Re: Hide dialog at first

mfc <>
Sat, 13 Nov 2010 04:40:54 -0800 (PST)
On 13 Nov., 01:35, Joseph M. Newcomer <> wrote:

See my essay on dialog-based apps. Nish gracefully allowed me to inclu=

de his code on my

site, and he has a solution to this.


On Fri, 12 Nov 2010 14:20:51 -0800 (PST), mfc <> wr=



how is it possible to hide a dialog at the beginning? I want to
acchieve that all controls are created in the OnInitDialog() method as
well as painted in the OnPaint() method.

I don't understand any of this. You've just said, "I want Windows to w=

ork exactly as it

is designed to work" and I fail to see why this is a challenge.

If the whole dialog is ready, I want to enable / show the dialog so
that all images are loaded and no flickering will be available. The
problem is that after the OnInitdialog method, Showwindow(SHOW) will
be always called.

This is a different question. Since you have not explained that there =

IS flickering, or

what is flickering, or anything else usable in helping suggest a solution=

, it is not

possible to suggest an answer.

You`re right, because if ShowWindow(SW_HIDE) is used the dialog won`t
be painted in the background. I have to load some pictures (png`s)
using GDI+ (I`ve also tried CImage) by a stream. All pictures are
available as a resource in the project and it seems to me that the
alogrithm to load this stream takes some time (http://

here are some steps to load the png image from the resource...
HRSRC hResource = ::FindResource(hInst, pName, pType);
DWORD imageSize = ::SizeofResource(hInst, hResource);
const void* pResourceData = ::LockResource(::LoadResource(hInst,
m_hBuffer = ::GlobalAlloc(GMEM_MOVEABLE, imageSize);
if (::CreateStreamOnHGlobal(m_hBuffer, FALSE, &pStream) == S_OK)

The area where the image should be displayed in the dialog is at first
white and after some time (maybe one second) the picture will be
displayed. If I try to use a bitmap (located as resource) LoadBitmap()
the time where the white background is shown is much shorter, but
still not good.

class CPictureCtrl :
     public CStatic
         CImageList m_ImageList;
    CImage image;
    BITMAP m_bitmap;

void CPictureCtrl::DrawItem(LPDRAWITEMSTRUCT lpDrawItemStruct)
    CDC *pDC = CDC::FromHandle( lpDrawItemStruct->hDC );

    CRect m_rectBtn = lpDrawItemStruct->rcItem;
         m_ImageList.DrawIndirect(pDC ,
                  0 ,
                  CPoint( m_rectBtn.left, ),
                  CSize( (m_bitmap.bmWidth) , (m_bitmap.bmHeight)),
                  CPoint( 0 , 0 ) ,

BOOL CPictureCtrl::LoadImage(UINT id, LPCTSTR pType)
         CBitmap bitmap;
        return FALSE;

    bitmap.GetObject( sizeof( m_bitmap ) , &m_bitmap );
    if( m_ImageList.Create( m_bitmap.bmWidth , m_bitmap.bmHeight ,
ILC_COLORDDB, 1 , 2 ) )
        m_ImageList.Add(&bitmap, &bitmap);

    return TRUE;

In my later version I will have some more pictures loaded, therefore I
already use a imagelist.

best regards

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