Ok.. My problem is kind of screwed up, I'm not even sure if there is a solution available for this. If there isn't, I'd like to know any alternative way of doing this.

I placed a Picture Control using resource compiler and using that, I was able to load a BMP or JPEG file on it. Here is the problem - I'd like to draw rectangles ON TOP of the picture that has been loaded. Let me show you my OnPaint function to see what I have attempted so far.

Code:
void CMy2d_3d_applicationDlg::OnPaint()
{
	CPaintDC dc(this); // device context for painting
	
	CRect RectColorChanger;

	// Get the location and dimensions of the control
	m_picCtrl.GetWindowRect(&RectColorChanger);
	CBrush BrushRed(RGB(255, 55, 5));

	// Select the new brush
	CBrush *pOldBrush = dc.SelectObject(&BrushRed);

	// Convert the current coordinates from Screen to Client
	ScreenToClient(&RectColorChanger);
	// Change the background of the control
	dc.Rectangle(RectColorChanger);
	
	// Restore the old brush
	dc.SelectObject(pOldBrush);

	if (IsIconic())
	{
		SendMessage(WM_ICONERASEBKGND, reinterpret_cast<WPARAM>(dc.GetSafeHdc()), 0);

		// Center icon in client rectangle
		int cxIcon = GetSystemMetrics(SM_CXICON);
		int cyIcon = GetSystemMetrics(SM_CYICON);
		CRect rect;
		GetClientRect(&rect);
		int x = (rect.Width() - cxIcon + 1) / 2;
		int y = (rect.Height() - cyIcon + 1) / 2;

		// Draw the icon
		dc.DrawIcon(x, y, m_hIcon);
	}
	else
	{
		CDialog::OnPaint();
	}
}
This code is supposed to paint the whole background of the picture control with color red and it works - only if the type of the picture control is set to frame. Well, if I set the type to frame, then I can't load the JPEG or BMP files onto the picture control anymore. On the other hand, if I change the type of picture control into bitmap, then the picture loads properly - only that I will not be able to use device context to create any rectangles or circles.

Does anyone have bright ideas to overcome this problem?