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Arman
"Harald" wrote:
VS 2005, MFC Dialog-based app. I am drawing a diagram and, depending on a
condition, add one of three bitmaps to the diagram. How do I properly
release the bitmaps when I exit the dialog? Here is the code I am using,
and
the bitmaps are released, but the code in OnDestroy() looks strange to
me.
// load the bitmaps
BOOL CMyDialog::On InitDialog()
{
....
bmp1.LoadBitap("Bitmap1");
bmp2.LoadBitmap("Bitmap2");
bmp3.LoadBitmap("Bitmap3");
....
}
void CMyDialog::OnPaint()
{
CDC MemDC;
MemDC.CreateCompatibleDC(&dc);
CBitmap Bmp;
Bmp.CreateCompatibleBitmap(&dc,size_a,size_b);
CBitmap *pOldBmp = MemDC.SelectObject(&Bmp);
DrawDiagram(&memDC);
// add one of three bitmaps based on condition
CDC tempDC;
tempDC.CreateCompatibleDC(&tempDC);
if (m_condition==1)
tempDC.SelectObject(&bmp1);
if(m_condition==2)
tempDC.SelectObject(&bmp2);
else
tempDC.SelectObject(&bmp3);
MemDC.BitBlt(position_c,position_d,24,20,&tempDC,0,0,SRCCOPY);
// now draw the combined graphics to screen
dc.BitBlt(0,0,
aa,cc,&MemDC,0,0,SRCCOPY);
MemDC.SelectObject(pOldBmp);
}
// clean up
void CMyDialog::OnDestroy()
{
DeleteObject(bvmp1);
DeleteObject(bvmp2);
DeleteObject(bvmp3);
bmp1.Detach();
bmp2.Detach();
bmp2.Detach();
}
My question is: How do I properly clean up the GDI objects bmp1, bmp2,
bmp3?
The way I do it in OnDestroy() works, but it looks strange to me. Thanks
for
your comments.
Harald
No sense to call CBitmap::Detach after a call to CBitmap::DeleteObject.
Though even the entire OnDestroy is not needed. On closing the dlg,
CBitmap
destructors will do the cleanup job for you.
Thanks for the reply. However, without the calls in OnDestroy() the GDI
objects are not cleaned up. I can watch their number grow in TaskManager.