I'm developing an application which captures frames using DXGI mechanism from an application.
First creation of the IDXGIOutputDuplication is correct. When the application changes its display (for example from fullscreen to windowed or vice versa), the frame acquire failed (expected behaviour), then I recreate the IDXGIOutputDuplication and regularly the call to DuplicateOutput crash.
Below creation of the D3d11 device:
D3D_FEATURE_LEVEL FeatureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_1
};
UINT NumFeatureLevels = ARRAYSIZE( FeatureLevels );
D3D_FEATURE_LEVEL FeatureLevel = D3D_FEATURE_LEVEL_11_1;
D3D11CreateDevice( _pDxgiAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0, FeatureLevels, NumFeatureLevels, D3D11_SDK_VERSION, &_pD3D11Device, &FeatureLevel, &_pD3D11DeviceCtx );
_pDxgiAdapter is created before the device.
Below creation of the IDXGIOutputDuplication:
int DxgiVideoCapture::open() {
findDxgiAdapter();
if( nullptr != _pDxgiAdapter ) {
// Duplicate output
uint32_t ui32OutputIndex = 0;
HRESULT hr = S_OK;
while( SUCCEEDED( hr ) ) {
IDXGIOutput* pDxgiOutput = nullptr;
hr = _pDxgiAdapter->EnumOutputs( ui32OutputIndex, &pDxgiOutput );
if( SUCCEEDED( hr ) ) {
IDXGIOutput1* pDxgiOutput1 = nullptr;
if( SUCCEEDED ( pDxgiOutput->QueryInterface( __uuidof( IDXGIOutput1 ), ( void** )&pDxgiOutput1 ) ) ) {
uint32_t ui32EnumMode = 0;
uint32_t ui32Flags = 0xffffffff;
}
if( SUCCEEDED ( pDxgiOutput->QueryInterface( __uuidof( IDXGIOutput1 ), ( void** )&_pDxgiOutput1 ) ) ) {
LOGI( "/!\\ Call which crash regularly /!\\" );
HRESULT hrDup = _pDxgiOutput1->DuplicateOutput( _pD3D11Device, &_pOutputDuplication );
if( SUCCEEDED( hrDup ) ) {
LOGI( "Output duplication created." );
} else {
switch( hrDup ) {
case E_INVALIDARG :
{
LOGW( "Invalid device or output already duplicated" );
}
break;
case E_ACCESSDENIED :
{
LOGW( "Access denied" );
}
break;
case DXGI_ERROR_UNSUPPORTED :
{
LOGW( "DXGI_ERROR_UNSUPPORTED" );
}
break;
case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE :
{
LOGW( "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE" );
}
break;
case DXGI_ERROR_SESSION_DISCONNECTED :
{
LOGW( "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE" );
}
break;
default:
{
LOGW( "default" );
}
}
} else {
LOGE( "Unable to retrieve interface creating the ouput duplication" );
}
}
pDxgiOutput->Release();
}
ui32OutputIndex++;
}
return RET_OK;
}
Below the frame acquisition:
int DxgiVideoCapture::captureGameFrame() {
int iRet = RET_ERROR;
ID3D11Texture2D* pCapturedTexture = nullptr;
DXGI_OUTDUPL_FRAME_INFO frameInfo;
ZeroMemory(&frameInfo, sizeof(frameInfo));
HRESULT hr = _pOutputDuplication->AcquireNextFrame( 1000, &frameInfo, &_pDxgiResource );
if( FAILED( hr ) ) {
if( hr == DXGI_ERROR_WAIT_TIMEOUT ) {
LOGW( "Wait for %d ms timed out", 1000);
}
if (hr == DXGI_ERROR_INVALID_CALL) {
LOGW( "Invalid Call, previous frame not released?" );
}
if (hr == DXGI_ERROR_ACCESS_LOST) {
LOGW( "Error Access lost - is it a game end ?" );
}
iRet = RET_RESET_CAPTURE;
return iRet;
}
if( FAILED( hr = _pDxgiResource->QueryInterface( __uuidof( ID3D11Texture2D ), ( void** ) &pCapturedTexture ) ) ) {
LOGW( "unable to retrieve D3D11 texture 0x%x", hr );
return RET_WARNING;
} else {
// Store window of the game
D3D11_TEXTURE2D_DESC d3D11TextureDesc;
pCapturedTexture->GetDesc( &d3D11TextureDesc );
// Compute the zone to extract.
D3D11_BOX srcBox;
memset( &srcBox, 0, sizeof( srcBox ) );
if( _pGameWindow->getLeftPos() > 0 ) {
srcBox.left = _pGameWindow->getLeftPos();
}
if( _pGameWindow->getTopPos() > 0 ) {
srcBox.top = _pGameWindow->getTopPos();
}
srcBox.front = 0;
srcBox.right = _pGameWindow->getLeftPos() + _pGameWindow->getWidth();
if( srcBox.right > _pGameWindow->getMonitorWidth() ) {
srcBox.right = _pGameWindow->getMonitorWidth();
}
if( ( srcBox.right - srcBox.left ) % 2 != 0 ) {
srcBox.right--;
}
srcBox.bottom = _pGameWindow->getTopPos() + _pGameWindow->getHeight();
if( srcBox.bottom > _pGameWindow->getMonitorHeight() ) {
srcBox.bottom = _pGameWindow->getMonitorHeight();
}
if( ( srcBox.bottom - srcBox.top ) % 2 != 0 ) {
srcBox.bottom--;
}
srcBox.back = 1;
// AVFrame info are udpate just when the captured game window and the texture are diffrent.
// In the same time texture is reallocated.
if( ( ( srcBox.right - srcBox.left ) != _CapturedTextureDesc.Width )
|| ( ( srcBox.bottom - srcBox.top ) != _CapturedTextureDesc.Height )
) {
LOGD( "Game window: %dx%d ; %d->%d", _pGameWindow->getLeftPos(), _pGameWindow->getTopPos(), _pGameWindow->getWidth(), _pGameWindow->getHeight() );
LOGD( "Texture creation %dx%d -> %dx%d", srcBox.left, srcBox.top, srcBox.right, srcBox.bottom );
// Create the new texture
iRet = createCapturedTexture( srcBox.right - srcBox.left, srcBox.bottom - srcBox.top );
}
DirectX11Util::GetInstance()->getD3D11DeviceContext()->CopySubresourceRegion( _pGameTexture, 0, 0, 0, 0, pCapturedTexture, 0, &srcBox );
}
if( nullptr != _pDxgiResource ) {
_pOutputDuplication->ReleaseFrame();
pCapturedTexture->Release();
_pDxgiResource->Release();
_pDxgiResource = nullptr;
}
iRet = RET_OK;
return iRet;
}
Below the release of the D3d11 capture before recreation of the IDXGIOutputDuplication:
int DxgiVideoCapture::close() {
if( nullptr != _pGameTexture ) {
ZeroMemory( &_CapturedTextureDesc, sizeof( D3D11_TEXTURE2D_DESC ) );
_pGameTexture->Release();
_pGameTexture = nullptr;
}
if( nullptr != _pDxgiResource ){
_pOutputDuplication->ReleaseFrame();
_pDxgiResource->Release();
_pDxgiResource = nullptr;
}
if( nullptr != _pOutputDuplication ) {
_pOutputDuplication->Release();
_pOutputDuplication = nullptr;
}
return RET_OK;
}
What I would like to know is how can I invest this crash (application ends without any message). To be more accurate I cross compile my application, but the behaviour seems the same. Do you have any idea how to invest this issue ?
Tell me if you want more details.
Thanks in advance !
Related
I have a working example using the Windows text-to-speech API, but the problem is it freezes when given a large amount of text.
To solve this I want to make the process asynchronous. I've found the SpeechVoiceSpeakFlags::SVSFlagsAsync flag, but how do I get the results of a previously-submitted request?
Here is my code:
char* TextToWavInner( const wchar_t* voiceRequiredAttributes, const wchar_t* voiceOptionalAttributes, long rate, const wchar_t* textToRender, ULONG* pBytesRead )
{
HRESULT hr;
CComPtr<ISpVoice> cpVoice; //Will send data to ISpStream
CComPtr<ISpStream> cpStream; //Will contain IStream
CComPtr<IStream> cpBaseStream; //raw data
ISpObjectToken* cpToken( NULL ); //Will set voice characteristics
GUID guidFormat;
WAVEFORMATEX* pWavFormatEx = nullptr;
hr = cpVoice.CoCreateInstance( CLSID_SpVoice );
if ( FAILED( hr ) )
return NULL;
hr = SpFindBestToken( SPCAT_VOICES, voiceRequiredAttributes, voiceOptionalAttributes, &cpToken );
if ( FAILED( hr ) )
return NULL;
hr = cpVoice->SetVoice( cpToken );
cpToken->Release();
if ( FAILED( hr ) )
return NULL;
cpVoice->SetRate( rate );
hr = cpStream.CoCreateInstance( CLSID_SpStream );
if ( FAILED( hr ) )
return NULL;
hr = CreateStreamOnHGlobal( NULL, true, &cpBaseStream );
if ( FAILED( hr ) )
return NULL;
hr = SpConvertStreamFormatEnum( SPSF_44kHz16BitMono, &guidFormat, &pWavFormatEx );
if ( FAILED( hr ) )
return NULL;
hr = cpStream->SetBaseStream( cpBaseStream, guidFormat, pWavFormatEx );
if ( FAILED( hr ) )
return NULL;
hr = cpVoice->SetOutput( cpStream, false );
if ( FAILED( hr ) )
return NULL;
SpeechVoiceSpeakFlags voiceFlags = ( SpeechVoiceSpeakFlags ) ( SpeechVoiceSpeakFlags::SVSFlagsAsync | SpeechVoiceSpeakFlags::SVSFPurgeBeforeSpeak );
hr = cpVoice->Speak( textToRender, voiceFlags, NULL );
if ( FAILED( hr ) )
return NULL;
LARGE_INTEGER a = { 0 };
hr = cpStream->Seek( a, STREAM_SEEK_SET, NULL );
if ( FAILED( hr ) )
return NULL;
STATSTG stats;
cpStream->Stat( &stats, STATFLAG_NONAME );
ULONG sSize = stats.cbSize.LowPart;
char* pBuffer = new char[ sSize ];
cpStream->Read( pBuffer, sSize, pBytesRead );
return pBuffer;
}
What I wan't to achieve is to simulate left click in web browoser created with IWebBrowser2 class.
Current code
if (SUCCEEDED(OleInitialize(NULL))){
IWebBrowser2* pBrowser2;
CoCreateInstance(CLSID_InternetExplorer, NULL, CLSCTX_LOCAL_SERVER,
IID_IWebBrowser2, (void**)&pBrowser2);
if (pBrowser2){
VARIANT vEmpty;
VariantInit(&vEmpty);
BSTR bstrURL = SysAllocString(L"http://google.pl");
HRESULT hr = pBrowser2->Navigate(bstrURL, &vEmpty, &vEmpty, &vEmpty, &vEmpty);
if (SUCCEEDED(hr))
{
pBrowser2->put_Visible( VARIANT_FALSE );
pBrowser2->put_FullScreen( VARIANT_TRUE );
}
else
{
pBrowser2->Quit();
}
srand( time( NULL ) );
Sleep( ( std::rand() % 5000 ) + 5000 );
if(std::rand() % 100 > chance ){
SysFreeString(bstrURL);
pBrowser2 -> Release();
return;
}
HWND handle;
if( pBrowser2 -> get_HWND( ( long *)&handle ) != S_OK ){
return;
}
IServiceProvider* pServiceProvider = NULL;
if (SUCCEEDED(pBrowser2->QueryInterface(IID_IServiceProvider, (void**)&pServiceProvider))){
IOleWindow* pWindow = NULL;
if (SUCCEEDED(pServiceProvider->QueryService(
SID_SShellBrowser,
IID_IOleWindow,
(void**)&pWindow))){
HWND hwndBrowser = NULL;
if (SUCCEEDED(pWindow->GetWindow(&hwndBrowser))){
RECT windowRect;
GetWindowRect( hwndBrowser , &windowRect );
for( int i = 0 ; i < 100 ; i++ ){
//just for test
int positionX = ( ( std::rand() ) % ( windowRect.right - windowRect.left ) ) + windowRect.left;
int positionY = ( ( std::rand() ) % ( windowRect.bottom - windowRect.top ) ) + windowRect.top;
printf( "%d | %d\n",positionX,positionY);
PostMessage( hwndBrowser, WM_LBUTTONDOWN, 0, MAKELPARAM(positionX,positionY) );
Sleep( 10 );
PostMessage ( hwndBrowser, WM_LBUTTONUP, 0, MAKELPARAM(positionX,positionY) );
}
}
pWindow->Release();
}
pServiceProvider->Release();
}
pBrowser2->put_Visible(VARIANT_TRUE);
SysFreeString(bstrURL);
pBrowser2 -> Release();
}
OleUninitialize();
}
but nothing happen. Also I tried SendMessage and with/without window visible.
Second approach would be access to dom and try to invoke click event but is this possible ?
How can I pin application icon to metro start screen in win8 programmatically(c++)? I know how to do it manually. I also know that it will be added automatically once I launch that application.
I found this solution here
BOOL PinToStart( LPCWSTR szFilePath )
{
BOOL bSuccess = FALSE;
// break into file name and path
WCHAR lpszDirectoryName[ MAX_PATH ] = { 0 };
LPCWSTR lpszFileName = ::PathFindFileName( szFilePath );
wcscpy_s( lpszDirectoryName, szFilePath );
::PathRemoveFileSpec( lpszDirectoryName );
// load shell32.dll
HMODULE hShell32 = LoadLibrary( L"SHELL32" );
if( hShell32 != NULL )
{
// get the localized translation of 'Pin to Start' verb
WCHAR szPinToStartLocalized[ MAX_PATH ] = { 0 };
int nPinToStartLocalizedLength = LoadString( (HINSTANCE)hShell32, 51201, szPinToStartLocalized, MAX_PATH );
if( nPinToStartLocalizedLength > 0 )
{
// create the shell object
IShellDispatch *pShellDispatch = NULL;
HRESULT hr = CoCreateInstance(CLSID_Shell, NULL, CLSCTX_INPROC_SERVER, IID_IShellDispatch, (void**)&pShellDispatch);
if( SUCCEEDED( hr ) )
{
Folder *pFolder = NULL;
variant_t vaDirectory( lpszDirectoryName );
// get the namespace
if( SUCCEEDED( pShellDispatch->NameSpace( vaDirectory, &pFolder ) ) )
{
FolderItem *pItem = NULL;
bstr_t vaFileName( lpszFileName );
// parse the name
if( SUCCEEDED( pFolder->ParseName( vaFileName, &pItem ) ) )
{
FolderItemVerbs* pVerbs = NULL;
// get the verbs
if( SUCCEEDED( pItem->Verbs(&pVerbs) ) )
{
long nCount = 0;
if( SUCCEEDED ( pVerbs->get_Count( &nCount ) ) )
{
variant_t vaIndex;
vaIndex.vt = VT_I4;
// iterate through verbs
for( vaIndex.lVal = 0; vaIndex.lVal<nCount; vaIndex.lVal++ )
{
FolderItemVerb* pVerb = NULL;
if( SUCCEEDED( pVerbs->Item( vaIndex, &pVerb ) ) )
{
BSTR bstrVerbName = NULL;
// check for 'Pin to Start' verb
if( SUCCEEDED( pVerb->get_Name( &bstrVerbName ) ) )
{
if( 0 == wcscmp( bstrVerbName, szPinToStartLocalized ) )
{
bSuccess = SUCCEEDED( pVerb->DoIt() );
vaIndex.lVal = nCount; // break for
}
::SysFreeString( bstrVerbName );
}
pVerb->Release();
} // if
} // for
}
pVerbs->Release();
}
pItem->Release();
}
pFolder->Release();
}
pShellDispatch->Release();
}
}
::FreeLibrary( hShell32 );
}
return bSuccess;
}
Hope it's help you
I have a fairly simple application that contains the following:
context->mFaceTracker = FTCreateFaceTracker();
hr = context->mFaceTracker->Initialize( &mVideoCameraConfig, &mDepthCameraConfig, NULL, NULL );
which works fine and returns S_OK and mFaceTracker is (as far as I can tell) initialized properly. However, the next line is:
hr = context->mFaceTracker->CreateFTResult( &context->mFTResult );
which always returns FT_ERROR_UNINITIALIZED, doesn't allocate the pointer, and has me puzzled. I've tried many different strategies for getting this to work from changing how the threading for the device and detector works, to changing my FTcontext object from a class to a struct to match the samples, all with no success. The Kinect SDK samples all work fine, but trying to use them in my own application doesn't seem to, despite my closely mirroring how they initialize the device and the Face Tracker. I'm curious if anyone else has run into this or similar problems around initializing either IFTFaceTracker or the IFTResult. Also, I'm curious how else I can test the IFTFaceTracker for correct intialization, other than testing the HRESULT that Initialize() returns. Thanks in advance,
=== edit
I've had a few request for more code. It's built on Cinder and is using this block for Cinder: https://github.com/BanTheRewind/Cinder-KinectSdk
I can't post all of the code, but I've posted at least most of the relevant Kinect initialization code here:
void Kinect::start( const DeviceOptions &deviceOptions )
{
if ( !mCapture ) {
// Copy device options
mDeviceOptions = deviceOptions;
string deviceId = mDeviceOptions.getDeviceId();
int32_t index = mDeviceOptions.getDeviceIndex();
// Clamp device index
if ( index >= 0 ) {
index = math<int32_t>::clamp( index, 0, math<int32_t>::max( getDeviceCount() - 1, 0 ) );
}
// Initialize device instance
long hr = S_OK;
if ( index >= 0 ) {
hr = NuiCreateSensorByIndex( index, &mSensor );
if ( FAILED( hr ) ) {
trace( "Unable to create device instance " + toString( index ) + ": " );
error( hr );
return;
}
} else if ( deviceId.length() > 0 ) {
_bstr_t id = deviceId.c_str();
hr = NuiCreateSensorById( id, &mSensor );
if ( FAILED( hr ) ) {
trace( "Unable to create device instance " + deviceId + ":" );
error( hr );
return;
}
} else {
trace( "Invalid device name or index." );
return;
}
// Check device
hr = mSensor != 0 ? mSensor->NuiStatus() : E_NUI_NOTCONNECTED;
if ( hr == E_NUI_NOTCONNECTED ) {
error( hr );
return;
}
// Get device name and index
if ( mSensor != 0 ) {
mDeviceOptions.setDeviceIndex( mSensor->NuiInstanceIndex() );
BSTR id = ::SysAllocString( mSensor->NuiDeviceConnectionId() );
_bstr_t idStr( id );
if ( idStr.length() > 0 ) {
std::string str( idStr );
mDeviceOptions.setDeviceId( str );
}
::SysFreeString( id );
} else {
index = -1;
deviceId = "";
}
flags |= NUI_INITIALIZE_FLAG_USES_COLOR;
}
hr = mSensor->NuiInitialize( flags );
if ( FAILED( hr ) ) {
trace( "Unable to initialize device " + mDeviceOptions.getDeviceId() + ":" );
error( hr );
return;
}
hr = mSensor->NuiSkeletonTrackingEnable( 0, flags );
if ( FAILED( hr ) ) {
trace( "Unable to initialize skeleton tracking for device " + mDeviceOptions.getDeviceId() + ": " );
error( hr );
return;
}
mIsSkeletonDevice = true;
mThread = CreateThread(NULL, 0, &Kinect::StaticThread, (PVOID)this, 0, 0);
}
}
DWORD WINAPI Kinect::StaticThread(PVOID lpParam)
{
Kinect* device = static_cast<Kinect*>(lpParam);
if (device)
{
return device->run();
}
return 0;
}
void run() {
if(mSensor) {
if(mEnabledFaceTracking)
{
if(mNeedFaceTracker) {
mFaceTracker = new FaceTracker(
mDeviceOptions.getVideoSize().x,
mDeviceOptions.getVideoSize().y,
mDeviceOptions.getDepthSize().x,
mDeviceOptions.getDepthSize().y,
1.0,
1 );
mNeedFaceTracker = false;
}
// make sure we have both color && depth buffers to work with
if(newDepth || newVideo)
{
FT_SENSOR_DATA sensorData(mFTColorImage, mFTDepthImage);
FT_VECTOR3D hint[2]; // this is initialized elsewhere
mFaceTracker->checkFaces( (NUI_SKELETON_FRAME*) &skeletonFrame, mFTColorImage, mFTDepthImage, 1.0, 0);
if(mFaceTracker->getNumFaces() > 0) {
cout << " we have a face " << mFaceTracker->getNumFaces() << endl;
mNewFaceTrackData = true;
mFaceData.clear();
for( int i = 0; i < mFaceTracker->getNumFaces(); i++) {
Face newFace;
mFaceTracker->getProjectedShape(0, newFace.scale, newFace.rotation, newFace.transform, newFace.screenPositions);
mFaceData.push_back(newFace);
}
}
}
}
Sleep( 8 );
}
}
It looks like you never call (or omitted including in the code sample) NuiImageStreamOpen(), such as this code snippet from the SingleFace sample, KinectSensor.cpp in the Init method:
hr = NuiImageStreamOpen(
colorType,
colorRes,
0,
2,
m_hNextVideoFrameEvent,
&m_pVideoStreamHandle );
if (FAILED(hr))
{
return hr;
}
hr = NuiImageStreamOpen(
depthType,
depthRes,
(bNearMode)? NUI_IMAGE_STREAM_FLAG_ENABLE_NEAR_MODE : 0,
2,
m_hNextDepthFrameEvent,
&m_pDepthStreamHandle );
Calling those before you call CreateFTResult() may fix the uninitialized error.
Additionally, you call CreateThread() and then call run(), but there is no while loop so that thread will exit almost immediately, certainly without enough time for the Kinect to start providing data to the FaceTracking.
It doesn't look like you have included the Thread or event loop that is checking the sensor for new data, updating mFTColorImage and mFTDepthImage, and setting the newDepth and newVideo flags. This could be in the same thread that you create above (provided you create a while loop, and ignoring performance or other classes needing the Kinect data), or could be a different thread as in the SingleFace Kinect SDK sample.
After I run Hyper Terminal or Docklight, my program works (writes and reads OK). But if I never run any of those, all my reads fail.
So I guess I must be missing something in my serial port initialization code, but I can't figure out what. Here it is:
Serial port initialization:
bool CSerialPortDrivenHardware::InitSerialPort(){
m_SerialPort.Config( m_SerialPortConfig );
bool success = ( m_SerialPort.Open( m_SerialPortName ) == TRUE );
if( !success )
Log( LOG_TYPE_ERROR, "CSerialPortDrivenHardware", "InitSerialPort", "Could not establish serial port connection" );
else{
m_SerialPort.SetControlBit( DTR_CONTROL_BIT );
m_SerialPort.SetControlBit( RTS_CONTROL_BIT );
}
return success;
}
Serial port class (relevant code):
BOOL CSerialPort::Config( SConfig sConfig ) {
if( !m_hFile ) return FALSE;
DCB dcb;
if ( !::GetCommState( m_hFile, &dcb ) ) {
m_dwLastError = ::GetLastError();
return FALSE;
}
dcb.BaudRate = sConfig.dwBaudRate;
dcb.Parity = sConfig.bParity;
dcb.StopBits = sConfig.bStopBits;
dcb.ByteSize = sConfig.bDataBits;
if ( !::SetCommState( m_hFile, &dcb ) ) {
m_dwLastError = ::GetLastError();
return FALSE;
}
::Sleep(200);
return TRUE;
}
BOOL CSerialPort::Open( LPCSTR cszCOM ) {
CHAR sPortName[256] = "\\\\.\\";
strcat_s( sPortName, cszCOM );
m_strPortName = sPortName;
if( m_hFile )
return FALSE;
m_hFile = ::CreateFile( m_strPortName.c_str(), GENERIC_READ|GENERIC_WRITE, 0, NULL, OPEN_EXISTING, 0, NULL);
if( m_hFile == INVALID_HANDLE_VALUE )
m_hFile = NULL;
if( !m_hFile )
return FALSE;
SetFlags( 0 );
return TRUE;
}
void CSerialPort::SetFlags( DWORD dwFlags ) {
if( dwFlags & READMODE_BLOCKING )
SetTimeout( INFINITE );
else
SetTimeout( 0 );
}
void CSerialPort::SetTimeout( DWORD dwTimeout ) {
COMMTIMEOUTS sCommTimeouts;
if( !::GetCommTimeouts( m_hFile, &sCommTimeouts ) ) {
m_dwLastError = ::GetLastError();
return;
}
sCommTimeouts.ReadIntervalTimeout = 0;
sCommTimeouts.ReadTotalTimeoutMultiplier = 0;
sCommTimeouts.ReadTotalTimeoutConstant = dwTimeout;
if ( !::SetCommTimeouts( m_hFile, &sCommTimeouts ) )
m_dwLastError = ::GetLastError();
}
BOOL CSerialPort::SetControlBit( ESerialPortControlBit eControlBit ) {
if( !m_hFile )
return FALSE;
BOOL bResult = FALSE;
switch( eControlBit ) {
case DTR_CONTROL_BIT:
bResult = ::EscapeCommFunction( m_hFile, SETDTR );
break;
case RTS_CONTROL_BIT:
bResult = ::EscapeCommFunction( m_hFile, SETRTS );
break;
}
return bResult;
}
You should first open port, than configure. And your code does it in opposite direction. That's why your configure code does not work and port just opens with default settings.
Just look your code:
BOOL CSerialPort::Config( SConfig sConfig ) {
if( !m_hFile ) return FALSE;
....
And m_hFile is set in CSerialPort::Open
BOOL CSerialPort::Open( LPCSTR cszCOM ) {
CHAR sPortName[256] = "\\\\.\\";
strcat_s( sPortName, cszCOM );
m_strPortName = sPortName;
if( m_hFile )
return FALSE;
m_hFile = ::CreateFile( m_strPortName.c_str(), GENERIC_READ|GENERIC_WRITE, 0, NULL, OPEN_EXISTING, 0, NULL);
.....
It seems your hyper terminal program adjust default settings and that's why when you open port after using `hyper terminal it opens with correct settings.