Here's what I did* based on Brian's links
First create a dialog resource with the properties:
- border FALSE
- 3D look FALSE
- client edge FALSE
- Popup style
- static edge FALSE
- Transparent TRUE
- Title bar FALSE
and you should end up with a dialog window with no frame or anything, just a grey box.
override the Create function to look like this:
BOOL LightBoxDlg::Create(UINT nIDTemplate, CWnd* pParentWnd)
{
if(!CDialog::Create(nIDTemplate, pParentWnd))
return false;
RECT rect;
RECT size;
GetParent()->GetWindowRect(&rect);
size.top = 0;
size.left = 0;
size.right = rect.right - rect.left;
size.bottom = rect.bottom - rect.top;
SetWindowPos(m_pParentWnd,rect.left,rect.top,size.right,size.bottom,NULL);
HWND hWnd=m_hWnd;
SetWindowLong (hWnd , GWL_EXSTYLE ,GetWindowLong (hWnd , GWL_EXSTYLE ) | WS_EX_LAYERED ) ;
typedef DWORD (WINAPI *PSLWA)(HWND, DWORD, BYTE, DWORD);
PSLWA pSetLayeredWindowAttributes;
HMODULE hDLL = LoadLibrary (_T("user32"));
pSetLayeredWindowAttributes =
(PSLWA) GetProcAddress(hDLL,"SetLayeredWindowAttributes");
if (pSetLayeredWindowAttributes != NULL)
{
/*
* Second parameter RGB(255,255,255) sets the colorkey
* to white LWA_COLORKEY flag indicates that color key
* is valid LWA_ALPHA indicates that ALphablend parameter
* is valid - here 100 is used
*/
pSetLayeredWindowAttributes (hWnd,
RGB(255,255,255), 100, LWA_COLORKEY|LWA_ALPHA);
}
return true;
}
then create a small black bitmap in an image editor (say 48x48) and import it as a bitmap resource (in this example IDB_BITMAP1)
override the WM_ERASEBKGND message with:
BOOL LightBoxDlg::OnEraseBkgnd(CDC* pDC)
{
BOOL bRet = CDialog::OnEraseBkgnd(pDC);
RECT rect;
RECT size;
m_pParentWnd->GetWindowRect(&rect);
size.top = 0;
size.left = 0;
size.right = rect.right - rect.left;
size.bottom = rect.bottom - rect.top;
CBitmap cbmp;
cbmp.LoadBitmapW(IDB_BITMAP1);
BITMAP bmp;
cbmp.GetBitmap(&bmp);
CDC memDc;
memDc.CreateCompatibleDC(pDC);
memDc.SelectObject(&cbmp);
pDC->StretchBlt(0,0,size.right,size.bottom,&memDc,0,0,bmp.bmWidth,bmp.bmHeight,SRCCOPY);
return bRet;
}
Instantiate it in the DoModal of the desired dialog, Create it like a Modal Dialog i.e. on the stack(or heap if desired), call it's Create manually, show it then create your actual modal dialog over the top of it:
INT_PTR CAboutDlg::DoModal()
{
LightBoxDlg Dlg(m_pParentWnd);//make sure to pass in the parent of the new dialog
Dlg.Create(LightBoxDlg::IDD);
Dlg.ShowWindow(SW_SHOW);
BOOL ret = CDialog::DoModal();
Dlg.ShowWindow(SW_HIDE);
return ret;
}
and this results in something exactly like my mock up above
*there are still places for improvment, like doing it without making a dialog box to begin with and some other general tidyups.
When opening a CDialog, the trick is to use a WindowsInteropHelper to get the parent WPF dialog's HWND. Then, you can use CWnd::Attach to wrap that HWND in a CWnd class to pass to the CDialog's constructor.
The problem I had was that I already had the CDialog constructed., but not yet displayed. The various versions of SetParent can only be used if your target child window already has a valid handle. I had to write a new function in my CDialog class to set m_wndParent, which is what it uses as the parent when it finally creates the dialog. Then everything works great!
Somehow creating WPF dialogs from MFC dialogs "just works". It's magic.
Best Solution
You're right, the document class is no good place for UI.
CDocTemplate::[OpenDocumentFile][1](pszPath)
looks like a better candidate:pszPath==NULL means 'create a new document'.
The method is virtual -> Just derive
CMySingleDocTemplate
fromCSingleDocTemplate
and use an instance of this class inCMyWinApp::InitInstance().
This class is responsible for creating docs, frames and views, hence I think it's a good place to put a UI operation.
This might not be ideal though: In SDI, there is one and only doc object. It's re-used accross File/Load and File/New operation.
This function will then be called a first time before the initial mainframe is created. You may not want to have a dialog presented to user before the frame is created. Ouch! It's a little more complicated: Instead of popping up a GUI in in OpenDocumentFile(NULL) as above, just post a custom message/command to the main frame. Then add a handler that will react by the sequence pop up GUI/update doc/update views. That way, the main frame will be displayed before the GUI is popped up and your user will be happier.
This also solves your problem where you don't have a CWnd parent: the main frame is already created and your dialog will use it byt default.
BTW, another solution consists in adding a command handler for ID_FILE_NEW in your CMyWinApp's message map and add your own override of OnFileNew(). But when you write OnFileNew(), I believe you'll quickly find out that it's an ugly solution :-(