Views Foundation
Creating an ActiveX Control from Existing Views Code
Creating an ActiveX Control with the ATL Library
Step 1: Preparing the Program
Step 2: Creating an ActiveX Control with ATL
Step 3: Adding Custom Properties to the ActiveX Control
Step 4: Adding a Custom Event to The ActiveX Control
Creating an ActiveX Control with the MFC Library
Step 1: Preparing the Program
Step 2: Creating an ActiveX Control with MFC
Step 3: Adding Custom Properties to the ActiveX Control
Step 4: Adding a Custom Event to the ActiveX Control
Adding ActiveX Controls as Graphic Objects into a Views Application
Presentation of the Views Application of this Example
Step 1: Creating an IlvGraphicCOMAdapter Object
Step 2: Getting an Object Interface
Step 3: Adding an Object Interactor
Step 4: Adding a Browser
Step 5: Getting the Value of the Property of a Control
Gadgets
The ViewFile Application: Building a Simple File Browser
Step 1: Building the Browser Window
Choosing the Right Gadgets for your Application
Choosing the Container
Implementing the Main Window
Creating the Application
Previewing the Application
Step 2: Browsing Files
Creating the File Browser
Creating the Gadget Items
Instantiating the File Viewer
Previewing the Application
Step 3: Adding Docking Bars
Preparing the Main Window for Docking
Creating the Docking Toolbar
Creating the Docking Menu Bar
Integrating Changes into the Application
Previewing the Application
Step 4: Adding View Frames
Choosing the Desktop View
Creating View Frames
Adding New Menus and Items to View Frames
Previewing the Application
Customizing Gadgets
Step 1: Extending a Gadget by Changing its Graphical Appearance
Creating a Subclass of an Existing Gadget
Adding an API to the New Gadget Class
Modifying How the New Gadget is Drawn
Testing the New Gadget Class
Step 2: Extending a Gadget by Changing its Behavior
Choosing the Right Way to Modify the Behavior of an Existing Gadget
Creating a Generic Interactor
Creating a Dedicated Interactor
Testing the New Interactor
Step 3: Creating a Composite Gadget
Creating a Gadget Composed of Other Gadgets
Handling Keyboard Focus in a Gadget
Handling Events in a Gadget
Adding Callbacks to a Gadget
Testing the Composite Gadget
Application Framework
The Bitmap Editor Application
Step 1: Generating the Base Files With the Wizard
Creating and Configuring an Options File (.odv file)
Generating the C++ Code and Resource Files
Conclusion
Step 2: Implementing the Document and the View
Implementing the BitmapDocument Class
Reading a Bitmap
Creating a New Bitmap
Implementing the BitmapView
Step 3: Modifying and Saving a Bitmap
Defining the DrawRectangleCommand
Defining the DrawBitmapInteractor
Adding Notification on the Document Views
Enabling Undo/Redo with Application Framework Editor
Changing the Document Palette
Step 4: Inserting Dialogs Done with Views Studio
Designing the Dialog Box Using Views Studio
Integrating the Dialog Box in the Bitmap Editor Application
Step 5: Adding Zoom Commands
Adding Zoom Actions Using the Application Framework Editor
Modifying the BitmapView Class to Catch the New Actions
Implementing Zoom in the BitmapView Class
2D Graphics
Creating Prototypes in Views Studio
Introduction
Launching Studio With the Prototypes Extension
Creating a Prototype
Defining the Application Interface of the Prototype
Defining the Visual Representation of the Prototype
Defining the Graphic Behavior of the Prototype
Changing a Prototype Value
Creating an Instance of a Prototype
Modifying the Prototype
Defining an Interactive Behavior for a Prototype
Editing a Prototype
Connecting Two Prototype Instances
Summary
Predefined Libraries
Linking Your Prototype to Application Objects
Introduction
Step 1: Reading a Panel Containing Prototype Instances
Step 2: Retrieving and Modifying the Prototype Instances
Step 3: Creating a Group Mediator to Handle User Feedback
Defining a Token Application Object
Defining the GroupMediator of an Application’s Class
Linking an Application Object to its Representation
Synchronizing the Application Object and its Display
Summary
Glossary
Views Foundation
Glossary
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