Documentation for Visual Face Lift:

Using Visual Face Lift in your programs
Just link with the VFLengine.lib, and call the function FaceLift_InstallHook() in your initialization code for your program (WinMain or InitInstance) before any windows are created - this will hook all window (dialog/control/mainwind) creation in your application so that the program will automatically skin them. Make sure that the VFLengine.DLLfile is in your executable's folder, along with the Skin.vflskin file. If you want to load your own skin instead of the default Skin.vflskin file, first call FaceLift_SetSkinConfig with the filename of the Skin file to load.

For examples of how this can be done with only two lines of code in your app, and a suggested method of passing skin filenames to your application, open any of the example source projects in the installed "Sample Source" folder and look for FaceLift_InstallHook. Or you can click here for a screenshot of it.

The Visual Face Lift engine allows you to directly add controls, dialogs, and windows to the engine if you do not want to use FaceLift_InstallHook. Use FaceLift_InstallForWindow and FaceLift_UninstallForWindow - the engine will automatically use the correct skin item for that window. Consult the install help file for more information on more fine control over specific window types.

To turn on or off the skin, use FaceLift_Enable. This will affect all the next set of windows, not the current ones. To do this dynamically will require you to either close the app and restart, or else close and reopen all windows so that the resizing doesn't occur.

Editing Skins
Visual Face Lift comes complete with a full Skin Editor that allows you to customize skins and make new ones. Simply launch the Skin Editor and open a Skin file, and start working. The Editor has a built-in bitmap editor that allows you to edit each of the image states, and import images from other source bitmaps.


Updated: Thursday, Sep 18, 2008
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