Click here to Skip to main content
65,938 articles
CodeProject is changing. Read more.
Articles
(untagged)

Hilite Edit View

0.00/5 (No votes)
5 Jun 2005 3  
A CEditView derived class that highlights the caret line.

Sample Image - hiliteedit.gif

Introduction

I'm a little nervous to introduce my first code here. CHiliteEditView is a small reusable class derived from CEditView that highlights the current caret line, something like the famous editor program UltraEdit does. I wrote this class just for fun, and I like MFC very much.

How to use?

Using CHiliteEditView in your project is fairly easy, just add HiliteEditView.cpp and HiliteEditView.h to your project, and add the following include line:

#include "HiliteEditView.h"

to your stdafx.h, then replace CEditView with CHiliteEditView in yourview.cpp and yourview.h files. Then compile and run.

If your project doesn't use CEditView as the base class, but another class, and you want to try this funny stuff, all you have to do is change the view's base class to CHiliteEditView, in the class declaration and implementation and message map declarations.

Details

I think it is easier for me to make it than to explain how I made it. First problem is when to highlight the caret line? The answer is: after the control's normal paint action. When we enter some text, or click the mouse, or scroll the view, the Edit control will repaint itself. If we want to paint some extra stuff, it is a great chance to do so at that time, just after the control's normal repaint actions.

Obviously, we must handle the following messages:

  • WM_PAINT - main place when the control needs repainting.
  • WM_LBUTTONDOWN - when we click in the control's area, the caret may have moved to another line, so we have to highlight the new line and repaint the previous highlighted line to its normal state.
  • WM_KEYDOWN - when we move the caret by arrow keys, or PgDn/PgUp etc...
  • WM_MOUSEMOVE - when we drag to select, it also needs to update the hilite bar.
  • WM_CHAR - why is it needed? Isn't WM_KEYDOWN enough? Actually I first wrote the class in CRichEditView without handling WM_CHAR and it worked just fine. But when I tried to rewrite it in CEditView, it didn't repaint when I entered a char. Finally I found the reason: when entering a char in RichEdit control, it updates the screen by sending a WM_PAINT; this doesn't happen with the Edit control - it updates the screen by drawing on the screen directly in the WM_CHAR message handler (or others?) and does not send a WM_PAINT message.

Methods

  • int GetCaretLine() const - returns the line number which contains the caret.
  • void GetLineRect(int nLine, LPRECT lpRect) const - gets the rectangle bound of the specified line in client coordinates.
  • virtual void DrawCaretLine(BOOL bInPaint = FALSE) - highlights the line containing the caret. Can be overridden to implement other kinds of hilite.

I would say some more words on DrawCaretLine().

void CHiliteEditView::DrawCaretLine(BOOL bInPaint)
{
    int nLine = GetCaretLine();
    // for effective we need not redraw when we

    // just move caret in the same line using arrow keys, simply return.

    if (nLine == m_nCaretLine && !bInPaint)
    return;

    CRect rectClip;
    GetEditCtrl().GetRect(rectClip);
    CClientDC dc(this);
    dc.IntersectClipRect(rectClip);

    int nLineFirst = GetEditCtrl().GetFirstVisibleLine();
    int nLineLast = GetEditCtrl().LineFromChar(
                            GetEditCtrl().CharFromPos(
                                rectClip.BottomRight()
                            )
                        );

    // hide caret, else it will be ugly.

    HideCaret();

    if (m_nCaretLine >= nLineFirst && m_nCaretLine <= nLineLast)
    {
        // in this section we must not make WM_PAINT a loop

        // so don't let OnPaint() call our DrawCaretLine()

        m_bCanPaint = FALSE;
        CRect rect;
        GetLineRect(m_nCaretLine, rect);
        InvalidateRect(rect, FALSE);
        // update immediately

        UpdateWindow();
        m_bCanPaint = TRUE;
    }

    // we change the caret line color by ROP

    if (nLine >= nLineFirst && nLine <= nLineLast)
    {
        CRect rect;
        GetLineRect(nLine, rect);
        CDC dcMem;
        dcMem.CreateCompatibleDC(&dc);
        CBitmap bmp;
        bmp.CreateCompatibleBitmap(&dc, rect.Width(), rect.Height());
        CBitmap* pSaveBmp = dcMem.SelectObject(&bmp);
        CBrush br(RGB(0, 0, 255));
        dcMem.FillRect(CRect(0, 0, rect.Width(), rect.Height()), &br);

        // "capture" the line into our memory dc, and "INVERT" it

        dcMem.BitBlt(0, 0, rect.Width(), rect.Height(), 
                    &dc, rect.left, rect.top, SRCINVERT
                );

        // blt it back to origin place, but change colors

        dc.BitBlt(rect.left, rect.top, rect.Width(), rect.Height(), 
                    &dcMem, 0, 0, SRCCOPY
                );
        dcMem.SelectObject(pSaveBmp);
    }

    ShowCaret();
    m_nCaretLine = nLine;
}

First, we compare the previous and current caret lines to decide if we need to paint. Normally we needn't repaint twice in the same line, but when handling WM_PAINT, it always needs to repaint because of scrolling. This is the purpose of the BOOL parameter bInPaint. In the WM_PAINT handler, we call DrawCaretLine() with bInPaint set to TRUE, and in other cases, we just forget the parameter, which is default to FALSE.

When the caret position changes, before we paint a hilite bar in the new place, we have to erase the old one. We simply invalidate the previous line rectangle and force WM_PAINT to handle it. There is another important thing here to indicate that the WM_PAINT handler must not call DrawCaretLine() in this case, otherwise it will go into a loop. The OnPaint() handler looks like this:

void CHiliteEditView::OnPaint() 
{
    Default();

    if (m_bCanPaint)
        DrawCaretLine(TRUE);
}

So we can set m_bCanPaint to TRUE to disable this loop, and restore m_bCanPaint to FALSE immediately after repainting.

Finally, I appreciate your enduring my angularity English. Thank you!

License

This article has no explicit license attached to it but may contain usage terms in the article text or the download files themselves. If in doubt please contact the author via the discussion board below.

A list of licenses authors might use can be found here