Unable to load multiple bitmaps - WinAPI [duplicate] - c++

This question already has answers here:
How to get list of selected files when using GetOpenFileName() with multiselect flag?
(5 answers)
Closed 5 years ago.
So recently I have been able to get my application to allow the user to load .bmp files from external directories. The application loads the picture just fine, but if the user highlights multiple pictures, my LoadImage() function complains and I think it's because it's getting multiple files at once so it doesn't know how to read them properly. (maybe).
Here's my Init function
void InitialiseDialog(HWND hwnd)
{
ZeroMemory(&ofn, sizeof(ofn));
ofn.lStructSize = sizeof(OPENFILENAME);
ofn.hInstance = GetModuleHandle(NULL);
ofn.lpstrCustomFilter = NULL;
ofn.nMaxCustFilter = 0;
ofn.nFilterIndex = 0;
ofn.nMaxFile = MAX_PATH;
ofn.hwndOwner = hwnd;
ofn.lpstrFile = file;
ofn.lpstrFilter = TEXT("Bitmap Files (*.bmp)\0*.bmp\0\0");
ofn.lpstrFileTitle = NULL;
ofn.nMaxFileTitle = MAX_PATH;
ofn.lpstrInitialDir = NULL;
ofn.lpstrTitle = NULL;
ofn.Flags = OFN_EXPLORER | OFN_FILEMUSTEXIST | OFN_PATHMUSTEXIST | OFN_ALLOWMULTISELECT;
ofn.nFileOffset = 0;
ofn.nFileExtension = 0;
ofn.lpstrDefExt = NULL;
ofn.lCustData = 0L;
ofn.lpfnHook = NULL;
ofn.lpTemplateName = NULL;
}
And here's how I'm loading bitmaps and calling things:
bool LoadAndBlitBitmap(LPCWSTR myFile, HDC hWinDC)
{
// Load the bitmap image file
hBitmap = (HBITMAP)::LoadImage(NULL, myFile, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
// Verify that the image was loaded
if (hBitmap == NULL) {
::MessageBox(NULL, L"LoadImage Failed", L"Error", MB_OK);
return false;
}
// Create a device context that is compatible with the window
HDC hLocalDC;
hLocalDC = ::CreateCompatibleDC(hWinDC);
// Verify that the device context was created
if (hLocalDC == NULL) {
::MessageBox(NULL, L"CreateCompatibleDC Failed", L"Error", MB_OK);
return false;
}
// Get the bitmap's parameters and verify the get
BITMAP qBitmap;
int iReturn = GetObject(reinterpret_cast<HGDIOBJ>(hBitmap), sizeof(BITMAP),
reinterpret_cast<LPVOID>(&qBitmap));
if (!iReturn) {
::MessageBox(NULL, L"GetObject Failed", L"Error", MB_OK);
return false;
}
// Select the loaded bitmap into the device context
HBITMAP hOldBmp = (HBITMAP)::SelectObject(hLocalDC, hBitmap);
if (hOldBmp == NULL) {
::MessageBox(NULL, L"SelectObject Failed", L"Error", MB_OK);
return false;
}
// Blit the dc which holds the bitmap onto the window's dc
BOOL qRetBlit = ::BitBlt(hWinDC, 0, 0, qBitmap.bmWidth, qBitmap.bmHeight,
hLocalDC, 0, 0, SRCCOPY);
if (!qRetBlit) {
::MessageBox(NULL, L"Blit Failed", L"Error", MB_OK);
return false;
}
// Unitialize and deallocate resources
::SelectObject(hLocalDC, hOldBmp);
::DeleteDC(hLocalDC);
::DeleteObject(hBitmap);
return true;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
int wmId, wmEvent;
PAINTSTRUCT ps;
switch (message)
{
case WM_CREATE:
InitialiseDialog(hWnd);
return 0;
case WM_COMMAND:
wmId = LOWORD(wParam);
wmEvent = HIWORD(wParam);
// Parse the menu selections:
switch (wmId)
{
case ID_FILE_LOADIMAGES:
if (GetOpenFileName(&ofn))
{
g_bhBitmap = !g_bhBitmap;
}
InvalidateRect(hWnd, NULL, TRUE);
return 0;
break;
case ID_FILE_LOADAUDIO:
DestroyWindow(hWnd);
break;
case ID_FILE_EXIT:
DestroyWindow(hWnd);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
if (g_bhBitmap)
{
LoadAndBlitBitmap(file, hdc); // <-- Something not right about this...?
}
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
The Output1 (<-- Link does not open new tab so right-click and open new tab if you want to see the output, it's really just an error message...)
Thank you for reading my query. I'd greatly appreciate any help you could give me :) bye.
EDIT: Here are some variable definitions:
// Global Variables
HINSTANCE g_hInst;
HBITMAP hBitmap;
HDC hdc;
static OPENFILENAME ofn;
bool g_bhBitmap = false;
wchar_t file[1024];

My first suggestion would be to remove OFN_ALLOWMULTISELECT from the flags.
If you keep it, you need to handle the case of the user selecting multiple files correctly.
From the manual:
OFN_ALLOWMULTISELECT
The File Name list box allows multiple selections.
If the user selects more than one file, the lpstrFile buffer returns
the path to the current directory followed by the file names of the
selected files.
The nFileOffset member is the offset, in bytes or characters, to the
first file name, and the nFileExtension member is not used.
The directory and file name strings are NULL separated, with an extra
NULL character after the last file name.
When you send that to
hBitmap = (HBITMAP)::LoadImage(NULL, myFile, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
you are essentially trying to load a directory as a bitmap. Instead, you need to individually create finenames for each selection, and load those separatly.

Related

C++ CreateDIBitmap return null if move windows

I'm writing a demo program to load an image from file to OpenCV cv::Mat format, then convert to bitmap and display in Win32 windows. This is full source code:
// Win32
#include <Windows.h>
// OpenCV
#include <opencv2/core.hpp>
#include <opencv2/imgcodecs.hpp>
#pragma comment(lib, "opencv_core310d.lib")
#pragma comment(lib, "opencv_imgcodecs310d.lib")
// Marco
#define WIN_CLASS_NAME TEXT("DisplayTest")
#define WIN_NAME TEXT("Display Test")
#define IMAGE_SRC "./image.jpg"
// Global object
cv::Mat imgMat;
HWND hwndWindow;
// Convert cv::Mat data to bitmap
HBITMAP ConvertCVMatToBMP(cv::Mat frame)
{
auto convertOpenCVBitDepthToBits = [](const INT32 value) {
auto regular = 0u;
switch (value) {
case CV_8U:
case CV_8S:
regular = 8u;
break;
case CV_16U:
case CV_16S:
regular = 16u;
break;
case CV_32S:
case CV_32F:
regular = 32u;
break;
case CV_64F:
regular = 64u;
break;
default:
regular = 0u;
break;
}
return regular;
};
auto imageSize = frame.size();
if (imageSize.width && imageSize.height) {
auto headerInfo = BITMAPINFOHEADER{};
ZeroMemory(&headerInfo, sizeof(headerInfo));
headerInfo.biSize = sizeof(headerInfo);
headerInfo.biWidth = imageSize.width;
headerInfo.biHeight = -(imageSize.height); // negative otherwise it will be upsidedown
headerInfo.biPlanes = 1;// must be set to 1 as per documentation frame.channels();
const auto bits = convertOpenCVBitDepthToBits(frame.depth());
headerInfo.biBitCount = frame.channels() * bits;
auto bitmapInfo = BITMAPINFO{};
ZeroMemory(&bitmapInfo, sizeof(bitmapInfo));
bitmapInfo.bmiHeader = headerInfo;
bitmapInfo.bmiColors->rgbBlue = 0;
bitmapInfo.bmiColors->rgbGreen = 0;
bitmapInfo.bmiColors->rgbRed = 0;
bitmapInfo.bmiColors->rgbReserved = 0;
auto dc = GetDC(nullptr);
assert(dc != nullptr && "Failure to get DC");
auto bmp = CreateDIBitmap(dc,
&headerInfo,
CBM_INIT,
frame.data,
&bitmapInfo,
DIB_RGB_COLORS);
assert(bmp != nullptr && "Failure creating bitmap from captured frame");
DeleteDC(dc);
return bmp;
}
return nullptr;
}
// Attach image to windows
void attachImage()
{
HBITMAP bitImage = (HBITMAP)ConvertCVMatToBMP(imgMat);
// Display image
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwndWindow, &ps);
HDC imageDC = CreateCompatibleDC(hdc);
BITMAP bm;
HBITMAP imageBmpOld = (HBITMAP)SelectObject(imageDC, (HGDIOBJ)bitImage);
GetObject(bitImage, sizeof(bm), &bm);
BitBlt(
hdc, // tell it we want to draw to the screen
0, 0, // as position 0,0 (upper-left corner)
(int)bm.bmWidth, // width of the rect to draw
(int)bm.bmHeight, // height of the rect
imageDC, // the DC to get the rect from (our image DC)
0, 0, // take it from position 0,0 in the image DC
SRCCOPY // tell it to do a pixel-by-pixel copy
);
SelectObject(imageDC, (HGDIOBJ)imageBmpOld);
DeleteDC(imageDC);
DeleteObject((HGDIOBJ)imageBmpOld);
EndPaint(hwndWindow, &ps);
}
// WndProc callback
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam)
{
switch (message) {
case WM_DESTROY:
PostQuitMessage(0);
break;
case WM_PAINT:
attachImage();
break;
default:
return (DefWindowProc(hwnd, message, wparam, lparam));
}
}
// Register class
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASS wc = { 0 };
wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wc.hCursor = LoadCursor(hInstance, IDC_ARROW);
wc.hIcon = LoadIcon(hInstance, IDI_APPLICATION);
wc.hInstance = hInstance;
wc.lpfnWndProc = WndProc;
wc.lpszClassName = WIN_CLASS_NAME;
wc.style = CS_HREDRAW | CS_VREDRAW;
return RegisterClass(&wc);
}
int main(int argc, char* argv[])
{
// Register class
char t[500];
GetConsoleTitleA(t, 500);
HWND hwndConsole = FindWindowA(NULL, t);
HINSTANCE hInstance = (HINSTANCE)GetWindowLong(hwndConsole, GWL_HINSTANCE);
MyRegisterClass(hInstance);
// Init data
imgMat = cv::imread(IMAGE_SRC);
// Create Win32 windows
hwndWindow = CreateWindow(WIN_CLASS_NAME, WIN_NAME, WS_OVERLAPPEDWINDOW ^ WS_THICKFRAME,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0,
NULL, NULL, hInstance, NULL);
ShowWindow(hwndWindow, SW_SHOWNORMAL);
UpdateWindow(hwndWindow);
MSG msg;
HACCEL hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(109));
// Main message loop:
while (GetMessage(&msg, NULL, 0, 0)) {
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
return 0;
}
This code worked fine for me (Windows 10):
But if it running on Windows 7, after quickly drag and move the windows so that it "go out of" the screen:
And this is the result after move the window back into screen:
In this case, assert(bmp != nullptr) will fall and the program exit suddenly.
This does not happen on Windows 10!
Why CreateDIBitmap return null in this case???
SelectObject doesn't create a handle. In the function below you don't create imageBmpOld and you are not responsible for destroying it. But you did create bitImage (it is created in ConvertCVMatToBMP) and you should destroy bitImage at the end.
// Attach image to windows
void attachImage()
{
HBITMAP bitImage = (HBITMAP)ConvertCVMatToBMP(imgMat);
...
HBITMAP imageBmpOld = (HBITMAP)SelectObject(imageDC, (HGDIOBJ)bitImage);
...
SelectObject(imageDC, imageBmpOld);
DeleteDC(imageDC);
//DeleteObject((HGDIOBJ)imageBmpOld); <<== remove this line
DeleteObject(bitImage); //add this
EndPaint(hwndWindow, &ps);
}
Cleanup for GetDC is done by ReleaseDC, not DeleteDC
HBITMAP ConvertCVMatToBMP(cv::Mat frame)
{
...
auto dc = GetDC(nullptr);
assert(dc != nullptr && "Failure to get DC");
auto bmp = CreateDIBitmap(dc,
&headerInfo, CBM_INIT, frame.data, &bitmapInfo, DIB_RGB_COLORS);
assert(bmp != nullptr && "Failure creating bitmap from captured frame");
//DeleteDC(dc); <<== remove
ReleaseDC(nullptr, dc); //<<== add
...
}
Your window procedure doesn't always return a value. Add return 0; at the end.
The function attachImage() does not attach the image to window. It only paints the image on window. The way you have set it up it only works in response to WM_PAINT so you should really rename it OnPaint()
Also FindWindow(NULL, title) is not reliable because more than one window can have the same title. You should use GetConsoleWindow to get that window handle:
int main()
{
HWND hwndConsole = GetConsoleWindow();
...
}
Better yet, you could use WinMain entry point to skip the console window. The easiest way is to create a new project in your IDE, it should let you select "win32 project" (not "win32 console project")
//int main()
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, LPTSTR, int)
{
...
}

Splash Screen Make Wait box move

I have the following code that is supposed to paint a small box located on the bottom-left of a window, move 50 pixels to the right every 200 milliseconds, then reappear on the left once it reaches the right side.
Why doesn't my little rectangle move? It is painted in the same location all the time.
case WM_PAINT:
if (hBitmap != NULL)
{
// Paint the bitmap.
PAINTSTRUCT ps;
HDC hdc;
HDC hdcMem;
HGDIOBJ oldBitmap;
//
hdc = BeginPaint(hwnd, &ps);
// Create a dc in memory to paint on.
hdcMem = CreateCompatibleDC(hdc);
// Select the bitmap.
oldBitmap = SelectObject(hdcMem, hBitmap);
// Copy bitmap to splash screen window.
BitBlt(hdc, 0, 0, bmWidth, bmHeight, hdcMem, 0, 0, SRCCOPY);
// Fill rectangle.
HBRUSH hbr = CreateSolidBrush(RGB(42, 59, 87));
SelectObject(hdc, hbr);
FillRect(hdc, &rc, hbr);
// Cleanup.
SelectObject(hdcMem, oldBitmap);
DeleteObject(hbr);
DeleteObject(oldBitmap);
DeleteDC(hdcMem);
EndPaint(hwnd, &ps);
}
break;
case WM_TIMER:
timeCount++;
addLeft += 50;
if (addLeft == 300)
{
addLeft = 0;
}
// Move rectangle.
rc.left += addLeft;
rc.right += addLeft;
// Refresh the window.
UpdateWindow(hwnd);
// Timer and RECT from the top of the code page, and WinMain:
UINT_PTR ptrTimer;
const int TIMER_INTERVAL = 200;
const int MAX_TIME_COUNT = 100;
int timeCount;
// the timer works, but here's the code anyway.
ptrTimer = SetTimer(hwnd, 1, TIMER_INTERVAL, (TIMERPROC)NULL);
RECT rc;
rc.left = 141;
rc.top = 232;
rc.right = rc.left + 15;
rc.bottom = rc.top + 15;
Thanks for any replies,
Matt
Edit: Thanks hf.enigma, for the reply. This is what I ended up doing before I read your post. This works if anyone else wants to do this, but there are a couple more handles and GDI objects to clear. I am new to C++, so if anyone sees a memory leak here, please let me know. Thanks.
case WM_PAINT:
if (hBitmap != NULL)
{
// Paint the bitmap.
PAINTSTRUCT ps;
HDC hdc;
HDC hdcMem;
HGDIOBJ oldBitmap;
//
hdc = BeginPaint(hwnd, &ps);
hdcMem = CreateCompatibleDC(hdc); // a device context (dc) in memory to paint on.
oldBitmap = SelectObject(hdcMem, hBitmap);
// Copy bitmap to splash screen window.
BitBlt(hdc, 0, 0, bmWidth, bmHeight, hdcMem, 0, 0, SRCCOPY);
EndPaint(hwnd, &ps);
// Cleanup.
SelectObject(hdcMem, oldBitmap);
DeleteObject(oldBitmap);
DeleteDC(hdcMem);
HBRUSH hbr ;
// Fill rectangle.
RECT f;
GetClientRect(hwndBox, &f);
hdc = BeginPaint(hwndBox, &ps);
hdcMem = CreateCompatibleDC(hdc);
hbr = CreateSolidBrush(RGB(42, 59, 87));
SelectObject(hdc, hbr);
FillRect(hdc, &f, hbr);
EndPaint(hwnd, &ps);
// Cleanup.
SelectObject(hdcMem, oldBitmap);
DeleteObject(oldBitmap);
DeleteDC(hdcMem);
DeleteObject(hbr);
}
case WM_TIMER:
timeCount++;
if (addLeft == 60)
{
addLeft = 10000;
ival = 2;
}
// 'Hide' the box for 2/3 of timer interval when
// it reaches the right side.
if (addLeft == 10000)
{
addLeft = 0;
ival = 1;
}
//
switch (ival)
{
case 2:
addLeft += 12;
break;
case 3:
ival = 0;
break;
}
ival++;
if (ival == 2)
{
// Move rectangle.
MoveWindow(hwndBox, rcleft + addLeft, rctop, 12, 12, true);
}
if (timeCount == MAX_TIME_COUNT)
{
DestroyWindow(hwnd);
}
break;
You have to copy the bitmap after you have finished the painting, and you should paint with hdcMem, like this:
...
// Fill rectangle.
HBRUSH hbr = CreateSolidBrush(RGB(42, 59, 87));
SelectObject(hdcMem, hbr);
FillRect(hdcMem, &rc, hbr);
// Copy bitmap to splash screen window.
BitBlt(hdc, 0, 0, bmWidth, bmHeight, hdcMem, 0, 0, SRCCOPY);
// Cleanup.
....
This can be painted like hf.enigma has stated, but FillRect() must be called twice for each paint event. Without 'erasing' the previous block, the window ended up having a long rectangle along the bottom, similar to a progress bar.
I ended up making a sub-window the size of the block I wanted, and calling the MoveWindow() function. For me, this is the simplest and most maintainable way to accomplish this without having to use MFC or CLI.
If this can help anyone else, Here is all of the code that I am using for this.
//This displays a splash screen, and starts
//another application that takes a long time
//to load.
#pragma once
#include "resource.h"
#include "PathStatus.h"
#include "StartApp.h"
#include "CenterWindow.h"
#include <string>
#include <stdlib.h>
#include <iostream>
using namespace std;
const LPWSTR CLASS_NAME(L"TMS_Logs");
const LPWSTR PATH_SUFFIX (L"\\bin\\tl.exe");
const int LEN_APP_NAME = 12; // length of "TMS_Logs.exe".
bool b;
int ival;
char *appPath;
HWND hwnd; // Main window.
HBITMAP hBitmap = NULL; // Bitmap painted in window.
HWND hwndBox; // Moving box shows app. is loading.
HWND hwndButton; // Close box.
int bmWidth;
int bmHeight;
UINT_PTR ptrTimer;
const int TIMER_INTERVAL = 50;
const int MAX_TIME_COUNT = 650;
int timeCount;
int addLeft;
int rcleft, rctop, rcright, rcbottom;
RECT rcMover;
RECT rcMover2;
bool exitApp = false;
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PWSTR pCmdLine, int nCmdShow)
{
rcleft = 157;
rctop = 220;
rcright = rcleft + 15;
rcbottom = rctop + 15;
//
rcMover.left = rcleft;
rcMover.bottom = rcbottom;
rcMover.top = rctop;
rcMover.right = rcright;
//
rcMover2.bottom = rcbottom;
rcMover2.top = rctop;
rcMover.left + rcleft + 50;
rcMover.right = rcleft + 50 + 15;
// Get the commandline.
const wchar_t *args = GetCommandLineW();
wstring s(args);
// With no external arguments, GetCommandLineW() returns the
// full path with quotes around it, plus one space after the
// end qoute, e.g., '"c:\fullpath.exe" '.
// Remove the starting and ending quote chars, the space at
// the end, and and the exe path.
//
int len = s.length();
s = s.substr(1, len - 3 - LEN_APP_NAME) + PATH_SUFFIX;
// Convert the wide string to a regular char array.
// Convert the wstring to c-string.
const wchar_t *path = s.c_str();
// Convert the WCHAR to char* and store it in the
// 'appPath' variable.
const size_t BUFFER_SIZE = 200;
size_t i;
appPath = (char*)malloc(BUFFER_SIZE);
wcstombs_s(&i, appPath, BUFFER_SIZE, path, BUFFER_SIZE);
// Create window class objects.
WNDCLASSEX wc;
MSG msg;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = 0;
wc.lpfnWndProc = WndProc; // Sets callback function.
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, MAKEINTRESOURCE(IDICN_WSDOT));
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
wc.lpszMenuName = NULL;
wc.lpszClassName = CLASS_NAME;
wc.hIconSm = wc.hIcon;
if (!RegisterClassEx(&wc))
{
MessageBox(NULL, L"Window Registration Failed!", L"Error!",
MB_ICONEXCLAMATION | MB_OK);
return -1;
}
// Load the resource bitmap.
hBitmap = LoadBitmap(hInstance, MAKEINTRESOURCE(IDBMP_TL7));
// Make a bitmap to hold the returned width and height.
// This bitmap will be deleted when DeleteObject is called
// for the hBitmap handle.
BITMAP bm;
if (hBitmap != NULL && GetObject(hBitmap, sizeof(bm), &bm))
{
bmWidth = bm.bmWidth;
bmHeight = bm.bmHeight;
}
else
{
MessageBox(hwnd, L"Error loading splash screen bitmap.",
L"Error", MB_ICONEXCLAMATION | MB_OK);
return -1;
}
// Center the window on the monitor
// where the mouse is.
RECT rc;
CenterRectToMonitor(&rc, bmWidth, bmHeight);
//
hwnd = CreateWindowEx(WS_EX_PALETTEWINDOW, wc.lpszClassName, // Uses the properties set in Window Class wc.
L"TMS Logs", WS_POPUP, rc.left, rc.top, bmWidth, bmHeight, NULL, NULL, hInstance, NULL);
if (hwnd == NULL)
{
MessageBox(NULL, L"Error creating Window.", L"Error",
MB_ICONEXCLAMATION | MB_OK);
return -1;
}
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
//bool started = true;
bool started = false;
bool ret;
int x, w, y, h;
x = 369;
y = 10;
w = 19;
h = 19;
// Make close box in upper-right corner.
hwndButton = CreateWindow(
L"BUTTON", // Predefined class.
L"X", // Button text
WS_TABSTOP | WS_VISIBLE | WS_CHILD | BS_DEFPUSHBUTTON, // Styles
369, // x position
10, // y position
19, // Button width
19, // Button height
hwnd, // Parent window
NULL, // No menu.
(HINSTANCE)GetWindowLong(hwnd, GWL_HINSTANCE),
NULL); // Pointer not needed.
// Make a box that moves along the bottom of
// the window while the other app. loads.
x = rcleft;
y = rctop;
w = 10;
h = 10;
hwndBox = CreateWindow(L"static", 0, WS_CHILD | WS_VISIBLE, x, y, w, h, hwnd, NULL,
(HINSTANCE) GetWindowLong (hwnd, GWL_HINSTANCE), NULL);
// Create a timer to close this window after
// several seconds, in case the main app. does
// not send the close window message to this app.
// the WM_TIMER message is handled in the WndProc
// callback function.
ptrTimer = SetTimer(hwnd, 1, TIMER_INTERVAL, (TIMERPROC)NULL);
// Start message Loop.
while ((ret = GetMessage(&msg, NULL, 0, 0)) != 0)
{
if (ret == -1)
{
MessageBox(NULL,
L"Error in Splash screen window message loop, at:\n\n'GetMessage(&msg, NULL, 0, 0))'.\n\nMessage return value was -1.",
L"TMS Logs", MB_ICONEXCLAMATION | MB_OK);
// Exit this app.
return -1;
}
// TranslateMessage(&Msg); // Not needed with what I have here.
DispatchMessage(&msg);
// Check app. path and start the other app.
if (!started)
{
started = true;
if (Path_Accessible(appPath))
{
// Start the main app.
if (!StartApplication(appPath))
{
// The folder or file is missing, or
// the user does not have security
// permissions to the sub-folder.
MessageBox(hwnd, L"Unexpected error at: StartApplication().",
L"Error", MB_ICONEXCLAMATION | MB_OK);
if (appPath)
{
free(appPath);
}
return -1;
}
}
else
{
// Display an error message.
char msg[350];
char* prefix = "Error: Can't find 'tl.exe'.\n\n It's missing from: '";
//char* suffix = " '\ncannot be accessed, or does not exist.";
int count = sizeof(msg);
strncpy(msg, prefix, count);
strncat(msg, appPath, count);
//strncat(msg, suffix, count);
// Convert c-string to wide char. string.
count = strlen(msg) + 1;
wchar_t* wMsg = new wchar_t[count];
size_t returnCount;
int ret = mbstowcs_s(&returnCount, wMsg, count, msg, _TRUNCATE);
if (ret == 0 && returnCount == count)
{
MessageBox(hwnd, wMsg, L"Error", MB_ICONEXCLAMATION | MB_OK);
}
else
{
// Error
MessageBox(hwnd, L"Error: The application path cannot be accessd, or does not exist.", L"Error", MB_ICONEXCLAMATION | MB_OK);
}
delete[] wMsg;
if (appPath)
{
free(appPath);
}
return -1;
}
}
}
if (appPath)
{
free(appPath);
}
return msg.wParam;
}
// Process messages.
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_COMMAND:
// The close button is the only child window,
// so no need to check wparam.
DestroyWindow(hwnd);
break;
case WM_CLOSE:
DestroyWindow(hwnd);
break;
case WM_DESTROY:
DestroyWindow(hwndButton);
DestroyWindow(hwndBox);
if (hBitmap != NULL)
{
if (!DeleteObject(hBitmap))
{
MessageBox(hwnd, L"Error at: WndProc(). Failed to delete the application bitmap.",
L"Error", MB_OK);
}
}
if (ptrTimer)
{
if (!KillTimer(hwnd, ptrTimer))
{
MessageBox(hwnd, L"Error at :WndProc(). Failed to free the application timer.",
L"Error", MB_OK);
}
}
PostQuitMessage(0);
break;
case WM_PAINT:
if (hBitmap != NULL)
{
// Paint the bitmap.
PAINTSTRUCT ps;
HDC hdc;
HDC hdcMem;
HGDIOBJ oldBitmap;
//
hdc = BeginPaint(hwnd, &ps);
hdcMem = CreateCompatibleDC(hdc); // a device context (dc) in memory to paint on.
oldBitmap = SelectObject(hdcMem, hBitmap);
// Copy bitmap to splash screen window.
BitBlt(hdc, 0, 0, bmWidth, bmHeight, hdcMem, 0, 0, SRCCOPY);
EndPaint(hwnd, &ps);
// Cleanup.
SelectObject(hdcMem, oldBitmap);
DeleteObject(oldBitmap);
DeleteDC(hdcMem);
HBRUSH hbr ;
// Fill rectangle.
RECT f;
GetClientRect(hwndBox, &f);
hdc = BeginPaint(hwndBox, &ps);
hdcMem = CreateCompatibleDC(hdc);
hbr = CreateSolidBrush(RGB(42, 59, 87));
SelectObject(hdc, hbr);
FillRect(hdc, &f, hbr);
EndPaint(hwnd, &ps);
// Cleanup.
SelectObject(hdcMem, oldBitmap);
DeleteObject(oldBitmap);
DeleteDC(hdcMem);
DeleteObject(hbr);
}
break;
case WM_TIMER:
timeCount++;
if (addLeft == 60)
{
addLeft = 10000;
ival = 2;
}
// 'Hide' the box for 2/3 of timer interval when
// it reaches the right side.
if (addLeft == 10000)
{
addLeft = 0;
ival = 1;
}
//
switch (ival)
{
case 2:
addLeft += 12;
break;
case 3:
ival = 0;
break;
}
ival++;
if (ival == 2)
{
// Move rectangle.
MoveWindow(hwndBox, rcleft + addLeft, rctop, 12, 12, true);
}
if (timeCount == MAX_TIME_COUNT)
{
DestroyWindow(hwnd);
}
break;
default:
return DefWindowProc(hwnd, msg, wParam, lParam);
}
return 0;
}
Here is the code for referenced H files.
StartApp.H
#pragma once
#define WIN32_LEAN_AND_MEAN // Exclude DDE, RPC, Shell, Sockets, etc.
#define NOCOMM // Exclude serial communication APIs.
#include <Windows.h>
#include <cstdlib>
// Calls the CreateProcess function to start another app.
// ref: https://msdn.microsoft.com/en-us/library/windows/desktop/ms682512(v=vs.85).aspx
bool StartApplication(const char* appPath)
{
// The CreateProcess function requires
// wide char. array, so convert appPath.
size_t count = strlen(appPath) + 1;
wchar_t* path = new wchar_t[count];
size_t returnCount;
int ret = mbstowcs_s(&returnCount, path, count, appPath, _TRUNCATE);
if (ret != 0 || returnCount != count)
{
// Error converting C-string.
delete[] path;
return false;
}
// Required objects.
STARTUPINFO si;
PROCESS_INFORMATION pi;
// Set the size of the objects.
ZeroMemory(&si, sizeof(si));
si.cb = sizeof(si);
ZeroMemory(&pi, sizeof(pi));
// Start the program at 'path'.
bool ok = CreateProcess(
path, // module name/app. path.
NULL, // Command line/path, if null app. path is used.
NULL, // Process handle, use null.
NULL, // Thread handle, use null.
FALSE, // Set handle inheritance to FALSE.
0, // No creation flags.
NULL, // Use parent's environment block.
NULL, // Use parent's starting directory.
&si, // Pointer to STARTUPINFO structure.
&pi); // Pointer to PROCESS_INFORMATION structure.
// Close process and thread handles.
CloseHandle(pi.hProcess);
CloseHandle(pi.hThread);
delete[] path;
return ok;
}
CenterWindow.H
void CenterRectToMonitor(LPRECT prc, int rcWidth, int rcHeight)
{
POINT pt;
GetCursorPos(&pt);
HMONITOR mon;
mon = MonitorFromPoint(pt, MONITOR_DEFAULTTONEAREST);
MONITORINFO mi;
mi.cbSize = sizeof(mi);
GetMonitorInfo(mon, &mi);
*prc = mi.rcMonitor;
//
// Center the window rectangle to the monitor rectangle.
prc->left = prc->left + (prc->right - prc->left - rcWidth) / 2;
prc->top = prc->top + (prc->bottom - prc->top - rcHeight) / 2;
prc->right = prc->left + rcWidth;
prc->bottom = prc->top + rcHeight;
}
PathStatus.H
#include <sys/stat.h>
const int SUCCESS = 0; // Indicates stat buffer was successfully set.
// Method to check if a file or folder
// exists and is accessible, using the stat
// structure and stat function, ref:
// http://pubs.opengroup.org/onlinepubs/009695399/functions/stat.html
bool Path_Accessible(const char* path)
{
if (path == 0)
{
return false;
}
struct stat path_status;
int result = stat(path, &path_status);
//
// The _S_IFREG flag indicates the path is a
// regular file and not a directory.
//
// To check for a directory, use '_S_IFDIR'.
return result == SUCCESS &&
(path_status.st_mode & _S_IFREG);
}
This is what my splash screen looks like. Note that the small box starts a little to the left of where it is now, moves a little to the right, and this repeats until the other app. this one started sends the WM_CLOSE message to this window.

Importing a BitMap makes my Window Lagg

I need some help here.
Im importing an bitmap onto my Win32 Window. I am building it and after some seconds it's starting to lag a lot. I am not sure why, but I suppose I am not correctly deleting it from memory after using it.
Thank you for Help in advance.
I saw a behavior while I was testing it. If Im not moving the window than it is okey, but after moving it it start to lag and block my IDE. Maybe something with WM_PAINT?
Here is my code.
#include <windows.h>
//For more makros
#include <windowsx.h>
#include "Simulatron.h"
HINSTANCE hProgramInstance;
Simulatron Exo;
char Simulatron::m_szClassName[] = "Simulatron";
Simulatron::Simulatron(HINSTANCE hInstance)
{
m_hInstance = hInstance; // Save Instance handle
m_wndClass.cbSize = sizeof(WNDCLASSEX); // Must always be sizeof(WNDCLASSEX)
m_wndClass.style = CS_DBLCLKS; // Class styles
m_wndClass.lpfnWndProc = MainWndProc; // Pointer to callback procedure
m_wndClass.cbClsExtra = 0; // Extra bytes to allocate following the wndclassex structure
m_wndClass.cbWndExtra = 0; // Extra bytes to allocate following an instance of the structure
m_wndClass.hInstance = hInstance; // Instance of the application
m_wndClass.hIcon = NULL;//LoadIcon(hInstance, MAKEINTRESOURCE(IDC_MAINCURSOR)); // Class Icon
m_wndClass.hCursor = LoadCursor(NULL, IDC_ARROW); // Class cursor
m_wndClass.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); // Background brush
m_wndClass.lpszMenuName = NULL; // Menu Resource
m_wndClass.lpszClassName = (LPCWSTR)m_szClassName; // Name of this class
m_wndClass.hIconSm = NULL;//LoadIcon(hInstance, MAKEINTRESOURCE(IDI_APP_ICON)); // Small icon for this class
}
Simulatron::~Simulatron()
{
}
Simulatron::Simulatron()
{
// If we declare a window class with a default constructor,
// we need to reset the window to a nothing
}
LRESULT CALLBACK Simulatron::MainWndProc (HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
static HDC hdc;
static PAINTSTRUCT ps;
static HDC hdc_mem;
static HBRUSH newbrush;
//Child Window Handles
Simulatron create;
RECT rect;
hProgramInstance = (HINSTANCE)GetWindowLong(hwnd, GWL_HINSTANCE);
static HBITMAP logo = NULL;
static BITMAP bitmap;
logo = (HBITMAP)LoadImage(hProgramInstance, L"Space.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
GetObject(logo, sizeof(bitmap), &bitmap);
switch (msg)
{
case WM_CREATE:
{
create.Create(hProgramInstance,hwnd,lParam,logo);
}
break;
case WM_GETMINMAXINFO:
{
LPMINMAXINFO pInfo = (LPMINMAXINFO) lParam;
//pInfo -> ptMaxTrackSize.x = 450;
//pInfo -> ptMaxTrackSize.y = 650;
}
break;
case WM_SIZE:
break;
case WM_CTLCOLORSTATIC:
SetTextColor((HDC)wParam, RGB(150, 100, 255));
SetBkMode((HDC)wParam, TRANSPARENT);
newbrush = (HBRUSH)GetStockObject(NULL_BRUSH);
DeleteObject(newbrush);
return (LRESULT)newbrush;
break;
case WM_COMMAND:
break;
case WM_PAINT:
hdc = BeginPaint(hwnd, &ps);
GetClientRect(hwnd , &rect);
hdc_mem = CreateCompatibleDC(hdc);
SelectObject(hdc_mem, logo);
BitBlt(hdc, 0, 0, bitmap.bmWidth, bitmap.bmHeight, hdc_mem, 0, 0, SRCCOPY);
DeleteObject(hdc_mem);
EndPaint(hwnd, &ps);
break;
//Handle the combinations from the keyboard input
case WM_DESTROY:
PostQuitMessage (0);
DeleteObject(logo);
DeleteBitmap(logo);
break;
default:
return DefWindowProc (hwnd, msg, wParam, lParam);
}
return 0;
}
//Create function of all Childs
void Simulatron::Create(HINSTANCE Hinst, HWND hWindow, LPARAM lParam, HBITMAP logo)
{
Hinst = ((LPCREATESTRUCT) lParam) -> hInstance; // handle to instance for custom cursor
logo = (HBITMAP)LoadImage(Hinst, L"Space.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
}
bool Simulatron::Run(int nCmdShow)
{
if(!RegisterClassEx(&m_wndClass))
return false;
m_hwnd = CreateWindowEx(0,(LPCWSTR)m_szClassName,
L"Simulatron",
//WS_OVERLAPPEDWINDOW,
WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME | WS_MINIMIZEBOX | WS_MAXIMIZEBOX, // Dissable Resizing and Maximizing
0, 0, 1280, 1000,
NULL, NULL,
m_hInstance,
NULL);
if(!m_hwnd)
return false;
ShowWindow(m_hwnd, nCmdShow);
return true;
}
Simulatron::operator HWND()
{
// This overloaded operator allows us to use HWND anyway we want
return m_hwnd;
}
You load the BMP File over and over again in your MainWndProc. You should load it once at Init and use it from there! Have a look at a win32 API tutorial and you will see that MainWndProc is getting called throughout the whole program lifetime. You could load that image in your WM_CREATE state for example.

Win32 C++: Using a openfilename and displaying a bitmap file

I'm new here, I'm more adapted in C# then in C++.
Therefore, I require the assistance of C++ experts for this dilemnia I am currently having.
What is listed down below is just the code snippet that i think is necessary to complete, nevertheless, i believe there are still more to be achieved.
#include "stdafx.h"
#include "winmain.h"
#include "Resource.h"
#include <stdio.h>
#include <CommDlg.h>
#include <windows.h>
OPENFILENAME ofn;
TCHAR szFile[260];
switch (message)
{
case WM_COMMAND:
wmId = LOWORD(wParam);
wmEvent = HIWORD(wParam);
// Parse the menu selections:
switch (wmId)
{
case ID_FILE_LOADBITMAP:
bBitmap = !bBitmap;
InvalidateRect(hWnd,0,TRUE);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
// TODO: Add any drawing code here...
if(bBitmap)
{
ZeroMemory(&ofn, sizeof(ofn));
ofn.lStructSize = sizeof(ofn);
ofn.hwndOwner = hWnd;
ofn.lpstrFile = szFile;
//
// Set lpstrFile[0] to '\0' so that GetOpenFileName does not
// use the contents of szFile to initialize itself.
//
ofn.lpstrFile[0] = '\0';
ofn.nMaxFile = sizeof(szFile);
ofn.nFilterIndex = 1;
ofn.lpstrFileTitle = NULL;
ofn.nMaxFileTitle = 0;
ofn.lpstrInitialDir = NULL;
ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
// Display the Open dialog box.
if (GetOpenFileName(&ofn)==TRUE)
hf = CreateFile(ofn.lpstrFile, GENERIC_READ,
0, (LPSECURITY_ATTRIBUTES) NULL,
OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL,
(HANDLE) NULL);
LoadBitmap(__T("F-35C.bmp"), hdc);
EndPaint(hWnd, &ps);
break;
}
As you can see, as i click my case menu: LoadBitmap
It just loads the openfiledialog and choose the file that i want without showing in the Windows, that is all. What i actually want to do is to load the filepath into the LoadBitmap function instead of hardcoding it in the function ("F-35C.bmp).
I also do know that ofn.lpStrFile has the file path, but I am unable to load the Bitmap file despite replacing __T("F-35C.bmp") with ofn.lpStrFile.
As below shows the function of the LoadBitMap Function.
bool LoadBitmap(LPCWSTR szFileName, HDC hWinDC)
{
// Load the bitmap image file
HBITMAP hBitmap;
hBitmap = (HBITMAP)::LoadImage(NULL, szFileName, IMAGE_BITMAP, 0, 0,
LR_LOADFROMFILE);
// Verify that the image was loaded
if (hBitmap == NULL) {
::MessageBox(NULL, __T("LoadImage Failed"), __T("Error"), MB_OK);
return false;
}
// Create a device context that is compatible with the window
HDC hLocalDC;
hLocalDC = ::CreateCompatibleDC(hWinDC);
// Verify that the device context was created
if (hLocalDC == NULL) {
::MessageBox(NULL, __T("CreateCompatibleDC Failed"), __T("Error"), MB_OK);
return false;
}
// Get the bitmap's parameters and verify the get
BITMAP qBitmap;
int iReturn = GetObject(reinterpret_cast<HGDIOBJ>(hBitmap), sizeof(BITMAP),
reinterpret_cast<LPVOID>(&qBitmap));
if (!iReturn) {
::MessageBox(NULL, __T("GetObject Failed"), __T("Error"), MB_OK);
return false;
}
// Select the loaded bitmap into the device context
HBITMAP hOldBmp = (HBITMAP)::SelectObject(hLocalDC, hBitmap);
if (hOldBmp == NULL) {
::MessageBox(NULL, __T("SelectObject Failed"), __T("Error"), MB_OK);
return false;
}
// Blit the dc which holds the bitmap onto the window's dc
BOOL qRetBlit = ::BitBlt(hWinDC, 0, 0, qBitmap.bmWidth, qBitmap.bmHeight,
hLocalDC, 0, 0, SRCCOPY);
if (!qRetBlit) {
::MessageBox(NULL, __T("Blit Failed"), __T("Error"), MB_OK);
return false;
}
// Unitialize and deallocate resources
::SelectObject(hLocalDC, hOldBmp);
::DeleteDC(hLocalDC);
::DeleteObject(hBitmap);
return true;
}
To add on, I am using Microsoft Visual Studio 2010 Developer Version with Win32 Application ( Not Console ).
You've got your LoadBitmap() parameters backwards. This is from MSDN:
HBITMAP LoadBitmap(
__in HINSTANCE hInstance,
__in LPCTSTR lpBitmapName
);
I'm also fairly certain that you don't need to wrap your filename in __T() macro for function calls.
I see a problem in the fact that you are opening the file right after the GetOpenFileName call, the dwShareMode parameter in CreateFile is set to 0 ( no sharing is allowed ) and you do not close or use the obtained handle( hf ). This will result in the failure of the LoadImage call, because the file is still open with no sharing at the time of the call.
Solution: Either remove the CreateFile call, because it's useless in this code, or close the handle before calling LoadBitmap.
Do not do all of this inside WM_PAINT, which will be called many MANY times during the execution of your program.
Load the bitmap once, and keep the HBITMAP around. The painting code should then start with that HBITMAP.

Getting Rid of Black Console Window When Running C++ Application

I am using Netbeans 7.1 to toy around with the AI tutorial I found here.
edit: I am using the GCC compiler.
I've gotten everything working, but I can't seem to get the application to compile and run with the Windows Subsystem... The application appears to be written properly for Windows API, and the executable that came with the source files from that website launches without producing the black console window that my own executable creates.
I've tried adding -mwindows as an option to the linker, and I've tried -Wl,-subsystem,windows. Neither of these have worked for me. I've provided the main.cpp below.
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <stdlib.h>
#include <time.h>
#include "utils.h"
#include "CController.h"
#include "CTimer.h"
#include "resource.h"
#include "CParams.h"
// edited this out, still not working
// #pragma comment(linker, "/SUBSYSTEM:windows /ENTRY:mainCRTStartup")
///////////////////////GLOBALS ////////////////////////////////////
char* szApplicationName = "Smart Sweepers v1.0";
char* szWindowClassName = "sweeper";
//The controller class for this simulation
CController* g_pController = NULL;
//create an instance of the parameter class.
CParams g_Params;
//---------------------------- Cleanup ----------------------------------
//
// simply cleans up any memory issues when the application exits
//-----------------------------------------------------------------------
void Cleanup()
{
if (g_pController)
delete g_pController;
}
//-----------------------------------WinProc-----------------------------
//
//-----------------------------------------------------------------------
LRESULT CALLBACK WindowProc(HWND hwnd,
UINT msg,
WPARAM wparam,
LPARAM lparam)
{
//these hold the dimensions of the client window area
static int cxClient, cyClient;
//used to create the back buffer
static HDC hdcBackBuffer;
static HBITMAP hBitmap;
static HBITMAP hOldBitmap;
switch(msg)
{
case WM_CREATE:
{
//seed the random number generator
srand((unsigned) time(NULL));
//get the size of the client window
RECT rect;
GetClientRect(hwnd, &rect);
cxClient = rect.right;
cyClient = rect.bottom;
//setup the controller
g_pController = new CController(hwnd);
//create a surface for us to render to(backbuffer)
hdcBackBuffer = CreateCompatibleDC(NULL);
HDC hdc = GetDC(hwnd);
hBitmap = CreateCompatibleBitmap(hdc,
cxClient,
cyClient);
ReleaseDC(hwnd, hdc);
hOldBitmap = (HBITMAP)SelectObject(hdcBackBuffer, hBitmap);
}
break;
//check key press messages
case WM_KEYUP:
{
switch(wparam)
{
case VK_ESCAPE:
{
PostQuitMessage(0);
}
break;
case 'F':
{
g_pController->FastRenderToggle();
}
break;
//reset the demo
case 'R':
{
if (g_pController)
{
delete g_pController;
}
//setup the new controller
g_pController = new CController(hwnd);
}
break;
}//end WM_KEYUP switch
}
break;
//has the user resized the client area?
case WM_SIZE:
{
cxClient = LOWORD(lparam);
cyClient = HIWORD(lparam);
//resize the backbuffer accordingly
SelectObject(hdcBackBuffer, hOldBitmap);
HDC hdc = GetDC(hwnd);
hBitmap = CreateCompatibleBitmap(hdc,
cxClient,
cyClient);
ReleaseDC(hwnd, hdc);
hOldBitmap = (HBITMAP)SelectObject(hdcBackBuffer, hBitmap);
}
break;
case WM_PAINT:
{
PAINTSTRUCT ps;
BeginPaint(hwnd, &ps);
//fill our backbuffer with white
BitBlt(hdcBackBuffer,
0,
0,
cxClient,
cyClient,
NULL,
NULL,
NULL,
WHITENESS);
//render the mines and sweepers
g_pController->Render(hdcBackBuffer);
//now blit backbuffer to front
BitBlt(ps.hdc, 0, 0, cxClient, cyClient, hdcBackBuffer, 0, 0, SRCCOPY);
EndPaint(hwnd, &ps);
}
break;
case WM_DESTROY:
{
SelectObject(hdcBackBuffer, hOldBitmap);
//clean up our backbuffer objects
DeleteDC(hdcBackBuffer);
DeleteObject(hBitmap);
// kill the application, this sends a WM_QUIT message
PostQuitMessage(0);
}
break;
default:break;
}//end switch
// default msg handler
return (DefWindowProc(hwnd, msg, wparam, lparam));
}//end WinProc
//-----------------------------------WinMain-----------------------------------------
// Entry point for our windows application
//-----------------------------------------------------------------------------------
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{
WNDCLASSEX winclass;
HWND hwnd;
MSG msg;
// first fill in the window class stucture
winclass.cbSize = sizeof(WNDCLASSEX);
winclass.style = CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc = WindowProc;
winclass.cbClsExtra = 0;
winclass.cbWndExtra = 0;
winclass.hInstance = hinstance;
winclass.hIcon = LoadIcon(hinstance, MAKEINTRESOURCE(IDI_ICON1));
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground= NULL;
winclass.lpszMenuName = NULL;
winclass.lpszClassName= szWindowClassName;
winclass.hIconSm = LoadIcon(hinstance, MAKEINTRESOURCE(IDI_ICON1));
// register the window class
if (!RegisterClassEx(&winclass))
{
MessageBox(NULL, "Error Registering Class!", "Error", 0);
return 0;
}
// create the window (one that cannot be resized)
if (!(hwnd = CreateWindowEx(NULL,
szWindowClassName,
szApplicationName,
WS_OVERLAPPED | WS_VISIBLE | WS_CAPTION | WS_SYSMENU,
GetSystemMetrics(SM_CXSCREEN)/2 - CParams::WindowWidth/2,
GetSystemMetrics(SM_CYSCREEN)/2 - CParams::WindowHeight/2,
CParams::WindowWidth,
CParams::WindowHeight,
NULL,
NULL,
hinstance,
NULL)))
{
MessageBox(NULL, "Error Creating Window!", "Error", 0);
return 0;
}
//Show the window
ShowWindow(hwnd, SW_SHOWDEFAULT );
UpdateWindow(hwnd);
//create a timer
CTimer timer(CParams::iFramesPerSecond);
//start the timer
timer.Start();
// Enter the message loop
bool bDone = FALSE;
while(!bDone)
{
while( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
{
if( msg.message == WM_QUIT )
{
//Stop loop if it's a quit message
bDone = TRUE;
}
else
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
}
if (timer.ReadyForNextFrame() || g_pController->FastRender())
{
if(!g_pController->Update())
{
//we have a problem, end app
bDone = TRUE;
}
//this will call WM_PAINT which will render our scene
InvalidateRect(hwnd, NULL, TRUE);
UpdateWindow(hwnd);
}
}//end while
// Clean up everything and exit the app
Cleanup();
UnregisterClass( szWindowClassName, winclass.hInstance );
return 0;
} // end WinMain
This seems a bit strange, but windows subsystem application uses WinMainCRTStartup as entry point. So the following line looks inconsistent:
#pragma comment(linker, "/SUBSYSTEM:windows /ENTRY:mainCRTStartup")
It probably should be "/SUBSYSTEM:windows /ENTRY:WinMainCRTStartup" or "/SUBSYSTEM:console /ENTRY:mainCRTStartup"
On the other hand, I never trried to make a windows app with gcc. It may completely ignore this #pragma... Anyway, try to comment it out and see what happens. Generally compiler should be able to select the proper entry point without the compile time parameter anyway.