While trying to create an application that correctly supports per-monitor DPI-awareness version 2, I encountered an issue where my application's window's client area size was incorrect when started on a monitor, where DPI scaling was enabled.
I leave choosing the appropriate location for the window up to Windows, so I can't know on which monitor the window is going to be created, thus I'm also unable to know the DPI I should scale for before the creation of the window.
The solution to this is that I obtain the DPI for the monitor, once the window has been created, using GetDpiForWindow and set the size, so it matches the client area size I desire. In this case I want the client area to be scaled - for example 300x150 client area when on a 125% display should be 375x187.
The DPI is obtained correctly (120 in my case), but using SetWindowPos means that I have to account for the window borders, titlebar, etc. For that purpose I use AdjustWindowRectExForDpi, which accounts for the DPI scaling of the window borders.
To my surprise, the resulting client area size still is 300x150, when the application is started on a DPI-scaled monitor. Starting the application on a non-DPI-scaled monitor and then moving it to one that is, results in a correct client area size.
Minimal example:
#include <Windows.h>
LRESULT CALLBACK startup_window_procedure(HWND window, UINT message, WPARAM w_param, LPARAM l_param)
{
switch (message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
}
case WM_DPICHANGED:
{
// Resize the window
RECT* new_rect = reinterpret_cast<RECT*>(l_param);
if (!SetWindowPos(window, nullptr, new_rect->left, new_rect->top, new_rect->right - new_rect->left, new_rect->bottom - new_rect->top, SWP_NOZORDER | SWP_NOACTIVATE))
{
return 1;
}
return 0;
}
}
return DefWindowProcW(window, message, w_param, l_param);
}
int CALLBACK wWinMain(HINSTANCE instance, HINSTANCE prev_instance, PWSTR cmd_line, int cmd_show)
{
constexpr auto window_class_name = L"example_dialog";
constexpr auto window_style = WS_OVERLAPPEDWINDOW;
// Enable per-monitor DPI-awareness version 2
if (!SetProcessDpiAwarenessContext(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2))
{
return 1;
}
// Create the window
WNDCLASSEXW window_class;
window_class.cbSize = sizeof(window_class);
window_class.style = CS_HREDRAW | CS_VREDRAW;
window_class.lpfnWndProc = startup_window_procedure;
window_class.cbClsExtra = 0;
window_class.cbWndExtra = 0;
window_class.hInstance = instance;
window_class.hIcon = nullptr;
window_class.hCursor = nullptr;
window_class.hbrBackground = reinterpret_cast<HBRUSH>(COLOR_WINDOW + 1);
window_class.lpszMenuName = nullptr;
window_class.lpszClassName = window_class_name;
window_class.hIconSm = nullptr;
if (!RegisterClassExW(&window_class))
{
return 1;
}
HWND window = CreateWindowExW(0, window_class_name, L"Example window", window_style, CW_USEDEFAULT, CW_USEDEFAULT, 0, 0, nullptr, nullptr, instance, nullptr);
if (!window)
{
return 1;
}
UINT dpi = GetDpiForWindow(window);
// Actually set the appropriate window size
RECT scaled_size;
scaled_size.left = 0;
scaled_size.top = 0;
scaled_size.right = 300;
scaled_size.bottom = 150;
if (!AdjustWindowRectExForDpi(&scaled_size, window_style, false, 0, dpi))
{
return 1;
}
if (!SetWindowPos(window, nullptr, 0, 0, scaled_size.right - scaled_size.left, scaled_size.bottom - scaled_size.top, SWP_NOZORDER | SWP_NOACTIVATE | SWP_NOMOVE))
{
return 1;
}
ShowWindow(window, SW_SHOWNORMAL);
// Message loop
MSG message;
int result;
while ((result = GetMessageW(&message, nullptr, 0, 0)) != 0)
{
if (result == -1)
{
return 1;
}
else
{
TranslateMessage(&message);
DispatchMessageW(&message);
}
}
return static_cast<int>(message.wParam);
}
The example requires at least Windows 10 1607 to run and Windows SDK 14393 to compile.
How do I properly scale the client area size, when the application is started on a DPI-scaled monitor?
AdjustWindowRectExForDpi doesn't adjust the client area size, though it does account for the increased size of window borders and the title bar, when the non-client area of a window is DPI-scaled. This means that you must scale the client area size yourself.
The example's code can be modified to scale the client area size manually like this:
// Calculate the scaling factor. 96 is the default Windows DPI, unless DPI scaling is enabled.
float scaling_factor = static_cast<float>(dpi) / 96;
RECT scaled_size;
scaled_size.left = 0;
scaled_size.top = 0;
scaled_size.right = static_cast<LONG>(300 * scaling_factor);
scaled_size.bottom = static_cast<LONG>(150 * scaling_factor);
if (!AdjustWindowRectExForDpi(&scaled_size, window_style, false, 0, dpi))
{
return 1;
}
if (!SetWindowPos(window, nullptr, 0, 0, scaled_size.right - scaled_size.left, scaled_size.bottom - scaled_size.top, SWP_NOZORDER | SWP_NOACTIVATE | SWP_NOMOVE))
{
return 1;
}
Related
I am creating a program that moves/resizes windows from another process with SetWindowPos(). My own program is PROCESS_PER_MONITOR_DPI_AWARE. The other programs could be anything from PROCESS_DPI_UNAWARE, PROCESS_SYSTEM_DPI_AWARE or PROCESS_PER_MONITOR_DPI_AWARE.
Because my own program is PROCESS_PER_MONITOR_DPI_AWARE, the coordinates I pass to SetWindowPos() are in physical coordinates. What I now want to do is resize the client area to a specific size in logical coordinates.
What I have tried to do is
Get the DPI of the monitor where the window is placed as screenDPI.
Get the DPI of the target window as windowDPI.
Get scaleFactor as screenDPI / windowDPI.
Scale the desired client area size by scaleFactor
Calculated the extra size for the window frame by subtracting the current client rect size from the window rect size.
This works for the most part, but when I am using two screens with different display scaling, then
the calculation of the window frame size is off if I move the window from one screen to the next.
this fails for an application that uses PROCESS_SYSTEM_DPI_AWARE, when the window is located on the secondary screen (which uses 96dpi compared to the primary screen with 120dpi). This has nothing to do with the window frame size and I am not yet sure why exactly it fails, but the target x and y coordinates are scaled up so that the window is moved offscreen.
what happens if, because of the resize, the center of the window changes the screen? Then the screenDPI will no longer be correct, right? How would I handle that case?
I know that there is also the function AdjustWindowRectExForDpi, but somehow I can't get it to work properly. What is the dpi value I am supposed to pass to it? The dpi of the target screen, the dpi of the target window or the dpi of my own program? Additionally, this function is only available from Windows 10 onwards, so how would I handle it on an older Windows client?
I would appreciate some help with this. Thanks!
What is the dpi value I am supposed to pass to it? The dpi of the target screen, the dpi of the target window or the dpi of my own program?
The DPI of the window you need to move from one screen to the next.
code sample:
#include <Windows.h>
LRESULT CALLBACK startup_window_procedure(HWND window, UINT message, WPARAM w_param, LPARAM l_param)
{
switch (message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
}
case WM_DPICHANGED:
{
// Resize the window
RECT* new_rect = reinterpret_cast<RECT*>(l_param);
if (!SetWindowPos(window, nullptr, new_rect->left, new_rect->top, new_rect->right - new_rect->left, new_rect->bottom - new_rect->top, SWP_NOZORDER | SWP_NOACTIVATE))
{
return 1;
}
return 0;
}
}
return DefWindowProcW(window, message, w_param, l_param);
}
int CALLBACK wWinMain(HINSTANCE instance, HINSTANCE prev_instance, PWSTR cmd_line, int cmd_show)
{
constexpr auto window_class_name = L"example_dialog";
constexpr auto window_style = WS_OVERLAPPEDWINDOW;
// Enable per-monitor DPI-awareness version 2
if (!SetProcessDpiAwarenessContext(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2))
{
return 1;
}
// Create the window
WNDCLASSEXW window_class;
window_class.cbSize = sizeof(window_class);
window_class.style = CS_HREDRAW | CS_VREDRAW;
window_class.lpfnWndProc = startup_window_procedure;
window_class.cbClsExtra = 0;
window_class.cbWndExtra = 0;
window_class.hInstance = instance;
window_class.hIcon = nullptr;
window_class.hCursor = nullptr;
window_class.hbrBackground = reinterpret_cast<HBRUSH>(COLOR_WINDOW + 1);
window_class.lpszMenuName = nullptr;
window_class.lpszClassName = window_class_name;
window_class.hIconSm = nullptr;
if (!RegisterClassExW(&window_class))
{
return 1;
}
HWND window = CreateWindowExW(0, window_class_name, L"Example window", window_style, CW_USEDEFAULT, CW_USEDEFAULT, 0, 0, nullptr, nullptr, instance, nullptr);
if (!window)
{
return 1;
}
UINT dpi = GetDpiForWindow(window);
float scaling_factor = static_cast<float>(dpi) / 96;
// Actually set the appropriate window size
RECT scale;
scale.left = 0;
scale.top = 0;
scale.right = static_cast<LONG>(300 * scaling_factor);
scale.bottom = static_cast<LONG>(150 * scaling_factor);
if (!AdjustWindowRectExForDpi(&scale, window_style, false, 0, dpi))
{
return 1;
}
if (!SetWindowPos(window, nullptr, 0, 0, scale.right - scale.left, scale.bottom - scale.top, SWP_NOZORDER | SWP_NOACTIVATE | SWP_NOMOVE))
{
return 1;
}
ShowWindow(window, SW_SHOWNORMAL);
// Message loop
MSG message;
int result;
while ((result = GetMessageW(&message, nullptr, 0, 0)) != 0)
{
if (result == -1)
{
return 1;
}
else
{
TranslateMessage(&message);
DispatchMessageW(&message);
}
}
return static_cast<int>(message.wParam);
}
The windows can move from one screen to the next and recalculate window size successfully.
My application supports per-monitor DPI-awareness version 2. I have two monitors - one scaled at 100% and the other at 125%. When moving my application's window to the monitor with DPI scaling and setting the new size using the recommended size given in the WM_DPICHANGED message, the resulting client area size is a few pixels bigger than it should be.
For example, the window's client area size in my case is 300x200 pixels. On the monitor with 125% scaling, the scaling factor is 1.25, so the resulting client area size should be 375x250. When I set the window size using the recommended one received in the WM_DPICHANGED message, the resulting client area size is 377x252. Windows documentation claims scaling to be linear, yet it fails to work like that.
Minimal example:
#include <Windows.h>
void set_window_size(HWND window, DWORD window_style, int width, int height)
{
UINT dpi = GetDpiForWindow(window);
float scaling_factor = static_cast<float>(dpi) / USER_DEFAULT_SCREEN_DPI;
RECT scaled_size;
scaled_size.left = 0;
scaled_size.top = 0;
scaled_size.right = static_cast<LONG>(width * scaling_factor);
scaled_size.bottom = static_cast<LONG>(height * scaling_factor);
// Adjust the size to account for non-client area
AdjustWindowRectExForDpi(&scaled_size, window_style, false, 0, dpi);
SetWindowPos(window, nullptr, 0, 0, scaled_size.right - scaled_size.left, scaled_size.bottom - scaled_size.top, SWP_NOZORDER | SWP_NOACTIVATE | SWP_NOMOVE));
}
// These sizes are for the client area
constexpr auto window_width = 300;
constexpr auto window_height = 200;
constexpr auto window_class_name = L"startup_dialog";
constexpr auto window_style = WS_OVERLAPPEDWINDOW;
LRESULT CALLBACK window_procedure(HWND window, UINT message, WPARAM w_param, LPARAM l_param)
{
switch (message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
}
case WM_DPICHANGED:
{
RECT* rect = reinterpret_cast<RECT*>(l_param);
SetWindowPos(window, nullptr, rect->left, rect->top, rect->right - rect->left, rect->bottom - rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
}
}
return DefWindowProcW(window, message, w_param, l_param);
}
int CALLBACK wWinMain(HINSTANCE instance, HINSTANCE prev_instance, PWSTR cmd_line, int cmd_show)
{
SetProcessDpiAwarenessContext(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
WNDCLASSEXW window_class;
window_class.cbSize = sizeof(window_class);
window_class.style = CS_HREDRAW | CS_VREDRAW;
window_class.lpfnWndProc = window_procedure;
window_class.cbClsExtra = 0;
window_class.cbWndExtra = 0;
window_class.hInstance = instance;
window_class.hIcon = nullptr;
window_class.hCursor = nullptr;
window_class.hbrBackground = reinterpret_cast<HBRUSH>(COLOR_WINDOW + 1);
window_class.lpszMenuName = nullptr;
window_class.lpszClassName = window_class_name;
window_class.hIconSm = nullptr;
RegisterClassExW(&window_class));
HWND window = CreateWindowExW(0, window_class_name, L"Example", window_style, CW_USEDEFAULT, CW_USEDEFAULT, 0, 0, nullptr, nullptr, instance, nullptr);
// Set the initial DPI-scaled window size
set_window_size(window, window_style, window_width, window_height);
ShowWindow(window, SW_SHOWNORMAL);
// Message loop
MSG message;
int result;
while ((result = GetMessageW(&message, nullptr, 0, 0)) != 0)
{
if (result == -1)
{
return 1;
}
else
{
TranslateMessage(&message);
DispatchMessageW(&message);
}
}
return static_cast<int>(message.wParam);
}
Error checking is removed for brevity.
The example requires Windows 10 SDK 14393+ to compile and Windows 10 1607+ to run.
How do I fix the incorrect recommended window size given in the WM_DPICHANGED message?
The problem occurs due to a Windows bug, which causes the new window size to be incorrectly calculated. The bug can be worked around by handling the WM_GETDPISCALEDSIZE message and calculating the new window size yourself.
Example of handling the message based on the question's example:
case WM_GETDPISCALEDSIZE:
{
UINT dpi = static_cast<UINT>(w_param);
float scaling_factor = static_cast<float>(dpi) / USER_DEFAULT_SCREEN_DPI;
RECT client_area;
client_area.right *= scaling_factor;
client_area.bottom *= scaling_factor;
RECT window_rectangle;
window_rectangle.left = 0;
window_rectangle.top = 0;
window_rectangle.right = static_cast<LONG>(window_width * scaling_factor);
window_rectangle.bottom = static_cast<LONG>(window_height * scaling_factor);
if (!AdjustWindowRectExForDpi(&window_rectangle, window_style, false, 0, dpi))
{
// Error handling
return 0;
}
SIZE* new_size = reinterpret_cast<SIZE*>(l_param);
new_size->cx = window_rectangle.right - window_rectangle.left;
new_size->cy = window_rectangle.bottom - window_rectangle.top;
return 1;
}
Note that with this approach you must make the window_width and window_height variables available in the message. In the question's example this was done using constexpr global variables.
Alternative approach, which scales based on the previous client area size, but is likely slightly slower:
case WM_GETDPISCALEDSIZE:
{
UINT dpi = static_cast<UINT>(w_param);
float scaling_factor = static_cast<float>(dpi) / USER_DEFAULT_SCREEN_DPI;
RECT client_area;
if (!GetClientRect(window, &client_area))
{
// Error handling
return 0;
}
client_area.right = static_cast<LONG>(client_area.right * scaling_factor);
client_area.bottom = static_cast<LONG>(client_area.bottom * scaling_factor);
if (!AdjustWindowRectExForDpi(&client_area, window_style, false, 0, dpi))
{
// Error handling
return 0;
}
SIZE* new_size = reinterpret_cast<SIZE*>(l_param);
new_size->cx = client_area.right - client_area.left;
new_size->cy = client_area.bottom - client_area.top;
return 1;
}
Also worth noting that there seems to be another bug, where if you breakpoint in either of the above-shown messages, the recommended rectangle passed to WM_DPICHANGED will be incorrect.
I'm working on creating a text based Windows game, and I am having a problem (I guess) with arrays not working the same within a class scope as within the main function. As far as I can tell it is some kind of interaction between a larger array class member (or large total amount of variables) and Windows creating a DC or other Windows API calls and/or variables.
What I want to do is a have a class called Map that contains a two dimensional array of Tiles. Tile is just a simple struct with basic tile information. I would like to make the array 256 x 256. This shouldn't be a problem as far as I can figure. Each Tile should be 32 bytes. That's 2 MB total for the array.
However, the game crashes when I declare a variable of the Map class in the main function, and then do things with Windows DCs. The return value seems to vary, In the current form, it usually returns 255, but I have also gotten "process terminated with status -1073741571". A 128 x 128 array does work in the class though. It also works fine if I remove either the array or the code in DisplayScreen. And as I implied, it also works if I just move the array of Tiles to the main function.
I'm honestly baffled. I have no idea what the difference would be. Nothing is going out of scope. Doesn't matter if it is a public or private member. Non dynamic class members should all get declared on the stack and it shouldn't work any differently in a class versus otherwise, right?
For other information, I am using Code::Blocks with the Min GW compiler. Everything is up to date. I am running Windows 10. My computer specs shouldn't be an issue either, but if it matters, I have 16 GB memory and a 4Ghz Athlon FX 8 core processor.
Edit: Here is the full code, so nothing is left out
Game.h:
#ifndef GAME_H_INCLUDED
#define GAME_H_INCLUDED
struct Tile
{
char chr[2];
int r[2], b[2], g[2];
bool solid;
bool translucent;
int opacity;
};
class Map
{
Tile tileMap[256][256];
public:
Map();
};
Map::Map()
{
int i, j;
for(i=0;i<256;i++)
{
for(j=0;j<256;j++)
{
tileMap[i][j].chr[0] = 'X';
tileMap[i][j].b[0] = 255;
tileMap[i][j].r[0] = 255;
tileMap[i][j].g[0] = 255;
tileMap[i][j].chr[1] = ' ';
tileMap[i][j].b[1] = 0;
tileMap[i][j].r[1] = 0;
tileMap[i][j].g[1] = 0;
tileMap[i][j].solid = false;
tileMap[i][j].translucent = false;
tileMap[i][j].opacity = 255;
}
}
}
main.cpp:
#include <windows.h>
#include "Game.h"
#define FRAMERATE 60
//Function declarations
LRESULT CALLBACK WindowProcedure (HWND, UINT, WPARAM, LPARAM);
void DisplayScreen(HWND pWnd, Map &pMap);
//Make the class name into a global variable
char strClassName[ ] = "GameApp";
int WINAPI WinMain (HINSTANCE hThisInstance,
HINSTANCE hPrevInstance,
LPSTR lpstrArgument,
int nCmdShow)
{
HWND hWnd; //This is the handle for our window
MSG messages; //Here messages to the application are saved
WNDCLASSEX wndClassEx; //Data structure for the windowclass
Map test;
DWORD sysTimer;
DWORD sysPrevTime = 0;
DWORD timerDelta = 1000 / FRAMERATE;
//Get a handle for the whole screen
HDC hDC = GetDC(NULL);
//Initalize the Window structure
wndClassEx.hInstance = hThisInstance;
wndClassEx.lpszClassName = strClassName;
wndClassEx.lpfnWndProc = WindowProcedure;
wndClassEx.style = CS_DBLCLKS;
wndClassEx.cbSize = sizeof (WNDCLASSEX);
wndClassEx.hIcon = LoadIcon (NULL, IDI_APPLICATION);
wndClassEx.hIconSm = LoadIcon (NULL, IDI_APPLICATION);
wndClassEx.hCursor = LoadCursor (NULL, IDC_ARROW);
wndClassEx.lpszMenuName = NULL; //No menu
wndClassEx.cbClsExtra = 0;
wndClassEx.cbWndExtra = 0;
wndClassEx.hbrBackground = CreateSolidBrush(RGB(0,0,0));
//Register the window class, and if it fails quit the program
if (!RegisterClassEx (&wndClassEx))
return 0;
//Create Window with registered window class
hWnd = CreateWindowEx (
0,
strClassName, //Class name
"Game Test", //Title Text
WS_OVERLAPPEDWINDOW, //default window type
0, //X pos of window at top left
0, //Y pos of window at top left
GetDeviceCaps(hDC, HORZRES), //Set window width to screen width
GetDeviceCaps(hDC, VERTRES), //Set window height to screen height
HWND_DESKTOP, //Child-window to desktop
NULL, //No menu
hThisInstance, //Program Instance handler
NULL); //No Window Creation data
//Removes borders from the window
SetWindowLong(hWnd, GWL_STYLE, WS_POPUP);
//Make the window visible on the screen
ShowWindow (hWnd, nCmdShow);
//Run the message and game loop
while (true)
{
while(PeekMessage(&messages,NULL,0,0, PM_REMOVE))
{
if (messages.message == WM_QUIT)
{
ReleaseDC(NULL, hDC);
DestroyWindow(hWnd);
return 0;
}
TranslateMessage(&messages);
DispatchMessage(&messages);
}
sysTimer = timeGetTime();
if (sysTimer >= (sysPrevTime + timerDelta) )
{
sysPrevTime = sysTimer;
DisplayScreen(hWnd, test);
}
}
}
//This function is called by the Windows function DispatchMessage()
LRESULT CALLBACK WindowProcedure (HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_DESTROY:
PostQuitMessage (0); //Send WM_QUIT to the message queue
break;
default:
return DefWindowProc (hWnd, message, wParam, lParam);
}
return 0;
}
void DisplayScreen(HWND pWnd, Map &pMap)
{
HDC hDC = GetWindowDC(pWnd);
HDC hdcBuf = CreateCompatibleDC(hDC);
HBITMAP hbmBuf = CreateCompatibleBitmap(hDC, 800, 600);
HFONT hMapFont = CreateFont(17,11,0,0,400,FALSE,FALSE,FALSE,ANSI_CHARSET,OUT_DEFAULT_PRECIS,CLIP_DEFAULT_PRECIS,ANTIALIASED_QUALITY,DEFAULT_PITCH | FF_MODERN,"Lucida Console");
HFONT hTxtFont = CreateFont(17,11,0,0,400,FALSE,FALSE,FALSE,ANSI_CHARSET,OUT_DEFAULT_PRECIS,CLIP_DEFAULT_PRECIS,ANTIALIASED_QUALITY,DEFAULT_PITCH | FF_MODERN,"Lucida Console");
SelectObject(hdcBuf, hbmBuf);
SelectObject(hdcBuf, hMapFont);
SetBkColor(hdcBuf, RGB(0,0,0));
SetTextColor(hdcBuf, RGB(255,255,255));
//Draw to the buffer
TextOut(hdcBuf, 10, 10, "Hello World #", 15);
//Tranfers the buffer to the Screen
BitBlt(hDC, 100, 100, 800, 600, hdcBuf, 0, 0, SRCCOPY);
//Release all object handles
DeleteObject(hTxtFont);
DeleteObject(hMapFont);
DeleteObject(hbmBuf);
DeleteDC(hdcBuf);
ReleaseDC(pWnd, hDC);
}
It crashes with even one instance of something creating a DC. It works fine otherwise creating and destroying the DCs and displaying the bitmap over and over again even if I leave it for an hour. Once I create that class with the large array in it though, it just dies.
I actually used to have the Display function as a class function and I moved it out because I thought that was the problem, but it wasn't.
Interestingly, if I change the declaration from 'Map test;' to 'Map* test = new Map;' and change the rest of the program appropriately, it works. Honestly though, doing that just seems kind of dumb, and I think that would slow everything down if I don't have a good reason to put everything on the heap. Plus, I don't like bandages. If there is a problem I'd rather fix it.
Any ideas?
You have a stack overflow (the condition, not the website).
The problem can be reproduced in this program:
int WINAPI WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
{
Map test;
return 0;
}
It fails because it reaches stack limit.
Also tileMap[i][j].chr[2] is out of bound. It is declared as char chr[2]; valid index is 0 and 1. It can only go up to tileMap[i][j].chr[1]
Ditto b[], r[], and g[]
Change the Map class so that it allocates memory on heap and fix chr:
class Map
{
//Tile tileMap[256][256];
Tile **tileMap;
public:
Map();
~Map();
};
Map::Map()
{
int i, j;
tileMap = new Tile*[256];
for (i = 0; i < 256; i++)
tileMap[i] = new Tile[256];
for (i = 0; i<256; i++)
{
for (j = 0; j<256; j++)
{
//tileMap[i][j].chr[1] = 'X';
tileMap[i][j].chr[0] = 'X'; //<== meant to be 0?
tileMap[i][j].b[0] = 255;
tileMap[i][j].r[0] = 255;
tileMap[i][j].g[0] = 255;
//tileMap[i][j].chr[2] = ' ';
tileMap[i][j].chr[1] = ' '; //<== meant to be 1?
tileMap[i][j].b[1] = 0;
tileMap[i][j].r[1] = 0;
tileMap[i][j].g[1] = 0;
tileMap[i][j].solid = false;
tileMap[i][j].translucent = false;
tileMap[i][j].opacity = 255;
}
}
}
Map::~Map()
{
int i = 0;
for (i = 0; i < 256; i++)
delete[]tileMap[i];
delete[]tileMap;
}
In order to draw the icon on the caption title bar, I have refereed this MSDN article and used DWM API to create my customize client area by calling DwmExtendFrameIntoClientArea.
my code:
CMainFrame::CMainFrame()
{
Gdiplus::GdiplusStartupInput gdiplusStartupInput;
ULONG_PTR gdiplusToken;
GdiplusStartup(&gdiplusToken, &gdiplusStartupInput, NULL);
BOOL fDwmEnabled = FALSE;
if (SUCCEEDED(DwmIsCompositionEnabled(&fDwmEnabled)))
TRACE0("DWM is enabled\n");
TCHAR szLogoPath[MAX_PATH];
GetModuleFileName ( GetModuleHandle(NULL), szLogoPath, _countof(szLogoPath) );
PathRemoveFileSpec ( szLogoPath );
PathAppend ( szLogoPath, _T("lena.bmp") );
m_pLogoImage = m_pLogoImage->FromFile ( CT2CW(szLogoPath) );
if(NULL == m_pLogoImage)
TRACE0("load image fail\n");
}
void CMainFrame::OnNcCalcSize(BOOL bCalcValidRects, NCCALCSIZE_PARAMS* lpncsp)
{
int xFrame = 2;
int yFrame = 2;
int nTHight = 30;
NCCALCSIZE_PARAMS * p;
RECT * rc;
RECT aRect;
RECT bRect;
RECT acRect;
p = (NCCALCSIZE_PARAMS *)lpncsp;
CopyRect(&bRect,&p->rgrc[1]);
CopyRect(&aRect,&p->rgrc[0]);
acRect.left = aRect.left + xFrame;
acRect.top = aRect.top - nTHight;
acRect.right = aRect.right - xFrame;
acRect.bottom = aRect.bottom - yFrame;
CopyRect(&p->rgrc[0],&acRect);
CopyRect(&p->rgrc[1],&aRect);
CopyRect(&p->rgrc[2],&bRect);
CFrameWnd::OnNcCalcSize(TRUE, lpncsp);
}
LRESULT CMainFrame::OnNcHitTest(CPoint p)
{
BOOL dwm_enabled = FALSE;
if (SUCCEEDED(DwmIsCompositionEnabled(&dwm_enabled)))
{
LRESULT result = 0;
if (!DwmDefWindowProc(m_hWnd, WM_NCHITTEST, 0, MAKELPARAM(p.x, p.y), &result))
result = HitTestNCA(m_hWnd, p);
if (result == HTNOWHERE && GetForegroundWindow() != this)
{
return HTCAPTION;
}
return result;
}
return CWnd::OnNcHitTest(p);
}
BOOL CMainFrame::PreCreateWindow(CREATESTRUCT& cs)
{
if(cs.hMenu!=NULL)
{
::DestroyMenu(cs.hMenu);
cs.hMenu = NULL ;
}
if( !CFrameWnd::PreCreateWindow(cs) )
return FALSE;
// TODO: Modify the Window class or styles here by modifying
// the CREATESTRUCT cs
cs.style = WS_CAPTION | WS_MINIMIZEBOX | WS_MAXIMIZEBOX | WS_OVERLAPPED| WS_SYSMENU | WS_THICKFRAME;
cs.dwExStyle &= ~WS_EX_CLIENTEDGE;
cs.lpszClass = AfxRegisterWndClass(0);
return TRUE;
}
void CMainFrame::OnActivate(UINT nState,CWnd* pWndOther,BOOL bMinimized )
{
CFrameWnd::OnActivate(nState,pWndOther,bMinimized);
BOOL fDwmEnabled = FALSE;
if (SUCCEEDED(DwmIsCompositionEnabled(&fDwmEnabled)))
{
if(nState == WA_ACTIVE )
{
MARGINS margins = {-1};
/*margins.cyTopHeight = 30;
margins.cxLeftWidth = 0;
margins.cxRightWidth = 0;
margins.cyBottomHeight = 0;*/
HRESULT hr = DwmExtendFrameIntoClientArea(m_hWnd, &margins);
if (!SUCCEEDED(hr))
TRACE0("Failed in DwmExtendFrameIntoClientArea\n");
}
}
}
void CMainFrame::OnNcPaint()
{
CFrameWnd::OnPaint();
CDC* dc = GetWindowDC();
RECT rcClient;
GetWindowRect(&rcClient);
dc->FillSolidRect(0,0,RECTWIDTH(rcClient),RECTHEIGHT(rcClient),RGB(255,0,0));
CPaintDC gdc(this); // device context for painting
Graphics gr(gdc.m_hDC);
gr.DrawImage ( m_pLogoImage, 0, 0 );
ReleaseDC(dc);
}
The result under Windows 7 is fine.
However, my window appears another unknown caption title bar under Windows 10.
I found out the unknown caption is caused by WS_THICKFRAME in the cs.style.
If I remove WS_THICKFRAME, the unknown cation bar will disappear, but I cannot resizing the border of my window. Furthermore, my program cannot capture the minimum, maximum and the close button message on my custom caption bar anymore.
I want to remove the unknown title bar without any side effect.
Does anyone could provide me a good solution or suggestion?
Best Regards,
When using DwmExtendFrameIntoClientArea, it means frame is extended in to client area. It is no longer in non-client area. So there is no need to override OnNcPaint, you can do all of the painting in OnPaint
void CMainFrame::OnPaint()
{
CPaintDC dc(this);
//paint titlebar area (this used to be the non-client area)
CRect rc;
GetClientRect(&rc);
rc.bottom = titlebar_height;
CDC memdc;
memdc.CreateCompatibleDC(&dc);
BITMAPINFOHEADER bmpInfoHeader = {
sizeof(BITMAPINFOHEADER), rc.Width(), -rc.Height(), 1, 32 };
HBITMAP hbitmap = CreateDIBSection(
dc, (BITMAPINFO*)(&bmpInfoHeader), DIB_RGB_COLORS, NULL, NULL, 0);
auto oldbitmap = memdc.SelectObject(hbitmap);
dc.BitBlt(0, 0, rc.Width(), rc.Height(), &memdc, 0, 0, SRCCOPY);
memdc.SelectObject(oldbitmap);
DeleteObject(hbitmap);
//begin normal paint
//The new client area begins below titlebar_height which we define earlier
GetClientRect(&rc);
rc.top = titlebar_height;
dc.FillSolidRect(&rc, RGB(0, 0, 255));
Gdiplus::Image *image = Gdiplus::Image::FromFile(L"file.jpg");
Gdiplus::Graphics gr(dc);
gr.DrawImage(image, 0, 0);
delete image;
}
Use a member variable CRect m_border to keep track of border's thickness. You can use AdjustWindowRectEx to find the thickness of the borders.
void CMainFrame::OnActivate(UINT nState, CWnd* pWndOther, BOOL bMinimized)
{
CFrameWnd::OnActivate(nState, pWndOther, bMinimized);
titlebar_height = 100;
//find border thickness
if (GetWindowLongPtr(m_hWnd, GWL_STYLE) & WS_THICKFRAME)
{
m_border = { 0,0,0,0 };
AdjustWindowRectEx(&m_border, GetWindowLongPtr(m_hWnd,
GWL_STYLE) & ~WS_CAPTION, FALSE, NULL);
m_border.left = abs(m_border.left);
m_border.top = abs(m_border.top);
}
else if (GetWindowLongPtr(m_hWnd, GWL_STYLE) & WS_BORDER)
{
m_border = { 1,1,1,1 };
}
else
{
m_border = { 0,0,0,0 };
}
//Extend frame in to client area
MARGINS margins = { 0 };
margins.cyTopHeight = titlebar_height; //<<=== *** edited
DwmExtendFrameIntoClientArea(m_hWnd, &margins);
SetWindowPos(NULL, 0, 0, 0, 0,
SWP_SHOWWINDOW | SWP_NOMOVE | SWP_NOSIZE | SWP_FRAMECHANGED);
}
m_border will be for example {7,7,7,7};
Allow Windows to do the painting on left, right, bottom border. The top border is the only one changed
void CMainFrame::OnNcCalcSize(BOOL validate, NCCALCSIZE_PARAMS FAR* lpncsp)
{
if (validate)
{
lpncsp->rgrc[0].left += m_border.left;
lpncsp->rgrc[0].right -= m_border.right;
lpncsp->rgrc[0].bottom -= m_border.bottom;
}
else
{
CFrameWnd::OnNcCalcSize(validate, lpncsp);
}
}
see also How to glow the minimum. maximum and close button?
I'm trying to create an OpenGL context inside a Win32 window for a library I'm writing. I've boiled it down to a small example which will compile to help debug it. For some reason, it never chooses a pixel format properly. Here's the code:
#include <iostream>
#include <windows.h>
#include <GL/glew.h>
#include <GL/gl.h>
#include <GL/wglew.h>
HWND handle;
HDC deviceContext;
HGLRC context;
int resolutionX = 1280;
int resolutionY = 720;
std::string title = "Test Window";
LRESULT CALLBACK eventCallback(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam);
int main()
{
// Register the window class
WNDCLASSA windowClass;
windowClass.style = 0;
windowClass.lpfnWndProc = &eventCallback;
windowClass.cbClsExtra = 0;
windowClass.cbWndExtra = 0;
windowClass.hInstance = GetModuleHandle(nullptr);
windowClass.hIcon = nullptr;
windowClass.hCursor = nullptr;
windowClass.hbrBackground = nullptr;
windowClass.lpszMenuName = nullptr;
windowClass.lpszClassName = "Test_Window";
RegisterClassA(&windowClass);
// Compute position and size
HDC screenDC = GetDC(nullptr);
int left = (GetDeviceCaps(screenDC, HORZRES) - static_cast<int>(resolutionX)) / 2;
int top = (GetDeviceCaps(screenDC, VERTRES) - static_cast<int>(resolutionY)) / 2;
int width = resolutionX;
int height = resolutionY;
ReleaseDC(nullptr, screenDC);
// Set window style
DWORD win32Style = WS_VISIBLE | WS_CAPTION | WS_MINIMIZEBOX | WS_MAXIMIZEBOX | WS_THICKFRAME | WS_SYSMENU;
// In windowed mode, adjust width and height so that window will have the requested client area
RECT rectangle = {0, 0, width, height};
AdjustWindowRect(&rectangle, win32Style, false);
width = rectangle.right - rectangle.left;
height = rectangle.bottom - rectangle.top;
// Create the window
handle = CreateWindowA("Test_Window", title.c_str(), win32Style, left, top, width, height, NULL, NULL, GetModuleHandle(nullptr), nullptr);
if(handle == NULL)
{
std::cout << "Failed to create window" << std::endl;
return 1;
}
// Setup a pixel format descriptor from the rendering settings
PIXELFORMATDESCRIPTOR descriptor;
ZeroMemory(&descriptor, sizeof(descriptor));
descriptor.nSize = sizeof(descriptor);
descriptor.nVersion = 1;
descriptor.iLayerType = PFD_MAIN_PLANE;
descriptor.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
descriptor.iPixelType = PFD_TYPE_RGBA;
descriptor.cColorBits = static_cast<BYTE>(32);
descriptor.cDepthBits = static_cast<BYTE>(24);
descriptor.cStencilBits = static_cast<BYTE>(8);
descriptor.cAlphaBits = 8;
// Get the pixel format that best matches our requirements
int bestFormat = ChoosePixelFormat(deviceContext, &descriptor);
if(bestFormat == 0)
{
std::cout << "Failed to find a suitable pixel format for device context -- cannot create OpenGL context" << std::endl;
return 1;
}
// Extract the depth and stencil bits from the chosen format
PIXELFORMATDESCRIPTOR actualFormat;
actualFormat.nSize = sizeof(actualFormat);
actualFormat.nVersion = 1;
DescribePixelFormat(deviceContext, bestFormat, sizeof(actualFormat), &actualFormat);
// Set the chosen pixel format
if(!SetPixelFormat(deviceContext, bestFormat, &actualFormat))
{
std::cout << "Failed to set pixel format for device context -- cannot create OpenGL context" << std::endl;
return 1;
}
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = reinterpret_cast<PFNWGLCREATECONTEXTATTRIBSARBPROC>(wglGetProcAddress("wglCreateContextAttribsARB"));
if(wglCreateContextAttribsARB)
{
int attributes[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, static_cast<int>(3),
WGL_CONTEXT_MINOR_VERSION_ARB, static_cast<int>(0),
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
0, 0
};
context = wglCreateContextAttribsARB(deviceContext, nullptr, attributes);
}
if(!context)
{
context = wglCreateContext(deviceContext);
if(!context)
{
std::cout << "Failed to create the OpenGL context" << std::endl;
return 1;
}
}
// Destroy the OpenGL context
wglMakeCurrent(nullptr, nullptr);
wglDeleteContext(context);
// Destroy the device context
ReleaseDC(handle, deviceContext);
// Destroy the window handle
DestroyWindow(handle);
// Unregister the window
UnregisterClassA("Test_Window", GetModuleHandle(nullptr));
std::cout << "Window created" << std::endl;
return 0;
}
LRESULT CALLBACK eventCallback(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
// Associate handle and Window instance when the creation message is received
if(message == WM_CREATE)
{
LONG_PTR window = (LONG_PTR)reinterpret_cast<CREATESTRUCT*>(lParam)->lpCreateParams;
// Set as the "user data" parameter of the window
SetWindowLongPtr(hwnd, GWLP_USERDATA, window);
}
return DefWindowProcA(hwnd, message, wParam, lParam);
}
You never initialize deviceContext, which means that it will have a garbage value. If you call GetLastError after trying ChoosePixelFormat, I imagine that you'll find that it's telling you that you have an invalid handle.
wglGetProcAddress needs a valid OpenGL context being created and bound to yield a sensible result. Which means that in order to use wglCreateContextAttribsARB you first have to create an intermediary helper OpenGL context that gives you access to that function.
Update
As it happens I recently wrote some small helper to deal with this. Available under the terms of the MIT license at https://github.com/datenwolf/wglarb
Try to add this on the initialization of pixel format descriptor:
descriptor.cRedBits = 8;
descriptor.cGreenBits = 8;
descriptor.cBlueBits = 8;