GetWindowText() doesn't work - c++

Initially I have to say that I know nothing about WinAPI. I'm learning from quite old tutorial, which seems to be a little bit outdated. I'm trying to make a dialog box where user would type in size of a next window. I've made it in Visual Studio using Resource Editor (or whatever it is called). I'm trying to retrieve data from Edit Controls, but GetWindowText doesn't work well.
So I made global LPTSTR named SizeX and SizeY (I know I could made them local and later pass them to a function that creates the second window, but I've got then problems with hInstance... nevermind).
BOOL CALLBACK SettingsProcedure(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_INITDIALOG:
{
SetWindowTextA(GetDlgItem(hwnd, IDC_EDIT1), "20"); //I'm setting default input in case the user doesn't want to write anything
SetWindowTextA(GetDlgItem(hwnd, IDC_EDIT2), "20");
}
break;
case WM_COMMAND:
{
switch (LOWORD(wParam))
{
case IDC_BUTTON1:
{
GetWindowText(GetDlgItem(hwnd, IDC_EDIT1), sizeX, GetWindowTextLength(GetDlgItem(hwnd, IDC_EDIT1)) + 1);
if (sizeX == NULL)
break; //breaks every time
GetWindowText(GetDlgItem(hwnd, IDC_EDIT2), sizeY, 10);
EndDialog(hwnd, IDC_BUTTON1);
}
break;
}
}
break;
default: return FALSE;
}
return TRUE;
}
I'm sure I have a lot of basic mistakes in this code, so please don't blame me :P
I have no idea how to make it work. The fantastic tutorial I use tells nothing about Edit Controls, it even has an information that it might be too old. Unfortunately that is the only WinAPI tutorial I've found in my language, if you know any good one in English I'd be glad.

the thing that you should do is use directly GetDlgItemInt to retrieve sizeX and sizeY otherwise you should get text as a string then convert it into int:
case WM_COMMAND:
{
switch (LOWORD(wParam))
{
case IDC_BUTTON1:
{
BOOL bCheck = FALSE;
sizeX = GetDlgItemInt(hwnd, IDC_EDIT1, &bCheck, false);
sizeY = GetDlgItemInt(hwnd, IDC_EDIT2, &bCheck, false);
// or text then convert:
int textLengthX = SendDlgItemMessage(hwnd, IDC_EDIT1, WM_GETTEXTLENGTH, 0, 0);
int textLengthY = SendDlgItemMessage(hwnd, IDC_EDIT2, WM_GETTEXTLENGTH, 0, 0);
LPSTR lpTextX = (LPSTR)GlobalAlloc(GPTR, textLengthX + 1);
LPSTR lpTextY = (LPSTR)GlobalAlloc(GPTR, textLengthY + 1);
SendDlgItemMessage(hwnd, IDC_EDIT1, WM_GETTEXT, (WPARAM)textLengthX + 1, (LPARAM)lpTextX);
SendDlgItemMessage(hwnd, IDC_EDIT1, WM_GETTEXT, (WPARAM)textLengthY + 1, (LPARAM)lpTextY);
// now you have sizeX and sizeY as strings so convert them to int:
int sizeX = atoi(lpTextX);
int sizeY = atoi(lpTextY);
GlobalFree(lpTextX);
GlobalFree(lpTextY);
}
break;
}
break;
}

Related

Detect when any application Window is dragged to top of screen

On Windows 10 I have been experimenting with replacing the "Window snap" feature to work better with ultra wide monitors. While I have had no problem capturing the Windows Key+arrow cursors to handle the keyboard shortcut, I now want to detect when another application Window has been dragged to the top/right/left/bottom of the current monitor.
Current code:
#include <iostream>
#include <Windows.h>
HHOOK _hook_keyboard;
KBDLLHOOKSTRUCT kbdStruct;
CONST int HORIZONTAL_SLOTS = 4;
CONST int VERTICAL_SLOTS = 1;
// horizontalPosition/verticalPosition specifies which "slot" starting at 0 to place Window in
// horizontalSlots/verticalSlots specifies how many slots to divide the screen into
void MoveAndResizeActiveWindow(int horizontalPosition, int verticalPosition, int horizontalSlots, int verticalSlots)
{
// get work area on primary monitor
HWND currentWindow = GetForegroundWindow();
if (currentWindow != NULL)
{
HMONITOR currentMonitor = MonitorFromWindow(currentWindow, MONITOR_DEFAULTTONEAREST);
MONITORINFO monitorInfo;
monitorInfo.cbSize = sizeof(MONITORINFO);
if (GetMonitorInfo(currentMonitor, &monitorInfo))
{
long width = monitorInfo.rcWork.right - monitorInfo.rcWork.left;
long height = monitorInfo.rcWork.bottom - monitorInfo.rcWork.top;
long snappedWidth = width / horizontalSlots;
long snappedHeight = height / verticalSlots;
long snappedLeft = (snappedWidth * horizontalPosition) + monitorInfo.rcWork.left;
long snappedTop = (snappedHeight * verticalPosition) + monitorInfo.rcWork.top;
MoveWindow(currentWindow, snappedLeft, snappedTop, snappedWidth, snappedHeight, true);
}
}
}
LRESULT __stdcall HookCallbackKeyboard(int nCode, WPARAM wParam, LPARAM lParam)
{
BOOL bEatkeystroke = false;
short keyState;
if (nCode >= 0)
{
kbdStruct = *((KBDLLHOOKSTRUCT*)lParam);
switch (wParam)
{
case WM_KEYDOWN:
keyState = GetAsyncKeyState(VK_LWIN);
if (keyState)
{
switch (kbdStruct.vkCode)
{
case VK_LEFT:
bEatkeystroke = true;
break;
case VK_RIGHT:
bEatkeystroke = true;
break;
case VK_UP:
bEatkeystroke = true;
break;
case VK_DOWN:
bEatkeystroke = true;
break;
};
};
break;
case WM_KEYUP:
keyState = GetAsyncKeyState(VK_LWIN);
if (keyState)
{
switch (kbdStruct.vkCode)
{
case VK_LEFT:
MoveAndResizeActiveWindow(0, 0, 4, 1);
bEatkeystroke = true;
break;
case VK_RIGHT:
MoveAndResizeActiveWindow(3, 0, 4, 1);
bEatkeystroke = true;
break;
break;
case VK_UP:
MoveAndResizeActiveWindow(1, 0, 4, 1);
bEatkeystroke = true;
break;
case VK_DOWN:
MoveAndResizeActiveWindow(2, 0, 4, 1);
bEatkeystroke = true;
break;
};
}
break;
};
}
if (bEatkeystroke)
{
return 1;
}
else
{
return CallNextHookEx(_hook_keyboard, nCode, wParam, lParam);
}
}
void SetHook()
{
if (!(_hook_keyboard = SetWindowsHookEx(WH_KEYBOARD_LL, HookCallbackKeyboard, NULL, 0)))
{
MessageBox(NULL, L"Failed to install hook on keyboard!", L"Error", MB_ICONERROR);
}
}
int main(int argc, char** argv[])
{
SetHook();
MSG msg;
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return msg.wParam;
}
Any suggestions how to identify when Windows have been dragged to a particular location on the screen?
As per advice in replies to original question I have tried used SetWinEventHook with the following code, planning to restrict EVENT_MIN and EVENT_MAX once correct events to watch for worked out.
g_hook_winevent = SetWinEventHook(
EVENT_MIN, EVENT_MAX,
NULL, // Handle to DLL.
HandleWinEvent, // The callback.
0, 0, // Process and thread IDs of interest (0 = all)
WINEVENT_OUTOFCONTEXT | WINEVENT_SKIPOWNPROCESS); // Flags.
}
void CALLBACK HandleWinEvent(HWINEVENTHOOK hook, DWORD event, HWND hwnd,
LONG idObject, LONG idChild,
DWORD dwEventThread, DWORD dwmsEventTime)
{
// process event here
}
While this easily tracks start or end of a Windows move with EVENT_SYSTEM_MOVESIZESTART and EVENT_SYSTEM_MOVESIZEEND I can't see an event here that tracks the moving of Window prior to EVENT_SYSTEM_MOVESIZEEND.
While that will work if only good option, ideally I want to be able to detect Window location from start of EVENT_SYSTEM_MOVESIZESTART until EVENT_SYSTEM_MOVESIZEEND completes. Testing with notepad the only event getting raised during the move is EVENT_OBJECT_NAMECHANGE, which seems to constantly trigger during Window move, at least with Notepad. However based on description in documentation I'm not sure if this is suitable for my use case: "An object's Name property has changed. The system sends this event for the following user interface elements: check box, cursor, list-view control, push button, radio button, status bar control, tree view control, and window object. Server applications send this event for their accessible objects."

listbox not populating correctly

This is my first posting here, i am trying to learn to program a win32 GUI in code blocks 12.11, but here is the problem,
I have got 2x list boxes on a dialog box window(IDC_LISTP > Personal Project Notes) and (IDC_LISTS > Shared Project Notes),
The (personal project notes) auto populates on the dialog been created, i can also get the (Shared project notes) to populate from the correct folder too(update shared).
The problem arises when i click the button(update personal) after clicking the(update shared ), it loads the contents of (shared project notes) into the(personal project notes) list box, even after using the clear button too, this still populates (the personal project notes) when clicking the (update personal)button,
how do i stop from this from happening???
please could someone help me resolve this problem, has i have been banging my head against a wall for days now,
This is the code i have been currently experimenting with, please excuse the messy code, as most of it is from examples that i have converted to suit my GUI.
additional posts http://forums.codeguru.com/showthread.php?540733-win32-listbox-not-populating-right with pics too
BOOL CALLBACK DlgProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam){
switch(Message){
case WM_INITDIALOG:
CheckRadioButton(HWND (hwnd),IDRADIO, IDRADIO2, IDRADIO);
{
DlgDirList(HWND (ID_PROJECT_PROJECT_NOTES), pbuffer, IDC_LISTP, 0, DDL_EXCLUSIVE);
HWND hListBox = GetDlgItem(hwnd, IDC_LISTP);
SendMessage(hListBox, LB_DIR, 0, (LPARAM)("*.txt*"));
}
break;
case WM_COMMAND:
switch(LOWORD(wParam)){
case ID_UPDATEP:{
SendDlgItemMessage(HWND(hwnd), IDC_LISTP, LB_RESETCONTENT, 0, 0);
DlgDirList(HWND (ID_PROJECT_PROJECT_NOTES), pbuffer, IDC_LISTP, 0, DDL_EXCLUSIVE);
HWND hListBox = GetDlgItem(hwnd, IDC_LISTP);
SendMessage(hListBox, LB_DIR, 0, (LPARAM)("*.txt"));
}
break;
case ID_UPDATES:{
SendDlgItemMessage(HWND(hwnd), IDC_LISTS, LB_RESETCONTENT, 0, 0);
DlgDirList(HWND (ID_PROJECT_PROJECT_NOTES), sbuffer, IDC_LISTS, 0, DDL_EXCLUSIVE);
HWND hList = GetDlgItem(hwnd, IDC_LISTS);
SendMessage(hList, LB_DIR, 0, (LPARAM)("*.txt"));
}
break;
case IDCLEAR:
SendDlgItemMessage(HWND(hwnd), IDC_LISTP, LB_RESETCONTENT, 0, 0);
SendDlgItemMessage(HWND(hwnd), IDC_LISTS, LB_RESETCONTENT, 0, 0);
break;
case IDCREATE:{
DialogBox(GetModuleHandle(NULL), MAKEINTRESOURCE(IDPAD), NULL, DlgProc);
}
break;
case IDOK:
EndDialog(hwnd, IDOK);
break;
case IDCANCEL:
EndDialog(hwnd, IDCANCEL);
break;
}
break;
case WM_CLOSE:
EndDialog(hwnd, 0);
break;
default:
return FALSE;
}
return TRUE;
}
There are several things wrong with your code, take a look at the MSDN Docs for DlgDirList():
a) The first parameter to DlgDirList() needs to be the handle to the dialog box that contains the list box; there is no error checking in the code, I suspect that the call to DlgDirList() fails with an error
b) the docs say that DlgDirList sends the LB_RESETCONTENT and LB_DIR messages to the list box
So all you need to do is
int nResult;
nResult = DlgDirList(hwnd, pbuffer, IDC_LISTP, 0, 0);
TRACE("Filling P (ID %d) from %s: result = %d\n", IDC_LISTP, pbuffer, nResult);
nResult = DlgDirList(hwnd, sbuffer, IDC_LISTS, 0, 0);
TRACE("Filling S (ID %d) from %s: result = %d\n", IDC_LISTS, sbuffer, nResult);
Make sure that pbuffer and sbuffer each contain a path and a wildcard-string, like "C:\personal\*.txt" and "C:\shared\*.txt".
This link contains a sample of how to use DlgDirList.

RAWINPUT - How to get Mouse Wheel data

I'm using rawinput with directx...i'm trying to zoom with the camera when mouse wheel is used...when I run the program with the following code, the data I get from rawinput for the usbuttondata goes to 120 when I push mouse wheel forward...then it goes out of control...up to 65000...I thought the data was supposed to be 1 or -1 or 0...what does rawinput send as the mouse wheel data?
code:
LRESULT CALLBACK WndProc(HWND hWnd, UINT Msg,
WPARAM wParam, LPARAM lParam)
{
switch(Msg)
{
case WM_CREATE:
{
RAWINPUTDEVICE Rid[2];
// Keyboard
Rid[0].usUsagePage = 1;
Rid[0].usUsage = 6;
Rid[0].dwFlags = 0;
Rid[0].hwndTarget=Inst.Wnd.hWnd;
// Mouse
Rid[1].usUsagePage = 1;
Rid[1].usUsage = 2;
Rid[1].dwFlags = 0;
Rid[1].hwndTarget=Inst.Wnd.hWnd;
if (!RegisterRawInputDevices(Rid,2,sizeof(RAWINPUTDEVICE)))
{
MessageBox(NULL, L"Failed to Register Input Devices!", L"ALERT", MB_OK);
exit(1);
}
return 0;
}
case WM_INPUT:
{
// Determine how big the buffer should be
UINT iBuffer;
GetRawInputData((HRAWINPUT)lParam, RID_INPUT, NULL, &iBuffer,
sizeof(RAWINPUTHEADER));
LPBYTE lpb = new BYTE[iBuffer];
if (lpb == NULL)
{
return 0;
}
UINT readSize = GetRawInputData( (HRAWINPUT)lParam, RID_INPUT, lpb, &iBuffer, sizeof(RAWINPUTHEADER) ) ;
if( readSize != iBuffer )
puts( "ERROR: GetRawInputData didn't return correct size!" ) ;
RAWINPUT *raw = (RAWINPUT*) lpb;
if (raw->header.dwType== RIM_TYPEMOUSE)
{
riProcessMouseMessage(&raw->data.mouse);
}
if (raw->header.dwType== RIM_TYPEKEYBOARD)
{
//riProcessKeyboardMessage(&raw->data.keyboard);
}
}
return 0;
case WM_COMMAND:
switch(LOWORD(wParam))
{
case IDM_FILE_NEW:
{
// Create the game object
pGame = new CGame(dxMgr.getD3DDevice());
// Initialize the game object
if (!pGame->init(Inst.Wnd.hWnd))
return 0;
break;
}
case IDM_FILE_OPEN:
pGame->m_animCollection->LoadXFile("oxana.x", 0);
//objects.CreateNewObject(1, L"oxana.x", NULL);
break;
case IDM_FILE_SAVE:
break;
case IDM_FILE_SAVEAS:
break;
case IDM_FILE_EXIT:
PostQuitMessage(WM_QUIT);
break;
}
return 0;
case WM_DESTROY:
PostQuitMessage(WM_QUIT);
return 0;
default:
return DefWindowProc(hWnd, Msg, wParam, lParam);
}
return TRUE;
}
void riProcessMouseMessage( const RAWMOUSE* rmouse )
{
if(pGame != NULL)
{
//MessageBox(NULL, L"Game Found", L"SUCCESS", MB_OK);
if ( MOUSE_MOVE_RELATIVE == rmouse->usFlags )
{
riMgr.mxr = &rmouse->lLastX;
riMgr.myr = &rmouse->lLastY;
}
riMgr.mzr = (RI_MOUSE_WHEEL & rmouse->usButtonFlags) ? &rmouse->usButtonData : 0;
}
}
I suspect it is the same as WM_MOUSEWHEEL:
The high-order word indicates the distance the wheel is rotated, expressed in multiples or divisions of WHEEL_DELTA, which is 120. A positive value indicates that the wheel was rotated forward, away from the user; a negative value indicates that the wheel was rotated backward, toward the user.
The low-order word indicates whether various virtual keys are down.
Therefore you need to extract the high order word. You need to take care to handle negative values correctly. You probably don't as you get large values instead.
If you want you can use the following macro for this: GET_WHEEL_DELTA_WPARAM(wParam)
Add the following in the switch statment
case WM_MOUSEWHEEL:
{
int delta = GET_WHEEL_DELTA_WPARAM(wparam);
if(delta > 0)
{
//Mouse Wheel Up
}
else
{
//Mouse Wheel Down
}
return 0;
}

Cannot add items to Win32 List Box Control

Backstory: I'm creating an Extension for Game Maker, a popular game development suite. An extension is a DLL that adds new functions to the built in scripting language, but is written in C or Pascal or whatever. Typically, it's used to allow games to use external libraries.
In my case, I'm adding FMOD support. This isn't relevant. What's relevant is that for debugging purposes, I am also adding a dialog that I display at runtime that shows me the internal state of my library. I need help with this window. I have literally done absolutely no raw Win32 forms programming before today (.NET WinForms 4eva), so I'm probably doing something really clueless.
Anyway. I have a listbox, and I want to add things to the list box, but when I try to add them, it fails. My code:
extern DebugDialog * debugDialog;
DebugDialog::DebugDialog(HWND owner, HINSTANCE hInst) {
this->hWnd = 0;
HWND hWnd = CreateDialogParam(hInst,
MAKEINTRESOURCE(IDD_DEBUGDIALOG),
owner,
DialogProc,
reinterpret_cast<LPARAM>(this));
ShowWindow(hWnd, SW_SHOW);
}
DebugDialog::~DebugDialog(void) {
DestroyWindow(this->getHWnd());
debugDialog = NULL;
}
BOOL CALLBACK DebugDialog::DialogProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
DebugDialog * self;
if(message == WM_INITDIALOG) {
self = reinterpret_cast<DebugDialog *>(lParam);
self->hWnd = hWnd;
SetWindowLongPtr(hWnd, GWLP_USERDATA, reinterpret_cast<LONG_PTR>(self));
} else {
self = reinterpret_cast<DebugDialog*>(GetWindowLongPtr(hWnd, GWLP_USERDATA));
}
if(self) {
return self->HandleMessage(message, wParam, lParam);
} else {
return FALSE;
}
}
BOOL DebugDialog::HandleMessage(UINT uMsg, WPARAM wParam, LPARAM lParam) {
switch(uMsg) {
case WM_INITDIALOG:
MessageBox(this->getHWnd(), "Okay!", "Debug", 0);
return TRUE;
case WM_COMMAND:
switch(LOWORD(wParam)) {
case ID_CLOSE:
case IDOK:
case IDCANCEL:
delete this;
return TRUE;
default:
return FALSE;
}
return TRUE;
}
return false;
}
void DebugDialog::loadedSound(FMODGM_Sound * sound) {
HWND hwndList = GetDlgItem(this->getHWnd(), IDC_LIST);
LPARAM sound_text = (LPARAM)sound->file.c_str();
LRESULT lResult = SendMessage(hwndList, LB_ADDSTRING, NULL, sound_text);
SendMessage(hwndList, LB_SETITEMDATA, lResult, (LPARAM)sound);
}
DebugDialog is a simple class that wraps the window, and lets me manipulate it from the outside. Basically, at some other point, I do this:
debugWindow = new DebugDialog(owner, hInst);
And then as I execute and do interesting things, I do this:
FMODGM_Sound * sound = ...;
if(debugWindow) debugWindow->loadedSound(sound);
In loadedSound, I send a message to the list box saying "Hey, here's an item. Go ahead and make with the adding.", and it doesn't return an error. However, it also doesn't add anything to the box. It returns 0 each and every time I call it. According to the documentation, 0 means that it added an item, whose index is 0. However, that item doesn't exist.
I have a theory as to why it's not working. I have no control over the message pump that Game Maker runs, so if it's doing anything funky, I don't know about it, nor can I change it. That said, everything else about the dialog works, including moving it, clicking on my Close button, and drawing the marquee thing inside the listbox with the mouse.
Someone, please tell me what I'm doing horribly wrong :(
Edit: Someone asked about the FMODGM_Sound struct, so here it is:
struct FMODGM_Sound {
FMOD::Sound * sound;
std::vector<FMOD::Channel*> channels;
std::string file;
public:
FMODGM_Sound() {
sound = NULL;
}
};
Nothing particularly fancy.
Can you show a declaration of FMODGM_Sound structure and file field?
What happen if replace
LRESULT lResult = SendMessage(hwndList, LB_ADDSTRING, NULL, sound_text);
with ?
LRESULT lResult = SendMessage(hwndList, LB_ADDSTRING, NULL, "some constant text");
Does the your DLL compiled as Unicode version or multibytes version?
If it is Unicode, the sound_text should be an Unicode string. I guess the file is a std::string, so file.c_str() will return a multibytes string.
I had a very similar problem, which was solved. Basically, you have to pass it as a c-style string instead (str.c_str()). Though I am a complete newbie, after googling around how to use that, it worked.
Though the code I'm using serves an entirely different function than yours, maybe it will be a good example.
int i = res->getInt("ID");
std::string str = boost::lexical_cast<std::string>(i);
char *cstr = new char[10];
strcpy_s(cstr, 10, str.c_str());
SendDlgItemMessage(hwnd, IDC_lbList, LB_ADDSTRING, 0, (LPARAM)cstr);
EDIT: Wow, I did not even look at the dates. I'm a necromancer...

reading from ComboBox

how can i read the text of a selected value of a comboBox in windows aplication(borland C++) for example:
i have combobox which contains 2 values (sum and mult) i want to see if it is sum i have to add the numbers and if it mult i have to multiplicate the numbers so how can i read the value of combobox in this case.
For Windows:
In your window procedure use the WM_COMMAND message and then check for a CBN_SELCHANGE notification. Then use WM_GETTEXT along with WM_GETTEXTLENGTH to receive the selected text like Mark Ingram says. Or you can also use CB_GETCURSEL to receive the identifier of the selected item.
LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {
switch (uMsg) {
case WM_COMMAND:
switch(LOWORD(wParam)) {
case IDC_COMBO:
if (HIWORD(wParam) == CBN_SELCHANGE) {
HWND hCtl = GetDlgItem(hWnd, IDC_COMBO);//Get handle for HMENU item
if (SendMessage(hCtl, CB_GETCURSEL, 0, 0) == compareValue) {
//...
}
}
break;
}
break;
//...
}
}
Assuming that you are using Windows, you can use the following messages:
WM_GETTEXTLENGTH and WM_GETTEXT.
Firstly, get the length of the selected text, then allocate your buffer to ensure it's large enough, then retrieve the actual text. Easy.
Example:
const UINT length = ::SendMessage(hWnd, WM_GETTEXTLENGTH, 0, 0);
LPTSTR pszText = new TCHAR[length + 1];
::SendMessage(hWnd, WM_GETTEXT, length + 1, pszText);
// pszText will now contain the text you want, do what you want with it
delete[] pszText; // Remember to delete else you will leak.
I never work with c++ with winapplication but i tried it with the c# and hopefully that you want the desired output as i got through your question if it is not right then you should edit your question.
private void comboBox1_SelectedIndexChanged(object sender, EventArgs e)
{
if (comboBox1.Text == "ADD")
{
int a = 12, b = 13, c;
c = a + b;
MessageBox.Show("Result of adding= " + c);
}
else if (comboBox1.Text == "Multiple")
{
int x = 3, y = 5, z;
z = x * y;
MessageBox.Show("Result of multiplication= " + z);
}
}