I'm creating a small WinAPI application in C++. I am trying to create a button on my form by using the code:
HWND hwndButton = CreateWindow(
TEXT("BUTTON"),
TEXT("Click Here"),
WS_TABSTOP | WS_VISIBLE | WS_CHILD | BS_PUSHBUTTON, // Styles
10,
10,
100,
30,
hwnd,
NULL,
(HINSTANCE)GetWindowLong(hwnd, GWL_HINSTANCE),
NULL);
This code is based off of an MSDN sample. My issue is that it uses a bold font on the button like this:
When I want to use the standard font like this:
I already have the preprocessor directive at the top of my file to enable visual styles.
#pragma comment(linker,"\"/manifestdependency:type='win32' \
name='Microsoft.Windows.Common-Controls' version='6.0.0.0' \
processorArchitecture='*' publicKeyToken='6595b64144ccf1df' language='*'\"")
What steps should I take to use the standard system wide font?
Thanks
GetStockObject isn't the recommended way of retrieving the GUI font (it doesn't take themes into account, and different fonts can be chosen for buttons, menus, etc). Instead you should use SystemParametersInfo (see Remarks section of GetStockObject).
It is not recommended that you employ this method to obtain the current font used by dialogs and windows. Instead, use the SystemParametersInfo function with the SPI_GETNONCLIENTMETRICS parameter to retrieve the current font. SystemParametersInfo will take into account the current theme and provides font information for captions, menus, and message dialogs.
NONCLIENTMETRICS metrics = {};
metrics.cbSize = sizeof(metrics);
SystemParametersInfo(SPI_GETNONCLIENTMETRICS, metrics.cbSize, &metrics, 0);
HFONT guiFont = CreateFontIndirect(&metrics.lfCaptionFont);
// When you're done with the font, don't forget to call
DeleteObject(guiFont);
There's no such thing as default system wide font for controls, initially you get a control created with "System" font, that's what you see on first picture. When button is created as part of a dialog, it uses a font from dialog template, so using something like "MS Shell Dlg" with appropriate size + WM_SETFONT on a button should give you the same result as on picture 2. Note that there's no physical MS Shell Dlg font on a system, it's mapped to particular font according to registry settings.
Common control manifest has nothing to do with this, behavior has not changed with comctl32 version 6.
The default GUI font is stored in DEFAULT_GUI_FONT, and can be retrieved via
GetStockObject(DEFAULT_GUI_FONT);
To set the font of the button you can use:
HWND yourButton; // use CreateWindow or anything else to get this
SendMessage(yourButton, WM_SETFONT, (LPARAM)GetStockObject(DEFAULT_GUI_FONT), true);
A convenient way of doing this without calling SendMessage on every single child window manually is to use the EnumChildWindows function with the following callback function -
Create the callback function EnumChildProc:
BOOL CALLBACK EnumChildProc(
HWND hWnd,
LPARAM lParam
)
{
HFONT hfDefault = *(HFONT *) lParam;
SendMessageW(hWnd, WM_SETFONT, (WPARAM) hfDefault, MAKELPARAM(TRUE, 0));
return TRUE;
}
At the start of your (w)WinMain function, add the code:
NONCLIENTMETRICSW ncm;
HFONT hfDefault;
ZeroMemory(&ncm, sizeof(NONCLIENTMETRICSW));
ncm.cbSize = sizeof(NONCLIENTMETRICSW);
SystemParametersInfo(SPI_GETNONCLIENTMETRICS, sizeof(NONCLIENTMETRICS), &ncm, FALSE);
hfDefault = CreateFontIndirectW(&ncm.lfMessageFont);
Then, after the ShowWindow call, add this line:
EnumChildWindows(hWnd, EnumChildProc, (LPARAM)&hfDefault);
Related
This question already has answers here:
Access a variable from a different switch case (from WM_CREATE to WM_CTLCOLORSTATIC in the WinApi)
(2 answers)
Closed last month.
I have created a basic button in case: WM_CREATE in the windows procedure with the following.
/*The "new_game_button" is declared as type HWND at the
start of the windows procedure function but not initialized.*/
new_game_button = CreateWindow ( "BUTTON", "New Game",
WS_CHILD | WS_BORDER ,
50, 50, 100, 100,
hwnd, NULL, NULL, NULL);
My intent is to create an instructions and "start new game" button as the first thing in my simple tictactoe app. It will immediately show as expected if I give the parameter WS_VISIBLE.
Further in the same case:WM_CREATE if I use the lines
if (!start_Game){ //global variable default is false
ShowWindow( new_game_button, SW_SHOW);
}
The button will show as expected.
Outside of those two cases I cannot get the button to show at a later stage.
Further, if I use one of those two methods to show the button I can never get it to go away using
ShowWindow ( new_game_button, SW_HIDE);
Once the button is showing, it stays for the duration of the programs execution. Doesn't matter which case. Command/Create/Paint
I have tried using
if (start_Game){
ShowWindow( new_game_button, SW_HIDE);
UpdateWindow ( new_game_button );
//UpdateWindow ( hwnd ); tried this as well
}
inside case WM_CREATE.
I have also tried the same SW_HIDE line inside case: WM_COMMAND where a new game is generated (compiles but doesn't hide the button.)
I have tried declaring the button child window outside the WM_CREATE inside the windows procedure function. Then using WM_CREATE to show the window - works -- still WM_COMMAND will not hide the window.
I have also tried creating the button window inside of case:WM_PAINT which works to show the button but not to get rid of it. I have even tried DestroyWindow which just fails. [returns 0]
In trying to understand the behaviour of the button window - I have found that I cannot get
ShowWindow( new_game_button, SW_SHOW);
to work in the case:WM_COMMAND.
You said (in a code comment in the question).
new_game_button is declared as type HWND at the start of the windows procedure function but not initialized.
Each incoming message means a new call to your window procedure. Variables which are local to a function don't retain their value between calls unless they are marked static.
When your window procedure returned from processing WM_CREATE, you lost the value of new_game_button. When you try to use it during WM_COMMAND processing later, it is uninitialized and your program causes undefined behavior by passing it to ShowWindow.
Every comment helped me solve this which I appreciate. I am too new to give reputation sadly.
case WM_CREATE:
{
new_game_button = CreateWindow ("BUTTON", "New Game",
WS_CHILD | WS_BORDER ,
50, 50, 100, 100,
hwnd, (HMENU) 1, NULL, NULL);
if (!start_Game){
ShowWindow( new_game_button, SW_SHOW);
}
}
break;
After I had an ID for the dialog I am able to use GetDlgItem function to show or hide as I please.
new_game_button = GetDlgItem (hwnd, 1);
ShowWindow( new_game_button, SW_HIDE);
In our legacy code Windows extended style WS_EX_TOOLWINDOW is being used.This is basically for showing the title bar narrow.But recently in the later winodws versions the title bar is not drawn as narrow.That is WS_EX_TOOLWINDOW doesnt give a narrow title bar in the newer windows versions.Making the title bar narrow is done on a click event.Let me know if there is another way of achieving this?
I have read that we need to handle WM_NCCALCSIZE.But is there any other way of doing it?.Or if this is the only way,how can I handle it in a button click?
Code Snippet:
HWND hwnd = m_hWnd;
......
DWORD dwStylesEx = ::GetWindowLong( hwnd, GWL_EXSTYLE );
if ( bNarrowTitle == true)
{
dwStylesEx |= WS_EX_TOOLWINDOW;
}
else
{
dwStylesEx &= ~WS_EX_TOOLWINDOW;
}
...
::SetWindowLong( hwnd, GWL_EXSTYLE, dwStylesEx );
MSDN says:
Certain window data is cached, so changes you make using SetWindowLong will not take effect until you call the SetWindowPos function. Specifically, if you change any of the frame styles, you must call SetWindowPos with the SWP_FRAMECHANGED flag for the cache to be updated properly.
The default look just doesn't distinguish it in any way. Which suggests that you will just have to live with it.
It's probably been changed due to not being finger friendly if smaller!
Refer : WS_EX_TOOLWINDOW doesn't give look I want
As you said, handle WM_NCCALCSIZE may be the only way to handle the size of non-client areas.
Refer: How to set the size of the Non-client area of a Win32 window (native)
I am looking to create a checkbox in the C++ WinAPI with a custom bitmap resource as the actual check box.
Unfortunately, when I create a WM_NOTIFY-compatible checkbox (That actually deals with NM_CUSTOMDRAW in a meaningful way), it seems to work just fine except for one thing: The checkbox seems to fade when changing states. This has to do with the visual style, it seems, so I simply unset the visual style with SetWindowTheme(chkLogging, _T(" "), _T(" "));.
HWND chkLogging = CreateWindowEx(
NULL,
_T("button"),
_T("Export to log file"),
WS_VISIBLE | WS_CHILD | BS_CHECKBOX | BS_NOTIFY,
300, 100, 100, 20,
hWnd, (HMENU)IDC_EXPORTLOG, NULL, NULL);
CheckDlgButton(hWnd, IDC_EXPORTLOG, BST_CHECKED);
SetWindowTheme(chkLogging, _T(" "), _T(" "));
Unfortunately, setting the theme for that HWND will override the NM_CUSTOMDRAW rendering. I have tested this by removing the SetWindowTheme line and trying with the default theme, and the checkbox NM_CUSTOMDRAW worked like a charm.
This typically wouldn't be an issue, but it actually works as seemingly intended for normal buttons.
Any assistance on this matter would be greatly appreciated :)
Now I want to dynamically modify the GUI of a running WINDOWS program(assume this program is written in win32 API/MFC), for example, add a button to it's specific position.
But I'm not familiar with WINDOWS GUI programming.
So I want to ask if there is any normal way to implement this feature using win32 API or MFC.
If not, do I need any hacking tips?
You can dynamically create any Windows component by utilizing the CreateWindow function when processing (for example) a WM_COMMAND message inside your WndProc callback function. Or any other message for that matter. Provided that you have a button with an ID of IDC_BUTTON you can create a new button when clicked.
case WM_COMMAND: // process commands
switch (LOWORD(wParam))
{
case IDC_BUTTON: //check for our button ID
HWND hwndButton = CreateWindow(
L"BUTTON", // predefined class name
L"OK", // button text
WS_TABSTOP | WS_VISIBLE | WS_CHILD | BS_DEFPUSHBUTTON, // Styles
10, // x position
10, // y position
75, // width
24, // height
hWnd, // parent handle
(HMENU)IDC_BUTTON2, // button ID
hInst, // module instance
NULL); // lparam, pointer not needed
break;
}
In my application I am handling the WM_HELP message and then creating a tooltip for a control using this method:
Taken from: http://msdn.microsoft.com/en-us/library/bb760252(v=vs.85).aspx
HWND CreateToolTip(int toolID, HWND hDlg, PTSTR pszText)
{
if (!toolID || !hDlg || !pszText)
{
return FALSE;
}
// Get the window of the tool.
HWND hwndTool = GetDlgItem(hDlg, toolID);
// Create the tooltip. g_hInst is the global instance handle.
HWND hwndTip = CreateWindowEx(NULL, TOOLTIPS_CLASS, NULL,
WS_POPUP |TTS_ALWAYSTIP | TTS_BALLOON,
CW_USEDEFAULT, CW_USEDEFAULT,
CW_USEDEFAULT, CW_USEDEFAULT,
hDlg, NULL,
g_hInst, NULL);
if (!hwndTool || !hwndTip)
{
return (HWND)NULL;
}
// Associate the tooltip with the tool.
TOOLINFO toolInfo = { 0 };
toolInfo.cbSize = sizeof(toolInfo);
toolInfo.hwnd = hDlg;
toolInfo.uFlags = TTF_IDISHWND | TTF_SUBCLASS;
toolInfo.uId = (UINT_PTR)hwndTool;
toolInfo.lpszText = pszText;
SendMessage(hwndTip, TTM_ADDTOOL, 0, (LPARAM)&toolInfo);
return hwndTip;
}
The tooltip vanishes as soon as I move my mouse pointer.
My questions are:
Is tooltip is destroyed or is it just hidden ?
If it is hidden then how to destroy it and when?
Thanks.
It's been a while since I've done any WinAPI programming but if my memory serves me...
The call to CreateWindowEx passes the hDlg as the hWndParent parameter meaning the dialog window is now the parent of the tooltip.
From the MSDN documentation on the DestroyWindow function it says:
If the specified window is a parent or owner window, DestroyWindow automatically destroys the associated child or owned windows when it destroys the parent or owner window. The function first destroys child or owned windows, and then it destroys the parent or owner window.
So you can assume your tooltip window will be destroyed eventually. Be careful if you are calling CreateToolTip in response to every WM_HELP message as you will end up with a number of tooltip windows hanging around in memory until your dialog is closed and DestroyWindow is finally called.
As vz0 pointed out you could create the tooltip once, hang on to the window handle, then show the tooltip in response to the help message rather than creating it again.
In your comment to vz0's answer you said:
there are multiple ways in which a tooltip goes awya. example: mouse move, timeout etc.
All of those only result in the window being hidden so the handle to the tooltip is still valid and can be redisplayed using ShowWindow.
For every CreateWindowEx call you need a matching DestroyWindow call.
As an alternative, instead of creating and destroying the window every time you can use the ShowWindow call with SW_SHOW and SW_HIDE to show and hide the popup.
In my experience, I had to DestroyWindow() on the tooltip so an HFONT (font GDI resource) was properly released. There was a parent-child bond of the two windows at one time - but my system changes this at run-time and could be to blame. Probably no harm in doing it if your system generalizes it.