text
pDC->TextOut(cx,cy,text);
// restore DC
pDC->SetTextColor(oldTextColor);
pDC->SetBkMode(oldBkMode);
pDC->SelectObject(pFontOld);
}
BOOL CMyTextButton::OnEraseBkgnd(CDC*) {
return true; // we don't do any erasing...
}

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