- Table of Contents
- Copyright
- About the Authors
- About the Contributors
- Acknowledgments
- Tell Us What You Think!
- Introduction
- How to Use This Book
- What You Need to Use This Book
- What's New in Visual C++ 6.0
- Contacting the Main Author
- Part I: Introduction
- Chapter 1. The Visual C++ 6.0 Environment
- Part II: MFC Programming
- Chapter 2. MFC Class Library Overview
- Chapter 3. MFC Message Handling Mechanism
- Chapter 4. The Document View Architecture
- Chapter 5. Creating and Using Dialog Boxes
- Chapter 6. Working with Device Contexts and GDI Objects
- Chapter 7. Creating and Using Property Sheets
- Chapter 8. Working with the File System
- Chapter 9. Using Serialization with File and Archive Objects
- Part III: Internet Programming with MFC
- Chapter 10. MFC and the Internet Server API (ISAPI)
- Chapter 11. The WinInet API
- Chapter 12. MFC HTML Support
- Part IV: Advanced Programming Topics
- Chapter 13. Using the Standard C++ Library
- Chapter 14. Error Detection and Exception Handling Techniques
- Chapter 15. Debugging and Profiling Strategies
- Chapter 16. Multithreading
- Chapter 17. Using Scripting and Other Tools to Automate the Visual C++ IDE
- Part V: Database Programming
- Chapter 18. Creating Custom AppWizards
- Chapter 19. Database Overview
- Chapter 20. ODBC Programming
- Chapter 21. MFC Database Classes
- Chapter 22. Using OLE DB
- Chapter 23. Programming with ADO
- Part VI: MFC Support for COM and ActiveX
- Chapter 24. Overview of COM and Active Technologies
- Chapter 25. Active Documents
- Chapter 26. Active Containers
- Chapter 27. Active Servers
- Chapter 28. ActiveX Controls
- Part VII: Using the Active Template Library
- Chapter 29. ATL Architecture
- Chapter 30. Creating COM Objects Using ATL
- Chapter 31. Creating ActiveX Controls Using ATL
- Chapter 32. Using ATL to Create MTS and COM+ Components
- Part VIII: Finishing Touches
- Chapter 33. Adding Windows Help
- Part IX: Appendix
Summary
In this chapter, you saw how Windows maintains a common interface to applications to produce consistent output across a range of devices, such as screens, printers, and plotters.
You saw how the CDC class wraps an HDC device-context handle and provides member functions for the vast majority of API functions that use the device context.
You learned how device-context objects can be created directly for various devices, such as screens and printers, or obtained directly from windows to give you access to the client or entire rendering area of the window.
You looked at how to use the special CDC-derived classes that are used to get access to client areas, to handle window painting, or to play metafiles.
You saw how to create the basic GDI-rendering objects, such as pens and brushes, to perform a wide range of graphical drawing operations using a variety of line-drawing and area-filling styles and techniques. You also saw how to use the various coordinate storing classes and regions with the drawing functions to perform coordinate manipulation and clipping of the rendered output.
You saw how to draw text in a number of fonts using the various text-drawing functions of the device context. You also looked at how to create fonts, as well as the role of the font mapper in the creation of fonts.
Finally, you learned how to load device-dependent bitmaps from the application's resources or create and use them with memory-device contexts. You examined the limitations of device-dependent bitmaps and how to overcome these limitations with device-independent bitmaps with their additional information structures.
Chapter 7. Creating and Using Property Sheets | Next Section

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