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In the following code I have a WindowClass, which is a class that wraps the WNDCLASS struct,
I've come to an issue where when I change the value of the 'style' member, the class does not
register, all help is appreciated!
(Edit- as It's 5 am for me, my apologies if I'm making a simple mistake)
class WindowClass
{
public:
WindowClass(LPCWSTR lpszClassNameIn, HINSTANCE hInstanceIn = NULL, WNDPROC lpfnWndProcIn = DefaultWindowProcedure)
{
WndClassEx.cbSize = sizeof(WndClassEx);
WndClassEx.lpszClassName = lpszClassNameIn;
WndClassEx.hInstance = hInstanceIn;
WndClassEx.lpfnWndProc = lpfnWndProcIn;
WndClassEx.style = WS_OVERLAPPEDWINDOW; // <-- This Causes The Class To Fail Registration
}
VOID Register()
{
if (!RegisterClassEx(&WndClassEx))
{
throwError(L"Failure To Register Class");
}
}
private:
WNDCLASSEX WndClassEx = { 0 };
};
I'm new to C++ so I'm not exactly sure what to put into the title of this problem. Anyway, I created a class whose purpose is to create a Label then use it later to create another Label again and again.
CALLBACK MyClassName::WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) noexcept -> LRESULT {
....
switch (msg) {
....
case WM_CREATE:
{
ControlLabel controlLabel, anotherLabel; //declare two control label
controlLabel.Label(123, hwnd); //Set new id and window handle for label
controlLabel.SetXPosition(68); //Set x position
controlLabel.SetYPosition(110); //Set y position
controlLabel.SetText("This is Label"); //Set the text of Label
controlLabel.SetFontSize(14); //Set the font size of the text
anotherLabel.Label(456, hwnd); //Create and set new id and window handle for another label
anotherLabel.SetXPosition(68); //Set x position of another label
anotherLabel.SetYPosition(140); //Set y position of another label
anotherLabel.SetText("This is another Label"); //Set the text of another label
anotherLabel.SetFontSize(14); //Set the font size of another label
break;
}
....
return ::DefWindowProcW(hwnd, msg, wparam, lparam);
}
I'm expecting it to have an output of two different labels, e.g.
This is Label
This is another Label
Instead, I get two Labels with the same text.
This is another Label
This is another Label
Anyway, here's the full source of the class.
ControlLabel.H
#pragma once
#ifndef CONTROLLABEL_H
#define CONTROLLABEL_H
#include "Header.h"
class ControlLabel {
public:
ControlLabel();
HWND Label(int Label_ID, HWND WindowHandle);
void SetXPosition(int xPosition);
void SetYPosition(int yPosition);
void SetText(string Text);
void SetFontFamily(string FontFamily);
void SetFontSize(int FontSize);
void SetFontColor(int R, int G, int B);
void SetBackgroundColor(int Rr, int Gg, int Bb, bool SetBGColor);
private:
void UpdateLabel();
void SetWidthAndHeights();
static std::wstring StringConverter(const std::string& s);
static LRESULT CALLBACK LabelProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, UINT_PTR uIdSubclass, DWORD_PTR dwRefData);
static HWND LabelHandle;
static SolidBrush vFontColor;
static string text, vFontFamily;
static bool SetBGColor;
static int xPosition, yPosition, width, height, LABEL_ID, vFontSize, R, G, B, BckR, BckG, BckB;
};
#endif
ControlLabel.cpp
#include "ControlLabel.h"
HWND ControlLabel::LabelHandle = NULL;
int ControlLabel::xPosition = 0;
int ControlLabel::yPosition = 0;
int ControlLabel::width = 0;
int ControlLabel::height = 0;
int ControlLabel::LABEL_ID = 0;
int ControlLabel::vFontSize = 12;
int ControlLabel::R = 0;
int ControlLabel::G = 0;
int ControlLabel::B = 0;
int ControlLabel::BckR = 0;
int ControlLabel::BckG = 0;
int ControlLabel::BckB = 0;
bool ControlLabel::SetBGColor = FALSE;
string ControlLabel::text = "Label";
string ControlLabel::vFontFamily = "Segoe UI";
ControlLabel::ControlLabel() {}
/** This function is used to convert string into std::wstring. **/
std::wstring ControlLabel::StringConverter(const std::string& s) {
int len;
int slength = (int)s.length() + 1;
len = MultiByteToWideChar(CP_ACP, 0, s.c_str(), slength, 0, 0);
wchar_t* buf = new wchar_t[len];
MultiByteToWideChar(CP_ACP, 0, s.c_str(), slength, buf, len);
std::wstring r(buf);
delete[] buf;
return r;
}
/** This function is used to automatically set the Width and Height of static control base on the length of the text. **/
void ControlLabel::SetWidthAndHeights() {
std::wstring fontFamilyTemp = StringConverter(vFontFamily);
std::wstring textTemp = StringConverter(text);
LPCWSTR textLabel = textTemp.c_str();
HDC hdc = GetDC(LabelHandle);//static control
HFONT hFont = CreateFont(
-MulDiv(vFontSize, GetDeviceCaps(hdc, LOGPIXELSX), 90), //calculate the actual cHeight.
0, 0, 0, // normal orientation
FW_NORMAL, // normal weight--e.g., bold would be FW_BOLD
false, false, false, // not italic, underlined or strike out
DEFAULT_CHARSET, OUT_OUTLINE_PRECIS, // select only outline (not bitmap) fonts
CLIP_DEFAULT_PRECIS, CLEARTYPE_QUALITY, VARIABLE_PITCH | FF_SWISS, fontFamilyTemp.c_str());
SIZE size;
HFONT oldfont = (HFONT)SelectObject(hdc, hFont);
GetTextExtentPoint32(hdc, textLabel, wcslen(textLabel), &size);
width = size.cx;
height = size.cy;
SelectObject(hdc, oldfont); //don't forget to select the old.
DeleteObject(hFont); //always delete the object after creating it.
ReleaseDC(LabelHandle, hdc); //alway reelase dc after using.
/*char buffer[100];
sprintf_s(buffer, "WIDTH: %d | HEIGHT: %d\n", width, height);
OutputDebugStringA(buffer);*/
}
/** This function will be called when new option is set. For example, fontSize is set. **/
void ControlLabel::UpdateLabel() {
if(LabelHandle != NULL) {
SetWidthAndHeights();
SetWindowPos(LabelHandle, nullptr, xPosition, yPosition, width, height, SWP_NOZORDER | SWP_NOOWNERZORDER);
InvalidateRect(LabelHandle, NULL, FALSE);
UpdateWindow(LabelHandle);
}
}
/** This is the callback function of static control. **/
LRESULT CALLBACK ControlLabel::LabelProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam, UINT_PTR uIdSubclass, DWORD_PTR dwRefData) {
switch(uMsg) {
case WM_ERASEBKGND: {
if(SetBGColor) { //We only want to do this if the SetColor is modified to true, meaning we want to set the color of background.
RECT rect;
GetClientRect(hwnd, &rect);
FillRect((HDC)wParam, &rect, CreateSolidBrush(RGB(BckR, BckG, BckB))); //set titlebar background color.
return 1; //return 1, meaning we take care of erasing the background.
}
return 0;
}case WM_PAINT: {
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps);
Graphics g(hdc);
std::wstring fontFamilyTemp = StringConverter(vFontFamily);
std::wstring textTemp = StringConverter(text);
FontFamily theFontFamily(fontFamilyTemp.c_str());
Font font(&theFontFamily, vFontSize, FontStyleRegular, UnitPixel);
SolidBrush brush(Color(255, R, G, B));
PointF pointF(0.0f, 0.0f);
TextRenderingHint hint = g.GetTextRenderingHint(); // Get the text rendering hint.
g.SetTextRenderingHint(TextRenderingHintAntiAlias); // Set the text rendering hint to TextRenderingHintAntiAlias.
g.DrawString(textTemp.c_str(), -1, &font, pointF, &brush);
EndPaint(hwnd, &ps);
return TRUE;
}case WM_NCDESTROY: {
RemoveWindowSubclass(hwnd, LabelProc, uIdSubclass);
return 0;
}
}
return DefSubclassProc(hwnd, uMsg, wParam, lParam);
}
/** Use this function to create a Label. Parent or WindowHandle must be specified, this is where the Label will be drawn. Unique Label ID must be specified. **/
HWND ControlLabel::Label(int Label_ID, HWND WindowHandle) {
LABEL_ID = Label_ID;
LabelHandle = CreateWindowEx(0, L"STATIC", NULL, WS_CHILD | WS_VISIBLE | SS_OWNERDRAW, xPosition, yPosition, width, height, WindowHandle, NULL, NULL, NULL); //create the static control.
SetWindowSubclass(LabelHandle, &LabelProc, LABEL_ID, 0);
return LabelHandle;
}
/** Use this function to set the X Position of the Label. **/
void ControlLabel::SetXPosition(int xxPosition) {
if(LabelHandle != NULL) {
xPosition = xxPosition; //set xposition
UpdateLabel();
}
}
/** Use this function to set the Y Position of the Label. **/
void ControlLabel::SetYPosition(int yyPosition) {
if(LabelHandle != NULL) {
yPosition = yyPosition; //set xposition
UpdateLabel();
}
}
/** Use this function to set the text of the Label. **/
void ControlLabel::SetText(string ttext) {
if(LabelHandle != NULL) {
text = ttext; //set text
UpdateLabel();
}
}
/** Use this function to set the font family of the Label. **/
void ControlLabel::SetFontFamily(string font_family) {
if(LabelHandle != NULL) {
vFontFamily = font_family; //set font family
UpdateLabel();
}
}
/** Use this function to set the font size of the Label. **/
void ControlLabel::SetFontSize(int size) {
if(LabelHandle != NULL) {
vFontSize = size; //set font size
UpdateLabel();
}
}
/** Use this Function to set the font color of the Label using RGB. **/
void ControlLabel::SetFontColor(int Rr, int Gg, int Bb) {
if(LabelHandle != NULL) {
R = Rr;
G = Gg;
B = Bb;
UpdateLabel();
}
}
/** Use this Function to set the background color of the Label using RGB. Last parameter must be TRUE if you want to set your own background color. **/
void ControlLabel::SetBackgroundColor(int Rr, int Gg, int Bb, bool setColor) {
if(LabelHandle != NULL) {
SetBGColor = setColor;
BckR = Rr;
BckG = Gg;
BckB = Bb;
UpdateLabel();
}
}
Static class members are shared between all instances of a class. There's a static string text in your class so it is to be expected that all instances share that. If you need to store per-instance data you need to use non-static class members.
Presumably, you've used static class members so that you can put your window procedure inside the class' implementation (which needs to be static). To have a static window procedure access per-instance data has been asked and answered before (like here, here, here, or here).
There's no such thing as "instance" when all your variables are declared static. static means the variable is shared among all instances of the class, making it essentially global. So, when you call:
controlLabel.SetText("This is Label");
You assign your text to the global text variable. Then, calling
anotherLabel.SetText("This is another Label");
Assigns the new string to that same global text variable. Your original string was forgotten at this point.
How can you solve this? I can think of multiple ways off the top of my head, maybe you can think of something better. The idea is to somehow bind the text (or the entire controlLabel instance) to a label.
Putting the label text directly into the window data (using WM_SETTEXT. Then you can pull it up in LabelProc and draw it, or just let the default STATIC window procedure handle it.
Making the labels a custom window class that has some extra space reserved for each window instance. Then use SetWindowLong to put a pointer to a whole controlLabel in there. Raw pointers are generally not a great thing in C++, but then again, Win32 API was made for C. Then pull the instance up when needed with GetWindowLong. Just remember to un-static the text member, so it doesn't get overwritten.
Use a global/static std::map<HWND, controlLabel> to associate each label with an instance of controlLabel. Again, if you do this, remember to un-static the text.
Oh, and when you called any controlLabel method that somehow uses the label handle, you just randomly happened to have the handle that you wanted in the LabelHandle variable, since it's also static.
That doesn't make any sense, you won't be able to have a different instance if all your members are static.
However, since the callback of window procedure needs to be static, then you won't be able to access those non-static members inside that function.
What you can do is use the dwRefData parameter of the subclass to pass the instance of your class into your callback function. You can then cast that parameter to access non-static members.
For example in your ::Label function;
SetWindowSubclass(LabelHandle, &LabelProc, LABEL_ID, <DWORD_PTR>(this)); //notice the last parameter, pass `this` instance so you can use `dwRefData`.
Then on your callback;
ControlLabel* controlLabel = reinterpret_cast<ControlLabel*>(dwRefData); //type cast the value of dwRefData.
controlLabel->text //you can now access your non-static variable text
controlLabel->vFontFamily //you can now access your non-static variable vFontFamily
Something like that.
Another problem is you shouldn't declare your callback as private, make it public instead. And do not declare your ControlLabel object inside the WM_CREATE, make it global instead.
ControlLabel controlLabel, anotherLabel; //declare two control label as Global.
CALLBACK MyClassName::WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) noexcept -> LRESULT {
....
switch (msg) {
....
case WM_CREATE:
{
controlLabel.Label(123, hwnd); //Set new id and window handle for label
...
anotherLabel.Label(456, hwnd); //Create and set new id and window handle for another label
...
break;
}
....
return ::DefWindowProcW(hwnd, msg, wparam, lparam);
}
Anyway, I noticed your class doesn't have destructor to destroy your LabelHandle. Make sure to do that.
ControlLabel.h //In your ControlLabel.h
~ControlLabel(); //should be in public
ControlLabel.cpp //In your ControlLabel.cpp
ControlLabel::~ControlLabel() {
if(LabelHandle) DestroyWindow(LabelHandle); //destroy when done.
}
I want to get the MessageBoxIcons, that get displayed when the user is presented with a MessageBox. Earlier I used SystemIcons for that purpose, but now it seems that it returns icons different than the ones on the MessageBox.
This leads to the conclusion that in Windows 8.1 SystemIcons and MessageBoxIcons are different. I know that icons are taken using WinApi MessageBox, but I can't seem to get the icons themselves in any way.
I would like to ask for a way of retrieving those icons.
Update:
You should use the SHGetStockIconInfo function.
To do that in C# you will have to define a few enums and structs (consult this excellent page for more information):
public enum SHSTOCKICONID : uint
{
//...
SIID_INFO = 79,
//...
}
[Flags]
public enum SHGSI : uint
{
SHGSI_ICONLOCATION = 0,
SHGSI_ICON = 0x000000100,
SHGSI_SYSICONINDEX = 0x000004000,
SHGSI_LINKOVERLAY = 0x000008000,
SHGSI_SELECTED = 0x000010000,
SHGSI_LARGEICON = 0x000000000,
SHGSI_SMALLICON = 0x000000001,
SHGSI_SHELLICONSIZE = 0x000000004
}
[StructLayoutAttribute(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct SHSTOCKICONINFO
{
public UInt32 cbSize;
public IntPtr hIcon;
public Int32 iSysIconIndex;
public Int32 iIcon;
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = 260/*MAX_PATH*/)]
public string szPath;
}
[DllImport("Shell32.dll", SetLastError = false)]
public static extern Int32 SHGetStockIconInfo(SHSTOCKICONID siid, SHGSI uFlags, ref SHSTOCKICONINFO psii);
After that you can easily get the required icon:
SHSTOCKICONINFO sii = new SHSTOCKICONINFO();
sii.cbSize = (UInt32)Marshal.SizeOf(typeof(SHSTOCKICONINFO));
Marshal.ThrowExceptionForHR(SHGetStockIconInfo(SHSTOCKICONID.SIID_INFO,
SHGSI.SHGSI_ICON ,
ref sii));
pictureBox1.Image = Icon.FromHandle(sii.hIcon).ToBitmap();
This is how the result will look like:
Please note:
If this function returns an icon handle in the hIcon member of the
SHSTOCKICONINFO structure pointed to by psii, you are responsible for
freeing the icon with DestroyIcon when you no longer need it.
i will not delete my original answer, as - I think - it contains useful information regarding this issue, and another way (or workaround) of retrieving this icon.
Original answer:
Quite interestingly the icons present in the SystemIcons differ from the ones displayed on the MessageBoxes in the case of Asterisk, Information and Question. The icons on the dialog look much flatter.
In all other cases they look exactly the same, e.g.: in case of Error:
When you try to get the icon using the SystemIcons you get the one on the left in the above images.
// get icon from SystemIcons
pictureBox1.Image = SystemIcons.Asterisk.ToBitmap();
If you try a little bit harder, using the LoadIcon method from user32.dll, you still get the same icon (as it can be seen in center of the above images).
[DllImport("user32.dll")]
static extern IntPtr LoadIcon(IntPtr hInstance, IntPtr lpIconName);
...
public enum SystemIconIds
{
...
IDI_ASTERISK = 32516,
...
}
...
// load icon by ID
IntPtr iconHandle = LoadIcon(IntPtr.Zero, new IntPtr((int)SystemIconIds.IDI_ASTERISK));
pictureBox2.Image = Icon.FromHandle(iconHandle).ToBitmap();
But when you show a MessagBox you get a different one (as seen in the MessageBox on the images). One has no other choice, but to get that very icon from the MessageBox.
For that we will need a few more DllImports:
// To be able to find the dialog window
[DllImport("user32.dll", SetLastError = true)]
static extern IntPtr FindWindow(string lpClassName, string lpWindowName);
// To be able to get the icon window handle
[DllImport("user32.dll")]
static extern IntPtr GetDlgItem(IntPtr hDlg, int nIDDlgItem);
// To be able to get a handle to the actual icon
[DllImport("user32.dll", CharSet = CharSet.Auto)]
static extern IntPtr SendMessage(IntPtr hWnd, UInt32 Msg, IntPtr wParam, IntPtr lParam);
The idea is the following: First we display a MessageBox, after that (while it is still displayed) we find it's handle, using that handle we will get another handle, now to the static control which is containing the icon. In the end we will send a message to that control (an STM_GETICON message), which will return with a handle to the icon itself. Using that handle we can create an Icon, which we can use anywhere in our application.
In code:
// show a `MessageBox`
MessageBox.Show("test", "test caption", MessageBoxButtons.OK, MessageBoxIcon.Asterisk);
...
var hwnd = FindWindow(null, "test caption");
if (hwnd != IntPtr.Zero)
{
// we got the messagebox, get the icon from it
IntPtr hIconWnd = GetDlgItem(hwnd, 20);
if (hIconWnd != IntPtr.Zero)
{
var iconHandle = SendMessage(hIconWnd, 369/*STM_GETICON*/, IntPtr.Zero, IntPtr.Zero);
pictureBox3.Image = Icon.FromHandle(iconHandle).ToBitmap();
}
}
After the code runs the PictureBox called pictureBox3 will display the same image as the MessageBox (as it can be seen on the right on the image).
I really hope this helps.
For reference here is all the code (it's a WinForms app, the Form has three PicturBoxes and one Timer, their names can be deducted from the code...):
using System;
using System.Drawing;
using System.Runtime.InteropServices;
using System.Windows.Forms;
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
[DllImport("user32.dll")]
static extern IntPtr LoadIcon(IntPtr hInstance, IntPtr lpIconName);
[DllImport("user32.dll", SetLastError = true)]
static extern IntPtr FindWindow(string lpClassName, string lpWindowName);
[DllImport("user32.dll")]
static extern IntPtr GetDlgItem(IntPtr hDlg, int nIDDlgItem);
[DllImport("user32.dll", CharSet = CharSet.Auto)]
static extern IntPtr SendMessage(IntPtr hWnd, UInt32 Msg, IntPtr wParam, IntPtr lParam);
public enum SystemIconIds
{
IDI_APPLICATION = 32512,
IDI_HAND = 32513,
IDI_QUESTION = 32514,
IDI_EXCLAMATION = 32515,
IDI_ASTERISK = 32516,
IDI_WINLOGO = 32517,
IDI_WARNING = IDI_EXCLAMATION,
IDI_ERROR = IDI_HAND,
IDI_INFORMATION = IDI_ASTERISK,
}
public Form1()
{
InitializeComponent();
// Information, Question and Asterix differ from the icons displayed on MessageBox
// get icon from SystemIcons
pictureBox1.Image = SystemIcons.Asterisk.ToBitmap();
// load icon by ID
IntPtr iconHandle = LoadIcon(IntPtr.Zero, new IntPtr((int)SystemIconIds.IDI_ASTERISK));
pictureBox2.Image = Icon.FromHandle(iconHandle).ToBitmap();
}
private void pictureBox1_Click(object sender, EventArgs e)
{
MessageBox.Show("test", "test caption", MessageBoxButtons.OK, MessageBoxIcon.Asterisk);
}
private void timer1_Tick(object sender, EventArgs e)
{
var hwnd = FindWindow(null, "test caption");
if (hwnd != IntPtr.Zero)
{
// we got the messagebox, get the icon from it
IntPtr hIconWnd = GetDlgItem(hwnd, 20);
if (hIconWnd != IntPtr.Zero)
{
var iconHandle = SendMessage(hIconWnd, 369/*STM_GETICON*/, IntPtr.Zero, IntPtr.Zero);
pictureBox3.Image = Icon.FromHandle(iconHandle).ToBitmap();
}
}
}
}
}
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;
}
This is really stressful,
I need to make a form with transparent background, or even draw on the screen, i want to have the power to draw whatever i want on the screen but it should still act as a form, so i could get all the events out of it..
Anybody know why am I getting 0, when calling UpdateLayeredWindow?
I have these following structure
[StructLayout(LayoutKind::Sequential)]
public ref struct wPoint
[StructLayout(LayoutKind::Sequential)]
public ref struct wSize
[StructLayout(LayoutKind::Sequential, Pack = 1)]
public ref struct BLENDFUNCTION
I And these are the functions i imported from native c++
[DllImport("user32.dll")]
static IntPtr GetDC(IntPtr hWnd);
[DllImport("user32.dll")]
static int ReleaseDC(IntPtr hWnd, IntPtr dc);
[DllImport("Kernel32.dll")]
static unsigned long GetLastError(void);
[DllImport("user32.dll")]
static bool ShowWindow(unsigned long hWnd, int nCmdShow);
[DllImport("user32.dll", CharSet = CharSet::Auto, SetLastError = true)]
static int UpdateLayeredWindow(
IntPtr hwnd,
IntPtr hdcDst,
[System::Runtime::InteropServices::In()]
wPoint ^ pptDst,
[System::Runtime::InteropServices::In()]
wSize ^ psize,
IntPtr hdcSrc,
[System::Runtime::InteropServices::In()]
wPoint ^ pptSrc,
int crKey,
[System::Runtime::InteropServices::In()]
BLENDFUNCTION ^ pblend,
int dwFlags);
[DllImport("gdi32.dll")]
static IntPtr CreateCompatibleDC(IntPtr hDC);
[DllImport("gdi32.dll")]
static int DeleteDC(IntPtr hdc);
[DllImport("gdi32.dll")]
static int DeleteObject(IntPtr hObject);
[DllImport("gdi32.dll")]
static IntPtr SelectObject(IntPtr hDC, IntPtr hObject);
I empty the OnPaint function (overrode it) and override OnShow function to call the following function with a Bitmap to be drawn into the screen.
void SmartToolTips::SetLayeredBitmap(Bitmap^ bitmap, Byte opacity){
IntPtr dc = Win32::GetDC(IntPtr::Zero);
IntPtr memorydc = Win32::CreateCompatibleDC(IntPtr::Zero);
IntPtr bitmaphandle = IntPtr::Zero;
IntPtr bitmaphandleold = IntPtr::Zero;
try
{
bitmaphandle = bitmap->GetHbitmap(Color::FromArgb(0));
bitmaphandleold = Win32::SelectObject(memorydc, bitmaphandle);
wSize^ size = gcnew wSize(bitmap->Width, bitmap->Height);
wPoint^ pointSource = gcnew wPoint(0, 0);
wPoint^ topPos = gcnew wPoint(Left, Top);
BLENDFUNCTION^ blend = gcnew BLENDFUNCTION();
blend->BlendOp = AC_SRC_OVER;
blend->BlendFlags = 0;
blend->SourceConstantAlpha = opacity;
blend->AlphaFormat = AC_SRC_ALPHA;
int res = Win32::UpdateLayeredWindow(Handle, dc, topPos, size, memorydc, pointSource, 0, blend, ULW_ALPHA);
if (!res)
{
Debug::WriteLine("Failed to update layered window");
Debug::WriteLine(Win32::GetLastError());
}
}
finally
{
if (bitmaphandle != IntPtr::Zero)
{
Win32::SelectObject(memorydc, bitmaphandleold);
Win32::DeleteObject(bitmaphandle);
}
Win32::DeleteDC(memorydc);
Win32::ReleaseDC(IntPtr::Zero, dc);
}
}
Another thing i override is :
property System::Windows::Forms::CreateParams^ CreateParams
{
virtual System::Windows::Forms::CreateParams^ get()override
{
System::Windows::Forms::CreateParams^ createParams = __super::CreateParams;
createParams->ExStyle |= WS_EX_LAYERED | WS_EX_TRANSPARENT;
return createParams;
}
}
Does anyone know why nothing popups? and UpdateLayeredWindow returns Error code 87 : Invalid Parameter?
Thanks!!