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MFC! Insert BMP and JPEG window in dialog and how to resize SDI window?

Urgent!!! i need to put bitmap and jpeg into my visual C++ program, into a dialog when i start running my program.
but i don't know how. Can somebody explain step by step to me?

another question is how can i resize my window when I start running my program? which class should I place my code in?(I am working with SDI)

thanx in advance(hope to receive reply asap)

3 Solutions
AndyAinscowFreelance programmer / ConsultantCommented:
To put a bitmap (256 colour) onto a dialog you can use the resource editor.

To resize your window, one method would be (eg in the OnInitialUpdate of the view, OnInitDialog for a dialog):
AfxGetMainWnd()->MoveWindow(left, top, width, height);

more flexibility is provided with the SetWindowPos fn.
1. Edit your dialog.rc file using Visual Studio's dialogue editor (as though you want to add buttons etc.).
2. Add a "Picture Control" from the "toolbox". Make it the size that you want your final image to be.
3. In the "properties" view of the picture control, change its ID to "IDC_PICTURE_PLACEHOLDER".
4. Add the following member variables to your dialog class:
   CRect m_PictureHolderRect;
   CImage m_bmpBitmap;
5. Add ON_WM_PAINT() to your dialogue box message map (it's probably already there).
6. Add the following methods (assuming your dialog is called CMyDlg).

BOOL CMyDlg::OnInitDialog()
{ CDialog::OnInitDialog();

  // get the screen dimensions of the PictureControl - it was only put there for this purpose
  // convert to client coordinates
  LoadBitmap("C:\\My Pictures\\Somewhere\\Nice Picture.JPG");
  return TRUE;

void CMyDlg::LoadBitmap(CString str)
{ if (str.GetLength() > 0)
  { // Delete the current image
    // Load the new image
    // Invalidate the dialog

void CMyDlg::OnPaint()
{ // get the device context
  CPaintDC dc(this);

  // get the rectangle containing the picture place-holder
  CRect rect(m_PictureHolderRect);

  // retain the correct aspect ratio
  int spaceWidth = rect.Width();
  int spaceHeight = rect.Height();
  int bmpWidth = m_bmpBitmap.GetWidth();
  int bmpHeight = m_bmpBitmap.GetHeight();
  if ((double)bmpWidth / bmpHeight > (double)spaceWidth / spaceHeight)
  { spaceHeight = (int)((double)spaceWidth / bmpWidth * bmpHeight);
  { spaceWidth = (int)((double)spaceHeight / bmpHeight * bmpWidth);
  rect.right = rect.left + spaceWidth;
  rect.bottom = rect.top + spaceHeight;

  // re-position to the centre of the place-holder position
  LONG offsetX = (m_PictureHolderRect.right - rect.right) / 2;
  LONG offsetY = (m_PictureHolderRect.bottom - rect.bottom) / 2;
  rect.left += offsetX;   rect.right += offsetX;
  rect.top += offsetY;    rect.bottom += offsetY;

  // resize the picture placeholder
  CWnd* pWnd = GetDlgItem(IDC_PICTURE_POS);
                     rect.left - 4,
                     rect.top - 4,
                     rect.Width() + 8,
                     rect.Height() + 8,

  // set the bitmap stretch mode to half-tone

  // display the bitmap
  m_bmpBitmap.Draw(dc.m_hDC, rect);

Not only will this display your picture within your dialogue box, it will also retain the correct aspect ratio.

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