Choose the button (with the OK button as an example to assume its identifier IDC_BTONOK), select the Owner Draw option in its property. The CAPTION of the button is changed to OK (must be uppercase). Open the INSERT menu, click the resource option of the menu INSERT, and then select Bitmap. Press the Import button again to import the required bitmap. You can change your ID (identifier) to "Oku" in the Resource View window, change its ID (identifier) to "Oku", note: The character must be Upperword, double quotes and letters u are essential. The button represented by the letter U is a bitmap displayed when the state is pressed. In addition, the suffix D, F, X, respectively indicate that the button is in an invalid state, respectively, and the button is in an invalid state, respectively. By using different bitmaps for different status of the same button, it is easy to make a button with dynamic effects. When the bitmap you want to use is imported into the project, you should use the dialog box using the bitmap button. The class declaration file is added to the definition of the bitmap button variable CBITMAPBUTTON M_BTONOK. At the same time, in the appropriate location (typically in the OnInitDialog () function of the dialog), add the following statement: m_btonok.autoload (IDC_BTONOK, THIS), load the bitmap into memory and display.