Printing without the Document/View framework

If you have a dialog based application and want to print, then you cannot take advantage of the Doc/View framework that MFC provides to do all the dirty work for you.

In order to keep the MFC doc/View feel I recomend providing helper functions OnBeginPrinting, OnEndPrinting and OnPrint similar to the CView versions. A CDC and a CPrintInfo object is passed into each of these functions. You will have to provide these functions yourself. Typically you would undertake any initialisation neessary (such as creating GDI objects) in OnBeginPrinting. Your OnPrint function would be where you do the actual printing/drawing, and your OnEndPrinting function performs any cleanup necessary (such as deleting GDIobjects created in OnBeginPrinting). You can call these functions whatever you want - I've used these names to be consistant with the CView names, and they are only used to show where the various initialisation/printing/cleanup code should be inserted by you.

void CMyDialog::Print() 
{
    CDC dc;
    CPrintDialog printDlg(FALSE);

    if (printDlg.DoModal() == IDCANCEL)         // Get printer settings from user
        return;

    dc.Attach(printDlg.GetPrinterDC());         // Attach a printer DC
    dc.m_bPrinting = TRUE;

    CString strTitle;                           // Get the application title
    strTitle.LoadString(AFX_IDS_APP_TITLE);

    DOCINFO di;                                 // Initialise print document details
    ::ZeroMemory (&di, sizeof (DOCINFO));
    di.cbSize = sizeof (DOCINFO);
    di.lpszDocName = strTitle;

    BOOL bPrintingOK = dc.StartDoc(&di);        // Begin a new print job

    // Get the printing extents and store in the m_rectDraw field of a 
    // CPrintInfo object
    CPrintInfo Info;
    Info.m_rectDraw.SetRect(0,0, 
                            dc.GetDeviceCaps(HORZRES), 
                            dc.GetDeviceCaps(VERTRES));

    OnBeginPrinting(&dc, &Info);                // Call your "Init printing" funtion
    for (UINT page = Info.GetMinPage(); 
         page <= Info.GetMaxPage() && bPrintingOK; 
         page++)
    {
        dc.StartPage();                         // begin new page
        Info.m_nCurPage = page;
        OnPrint(&dc, &Info);                    // Call your "Print page" function
        bPrintingOK = (dc.EndPage() > 0);       // end page
    }
    OnEndPrinting(&dc, &Info);                  // Call your "Clean up" funtion

    if (bPrintingOK)
        dc.EndDoc();                            // end a print job
    else
        dc.AbortDoc();                          // abort job.

    dc.Detach();                                // detach the printer DC
}

Last updated: August 12 1998



Comments

Leave a Comment
  • Your email address will not be published. All fields are required.

Top White Papers and Webcasts

  • Live Event Date: May 18, 2015 @ 1:00 p.m. ET / 10:00 a.m. PT While the idea of using facial and or gesture recognitions to create a modern, intuitive game seems attractive, some developers may want to leverage Unity 3D as a way to accelerate their development. There are many different ways in which Intel and Unity Technologies have been working together to helps speed the develop of games with the Intel® RealSense™ SDK (Software Developer Kit), so come hear from a panel of experts on what we've done …

  • There has been growing buzz about DevOps. DevOps is a methodology that unites the often separate functions of software development (Dev) and production and operations (Ops) into a single, integrated, and continuous process. DevOps is about breaking down the barriers between Dev and Ops. It leverages people, processes, and technology to stimulate collaboration and innovation across the entire software development and release process. Dev and Ops should always be part of an integrated process, but that's not …

Most Popular Programming Stories

More for Developers

RSS Feeds

Thanks for your registration, follow us on our social networks to keep up-to-date