I am trying to trigger a WM_PAINT message form WM_TIMER; the timer works, but RedrawWindow() function does not seem to do anything. What am I doing wrong?
Here is my Callback function:
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
int wmId, wmEvent;
PAINTSTRUCT ps;
HDC hdc;
PAINTSTRUCT Ps;
COLORREF clrBlue = RGB(25, 55, 200);
RECT Recto = { 20, 28, 188, 128 };
COLORREF clrAqua = RGB(128, 255, 255);
COLORREF clrRed = RGB(255, 25, 5);
static bool x = true;
switch (message)
{
case WM_COMMAND:
wmId = LOWORD(wParam);
wmEvent = HIWORD(wParam);
// Parse the menu selections:
switch (wmId)
{
case IDM_ABOUT:
DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);
break;
case IDM_EXIT:
DestroyWindow(hWnd);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
break;
case WM_TIMER:
//InvalidateRect(hWnd ,NULL , FALSE);
//RedrawWindow(hWnd , NULL , NULL , RDW_INVALIDATE);
RedrawWindow(hWnd,NULL,NULL,RDW_INTERNALPAINT);
break;
case WM_PAINT:
if(x)
{
hdc = BeginPaint(hWnd, &ps);
SetTextColor(hdc, clrRed);
TextOut(hdc, 50, 42, L"Some text", 13);
EndPaint(hWnd, &ps);
toggle(x);
}
else
{
hdc = BeginPaint(hWnd, &ps);
SetTextColor(hdc, clrRed);
TextOut(hdc, 50, 42, L"Another text", 13);
EndPaint(hWnd, &ps);
toggle(x);
}
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
As x is defined as a local variable in your function, it always gets the value true when the function is called. That is, the code in WM_PAINT never gets to the else branch of the if.
Try, for example, changing the definition of x to static bool x = true; to get the toggling work.
Additionally, you need to invalidate the window's contents to get it redrawn:
RedrawWindow(hWnd,NULL,NULL,RDW_INVALIDATE | RDW_INTERNALPAINT);
Related
I do a wrapper for Window and want to call window methods from WndProc.
For this I pass 'this' pointer to CreateWindwEx function.
In WndProc I assign hWnd field of Window class and store it by SetWindowLongPtr
But when I try to read it by GetWindowLong I get broken instance of the window (all the fields have undefined values), however I can call w->foo()
static LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_NCCREATE:
{
LPCREATESTRUCT lpcs = reinterpret_cast<LPCREATESTRUCT>(lParam);
Window* self = static_cast<Window*>(lpcs->lpCreateParams);
// self->m_hInst and self->m_szWindowClass are set properly
// lets set hWnd
self->m_hWnd = hWnd;
SetWindowLongPtr(hWnd, GWLP_USERDATA, reinterpret_cast<LPARAM>(self));
return true;
}
case WM_COMMAND:
{
Window* w = reinterpret_cast<Window*>(GetWindowLong(hWnd, GWLP_USERDATA));
// got all the windows fields broken, though 'w' pointer itself is valid
w->foo();
int wmId = LOWORD(wParam);
// Parse the menu selections:
switch (wmId)
{
case IDM_ABOUT:
//DialogBox(m_hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);
break;
case IDM_EXIT:
DestroyWindow(hWnd);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
}
break;
case WM_PAINT:
{
Window* w = reinterpret_cast<Window*>(GetWindowLong(hWnd, GWLP_USERDATA));
w->foo();
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hWnd, &ps);
// TODO: Add any drawing code that uses hdc here...
EndPaint(hWnd, &ps);
}
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
void foo()
{
//auto d = m_hInst;
auto s = m_hWnd;
}
My fault!
GetWindowLongPtr should be used instead of GetWindowLong
I'm new and I'm trying to write a simple program drawing lines with the mouse.
I have a problem with drawing these lines, because it leaves traces behind.
Here is an image of my problem:
And here is a sample of my code:
LRESULT APIENTRY WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_DESTROY:PostQuitMessage(0);break;
case WM_LBUTTONDOWN:
hdc = GetDC(hwnd);
last_x = LOWORD(lParam);
last_y = HIWORD(lParam);
isDown = true;
break;
case WM_MOUSEMOVE:
if (isDown)
{
Pen = CreatePen(PS_SOLID, 3, RGB(0, 0, 255));
Box = (HPEN)SelectObject(hdc, Pen);
int x = LOWORD(lParam);
int y = HIWORD(lParam);
MoveToEx(hdc, last_x, last_y, NULL);
LineTo(hdc, x, y);
}
break;
case WM_LBUTTONUP:
isDown = false;
ReleaseDC;
break;
default:
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}
return 0;
}
EDIT:
Now it's working well, but if You could explain me one another thing, how can i make that my old lines stayed on the Client area when i drawing new lines? Cause now i can draw only one line. Should i use Bitmap to save screen or something?
EDIT:EDIT:
Ok i used Vector to save coordinates of every line. Thank You guys for help!
You are getting residual traces because you are not erasing your old drawings before drawing a new line, or at least updating last_x and last_y on each move so that a new line connects to the end of the previous line, like in Microsoft's example.
But, you really should not draw on the window directly in the mouse message handlers at all. As soon as the window needs a repaint for any reason, all of your drawing will be lost. The correct way to handle this is to perform all of your drawing in a WM_PAINT message handler instead. Use the mouse messages to keep track of line information as needed, and then do all of the actual drawing in WM_PAINT only.
For example:
LRESULT APIENTRY WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_CREATE:
Pen = CreatePen(PS_SOLID, 3, RGB(0, 0, 255));
break;
case WM_DESTROY:
DeleteObject(Pen);
PostQuitMessage(0);
break;
case WM_LBUTTONDOWN:
x = last_x = LOWORD(lParam);
y = last_y = HIWORD(lParam);
isDown = true;
InvalidateRect(hwnd, NULL, TRUE);
break;
case WM_MOUSEMOVE:
if (isDown)
{
x = LOWORD(lParam);
y = HIWORD(lParam);
InvalidateRect(hwnd, NULL, TRUE);
}
break;
case WM_LBUTTONUP:
isDown = false;
InvalidateRect(hwnd, NULL, TRUE);
break;
/* if your WNDCLASS sets hbrBackground=NULL, uncomment this handler...
case WM_ERASEBKGND:
{
HDC hdc = (HDC) wParam;
draw a background on the hdc as needed...
return 1;
}
*/
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps);
if (last_x != x) || (last_y != y)
{
HPEN OldPen = (HPEN) SelectObject(hdc, Pen);
MoveToEx(hdc, last_x, last_y, NULL);
LineTo(hdc, x, y);
SelectObject(hdc, OldPen);
}
EndPaint(hwnd, &ps);
break;
}
default:
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}
return 0;
}
That will draw a single line that starts at the point where the mouse was first held down, and then follow the mouse as it moves around.
Or, if you want to draw multiple lines end-to-end that follow the mouse while it is held down, try this:
std::vector<POINT> points;
LRESULT APIENTRY WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_CREATE:
Pen = CreatePen(PS_SOLID, 3, RGB(0, 0, 255));
points.clear();
break;
case WM_DESTROY:
DeleteObject(Pen);
PostQuitMessage(0);
break;
case WM_LBUTTONDOWN:
{
points.clear();
POINT pt;
pt.x = LOWORD(lParam);
pt.y = HIWORD(lParam);
points.push_back(pt);
isDown = true;
InvalidateRect(hwnd, NULL, TRUE);
break;
}
case WM_MOUSEMOVE:
if (isDown)
{
POINT pt;
pt.x = LOWORD(lParam);
pt.y = HIWORD(lParam);
points.push_back(pt);
InvalidateRect(hwnd, NULL, TRUE);
}
break;
case WM_LBUTTONUP:
isDown = false;
InvalidateRect(hwnd, NULL, TRUE);
break;
/* if your WNDCLASS sets hbrBackground=NULL, uncomment this handler...
case WM_ERASEBKGND:
{
HDC hdc = (HDC) wParam;
draw a background on the hdc as needed...
return 1;
}
*/
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps);
if (points.size() > 1)
{
HPEN OldPen = (HPEN) SelectObject(hdc, Pen);
MoveToEx(hdc, points[0].x, points[0].y, NULL);
for (size_t i = 1; i < points.size(); ++i) {
LineTo(hdc, points[i].x, points[i].y);
}
SelectObject(hdc, OldPen);
}
EndPaint(hwnd, &ps);
break;
}
default:
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}
return 0;
}
I am late to party here and it may be obvious to experienced Win32 programmers, but I wanted to add an important note to Remy Lebeau example:
both the boolean isDown and the 4 ints x,y,last_x and last_y have to be static, or else the entire solution won't work.
According to this website, any drawing operation performed on the HDC returned by BeginPaint will immediately display on the screen. However, the number printed by the following code only updates when the window is resized:
int counter = 0;
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_COMMAND:
{
int wmId = LOWORD(wParam);
// Parse the menu selections:
switch (wmId)
{
case IDM_ABOUT:
DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);
break;
case IDM_EXIT:
DestroyWindow(hWnd);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
}
break;
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hWnd, &ps);
std::string s = std::to_string(counter).c_str();
TextOutA(hdc, 0, 0, s.c_str(), s.length());
EndPaint(hWnd, &ps);
}
break;
case WM_KEYDOWN:
counter++;
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
Even when continuously sending WM_PAINT to the window with
RedrawWindow(hwndMain, 0, 0, RDW_INTERNALPAINT);
after EndPaint, the number only updates when the window is resized. How can I get the number to update without manually resizing the window?
Calling RedrawWindow with different flags solved the problem.
Specifically RedrawWindow(hWnd, 0, 0, RDW_FRAME | RDW_INVALIDATE); after counter++;
Alright here is my code I will just provide one function sense the rest of it would not be any helpful. I have been searching for the problem and can not seem to figure it out.
Error: uninitialized local variable 'hTextBox' used Win32Project2
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam)
{
HDC hdc;
RECT rect;
PAINTSTRUCT ps;
HWND hTextBox;
switch (message)
{
case WM_CREATE:
hTextBox = CreateWindow(L"edit", L"", WS_CHILD|WS_VISIBLE|WS_BORDER, 5, 5, 200, 25, hwnd, NULL, NULL, NULL);
CreateWindow(L"button", L"Click me!", WS_CHILD | WS_VISIBLE, 20, 40, 75, 25, hwnd, (HMENU)1, NULL, NULL);
break;
case WM_COMMAND:
switch (LOWORD(wparam))
{
case 1:
int returnedCharacters = 0;
returnedCharacters = GetWindowText(hTextBox, &szTextSaved[0], 20);
break;
}
case WM_PAINT:
hdc = BeginPaint(hwnd, &ps);
GetClientRect(hwnd, &rect);
DrawText(hdc, L"This is a text message!", -1, &rect, DT_CENTER | DT_VCENTER);
EndPaint(hwnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
}
return DefWindowProc(hwnd, message, wparam, lparam);
}
It is not static, so it won't remember what happened in WM_CREATE
Here is how I create my scrollbar:
CreateWindowEx(NULL, L"SCROLLBAR", NULL, WS_CHILD | WS_VISIBLE | scrollPos, x, y, width, height, parent, (HMENU)155, GetModuleHandle(NULL), NULL);
How could I restore my id (155) to know which control I will operate?
Here is how I tried:
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
int wmId, wmEvent;
PAINTSTRUCT ps;
HDC hdc;
int id;
SCROLLBARINFO si;
wmId = LOWORD(wParam);
wmEvent = HIWORD(wParam);
switch (message)
{
case WM_USER:
break;
case WM_USER + 1:
break;
case CONNECT_TO_SERVER:
break;
case WM_VSCROLL:
id = GetDlgCtrlID(hWnd);
//id isn't my 155 id, it is some kind of random number
//wmId isn't my 155 id
break;
case WM_COMMAND:
break;
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
I need to regain this id to choose which one of my controls should react inside my own grid.
id = GetDlgCtrlID(hWnd);
That's not correct, hWnd is the handle to your main window, not the scrollbar control. Also beware that WM_VSCROLL can be sent both by your main window and the scrollbar. The lParam argument tells you where it came from. Fix:
case WM_VSCROLL:
if (lParam != 0) {
int id = GetDlgCtrlID((HWND)lParam);
// etc..
}
break;