Related
I would like to hook Windows Explorer paste event to copy files from a remote connection.
Description: The goal is remote copy/paste files. Like Team Viewer or Remote Desktop. Ctrl+C file on one computer, and Ctrl+V on another...
Well let's break this problem into 3 parts:
1. Detect for clipboard changes:
This is pretty easy, by registering a hook using SetClipboardViewer, Windows will nicely send us an WM_DRAWCLIPBOARD message:
HWND nextClipboardViewer = nullptr;
void HandleClipboardChanges()
{
}
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_CREATE:
nextClipboardViewer = SetClipboardViewer(hwnd);
break;
case WM_CHANGECBCHAIN:
if (reinterpret_cast<HWND>(wParam) == nextClipboardViewer)
{
nextClipboardViewer = reinterpret_cast<HWND>(lParam);
}
else if (nextClipboardViewer != nullptr)
{
SendMessage(nextClipboardViewer, msg, wParam, lParam);
}
break;
case WM_DRAWCLIPBOARD:
HandleClipboardChanges();
SendMessage(nextClipboardViewer, msg, wParam, lParam);
break;
}
}
2. Get the active Windows Explorer directory
In the HandleClipboardChanges function above, we should iterate through all the opened Windows Explorer, check if any of them is focused, and get their current directory, thanks to zett42's answer, we could do this fairly easily:
HWND hWndExplorer = nullptr;
HWND hWndFocused = GetActiveWindow();
std::wstring explorerDir;
for (const auto& info : GetCurrentExplorerFolders())
{
if (hWndFocused == info.hwnd)
{
CComHeapPtr<wchar_t> pPath;
if (SUCCEEDED(::SHGetNameFromIDList(info.pidl.get(), SIGDN_FILESYSPATH, &pPath)))
{
hWndExplorer = info.hwnd;
explorerDir = pPath;
}
break;
}
}
3. Handle the copy operation and show a progress dialog
For the progress dialog, we will use IProgressDialog, although IOperationsProgressDialog has more features, but it is also more difficult to use, you can consider switching to it.
The hWndParent passed into IProgressDialog::StartProgressDialog could be nullptr, but we will use the explorer's hWnd for consistency.
The below code doesn't check for errors for readability.
// don't forget the include and CoInitialize
#include <atlbase.h>
#include <shlobj_core.h>
CoInitializeEx(nullptr, COINIT_MULTITHREADED);
CComPtr<IProgressDialog> pDialog;
pDialog.CoCreateInstance(CLSID_ProgressDialog);
pDialog->StartProgressDialog(hWndExplorer, nullptr, PROGDLG_AUTOTIME, nullptr);
pDialog->SetTitle(L"Copying from network");
pDialog->SetLine(1, L"Copying 69 files", false, nullptr);
// Do your copy operation here
for (DWORD i = 0; i < 1'000'000; i++)
{
pDialog->SetProgress(i, 1'000'000);
pDialog->SetLine(2, L"Copying file_a.txt", false, nullptr);
// Check if the user had cancelled the operation
// See also: pDialog->SetCancelMsg()
// BOOL isUserCancelled = pDialog->HasUserCancelled();
}
pDialog->StopProgressDialog();
Related:
Monitoring clipboard
How to get the path of an active file explorer window in c++ winapi
I am setting a global hook for keyboard. When I give keyboard inputs to other applications, the application does not receive the input and it hangs. When the console is stopped, the application recovers and the keyboard inputs are posted together.
DLL source:
#include <iostream>
#include <Windows.h>
#include <string>
using namespace std;
#define DLLEXPORT __declspec(dllexport)
DLLEXPORT bool installhook();
DLLEXPORT void unhook();
DLLEXPORT string TestLoaded();
DLLEXPORT LRESULT CALLBACK KeyboardProc ( int code, WPARAM wParam, LPARAM lParam );
static HHOOK kb_hook;
string test = "not loaded";
HINSTANCE hDLL;
DLLEXPORT LRESULT CALLBACK KeyboardProc ( int code, WPARAM wParam, LPARAM lParam )
{
if(code == HC_ACTION) // if there is an incoming action and a key was pressed
{
switch(wParam)
{
case VK_SPACE:
printf("Space was pressed\n"); //tried without this also
MessageBoxA(NULL, "Hi", "Space", MB_OK);
break;
}
}
return CallNextHookEx(NULL, code, wParam, lParam);
}
BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved)
{
test = "loaded";
switch(ul_reason_for_call)
{
case DLL_PROCESS_ATTACH:
hDLL = hModule;
break;
}
printf("test str = %s \n", test.c_str());
return TRUE;
}
bool installhook()
{
kb_hook = SetWindowsHookEx(WH_KEYBOARD, KeyboardProc, hDLL, NULL);
if(!kb_hook)
{
return false;
}
return true;
}
void unhook()
{
if(kb_hook)
{
UnhookWindowsHookEx(kb_hook);
}
}
string TestLoaded()
{
return test;
}
Console applicatioon source:
#include <iostream>
#include <Windows.h>
#include <string>
#define DLLIMPORT __declspec(dllimport)
using namespace std;
DLLIMPORT void unhook();
DLLIMPORT bool installhook();
DLLIMPORT string TestLoaded();
int main()
{
cout << TestLoaded() <<endl;
installhook();
for(int i = 1; i<=10 ; i++)
{
//Do some keyboard activities in this 10 secs
Sleep(1000);
cout << i<<endl;
}
unhook();
cin.get();
return 1;
}
My suspicion was that since the dll will be loaded into each process in the process's own address space and console would not be present in other applications, it gets void and crashed. So I removed the console outputs and replaced with messagebox. Then also no difference.
What could be the problem?
Update:
I tried to do a local hook to a specific thread before trying it global. But I get Parameter is incorrect error 87 at setwindowshookex. Below are the updated code:
dll:
bool installhook(DWORD ThreadId) //exporting this function
{
kb_hook = SetWindowsHookEx(WH_KEYBOARD, KeyboardProc, NULL, ThreadId); //tried with the dll module's handle also instead of NULL
if(!kb_hook)
{
printf("SetWindowsHookEx failed : %d\n", GetLastError());
return false;
}
return true;
}
Console application source:
DWORD myThread()
{
cout<< "Thread started\n";
char str[250];
cin>>str;
return 0;
}
int main()
{
cout << TestLoaded() <<endl;
DWORD myThreadID;
HANDLE myHandle = CreateThread(0, 0, (LPTHREAD_START_ROUTINE)myThread, NULL, 0, &myThreadID);
installhook(myThreadID);
for(int i = 0; i<100 ; i++)
{
Sleep(100);
if(i%10 == 0)
{
cout << i<<endl;
}
}
unhook();
}
Try to use WH_KEYBOARD_LL. You can set global hook even without dll declaring hook function in you process. Plus, you should detect space action using PKBDLLHOOKSTRUCT struct
LRESULT CALLBACK KeyboardProc ( int code, WPARAM wParam, LPARAM lParam )
{
if ( code == HC_ACTION )
{
switch ( wParam )
{
case WM_KEYDOWN:
{
// Get hook struct
PKBDLLHOOKSTRUCT p = ( PKBDLLHOOKSTRUCT ) lParam;
if ( p->vkCode == VK_SPACE)
{
MessageBoxA( NULL, "Hi", "Space", MB_OK );
}
}
break;
}
}
return CallNextHookEx( NULL, code, wParam, lParam );
}
....
// Somewhere in code
kb_hook = SetWindowsHookEx( WH_KEYBOARD_LL, KeyboardProc, NULL, NULL );
Thanks for all the inputs in answers and comments.
I have found out the actual problem. The mistake I made was trying to use console window without any message queue.
If I understand correctly, console windows are hosted by conhost.exe and they don't have any message pumps. And the hook works correctly only if the application which installs it has a message queue (should explore more on why it's this way). See below for ways you can make it work
If you are not posting any message to the console application:
Replace the for loop in the console application's main with this:
MSG msg;
while(GetMessage(&msg, NULL, 0, 0) > 0)
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
In case you are posting any message to the console application:
Create a window using CreateWindowEx, there is an option for a message only window also. You would have to create a class and assign a CALLBACK process. Read here for more details. Create that and pass the handle along to the hook dll and postmessage to the handle. Use the loop for Getting msg and dispatching it (mentioned above). Then all the messages you post the dummy window from your hook dll can be processed using the CALLBACK window process.
References:
Why must SetWindowsHookEx be used with a windows message queue
CreateWindowEx MSDN
I had the same issue, working with QT, the GUI would be blocked (as planned) but whenever it came back online, it would process my keyboard and mouse clicks.
I am not sure if this is the most efficient way of handling it, but to solve this, I handled all the keyboard and mouse events separately. If, some task was in progress, I would just ignore the key event.
Otherwise I guess it just queues up and waits for its' turn!
I'm using low level hooks.
I have made this class:
class Kayz {
static int VKEY;
static void (*funcDown)();
static void (*funcUp)();
static HHOOK TheHook;
static KBDLLHOOKSTRUCT TheHookStruct;
static LRESULT _stdcall HookCallback(int, WPARAM, LPARAM);
public:
bool SetHook(int VKey, void(*FunctionDown)(), void(*FunctionUp)()) {
if (VKey < 0x07) {
if (!(TheHook = SetWindowsHookEx(WH_MOUSE_LL, &HookCallback, NULL, 0))) {
return false;
}
}
else if(VKey > 0x07){
if (!(TheHook = SetWindowsHookEx(WH_KEYBOARD_LL, &HookCallback, NULL, 0))) {
return false;
}
}
VKEY = VKey; funcDown = FunctionDown; funcUp = FunctionUp;
return true;
}
void UnSetHook() {
UnhookWindowsHookEx(TheHook);
}
};
int Kayz::VKEY;
void(*Kayz::funcDown)();
void(*Kayz::funcUp)();
HHOOK Kayz::TheHook;
KBDLLHOOKSTRUCT Kayz::TheHookStruct;
LRESULT _stdcall Kayz::HookCallback(int nCode, WPARAM wParam, LPARAM lParam) {
if (nCode >= 0) {
if (wParam == WM_KEYDOWN) {
TheHookStruct = *((KBDLLHOOKSTRUCT*)lParam);
if (TheHookStruct.vkCode == VKEY) {
(*funcDown)();
}
}
else if (wParam == WM_KEYUP)
{
TheHookStruct = *((KBDLLHOOKSTRUCT*)lParam);
if (TheHookStruct.vkCode == VKEY) {
(*funcUp)();
}
}
}
return CallNextHookEx(TheHook, nCode, wParam, lParam);
}
All the functions I put into SetHook do is change a bool variable in the main program so I can know whether or not the key is pressed. It seems to me that it's the most optimal way because I don't have to check for the key's state every time I loop in the main program.
Now.
Using a blocking timer such as Sleep() in the main program will block the program, including
return CallNextHookEx(TheHook, nCode, wParam, lParam);
That means that, as this is a low level hook, every other program is only gonna get the input when sleep ends. So if I press a key while in notepad, it's only gonna get typed when sleep ends and the program loops again, if I type a lot, they're gonna get typed most likely one at a time.
The only thing I've seen that is able to "bypass" this is
while(GetMessage(&msgVar, NULL, 0, 0)){}
GetMessage never or rarely returns, so it doesn't take up any system resources or processing power. It doesn't block because while is waiting for it to return. So basically, it's not doing anything but it isn't blocking either.
I need to have a thread that is doing something similar to this. That thread will be receiving the key press "events" and executing the functions that change the variables in the main program.
But this is dirty. I don't like dirty.
So I'd very much like to know:
How can I achieve non-blocking nothing, consuming the least possible resources, in a clean way?
Thank you.
EDIT:
As you asked: I'm making a memory aimbot strictly for learning purposes.
I have now spent quite a bit of time reading about MsgWaitForMultipleObjectsEx, and apparently you can just null the first 2 parameters, which comes in handy.
I was also thinking of doing this the wrong way, I was going to make a thread for the program to "hold" and still receive the async input from the hooks(which is why I didn't want it to block), and then the other(always-running) thread would work based on the bools that the functions the hook called would change.
I've now realized that's a rather bad design, so I'm thinking of using MsgWaitForMultipleObjectsEx in the main program, and checking that bool with it, pausing or resuming the aimbot thread if needed.
I'm now beginning to understand what #HarryJohnston said about the spaghetti logic, because I've got to organize what the async hook functions do with what the code that comes after MsgWaitForMultipleObjectsEx does, and those seem some rather difficult decisions.
I want to follow these hooks and get a full understanding of how this can all work, which is why I won't be using raw input right away, though thank you #nikau6 for informing me about it, I'll surely look into it when I'm done with hooks.
Once again thank you everyone.
"It seems to me that it's the most optimal way because I don't have to check for the key's state every time I loop in the main program."
There's a better way than hooks, not well known, to monitor the keyboard events on all the system. This is Raw Input.
With raw inputs, your application get informed of each keyboard, mouse, etc.., event, straight from the HID (Human Device Interface) driver. This is more efficient than hooks, and very simple to use. Your application don't need to export a procedure from a DLL, and because raw inputs are not hooks, no message have to be passed to an another procedure, to a another thread, after it was treated. (see one of my comments below about the DefRawInputProc procedure). The application gets the raw input through the WM_INPUT message. Unlike hooks, a window must be created, that's an obligation, a handle is asked.
Here's how I use Raw Input :
EDIT : And you'll not get the problem you have about the non-blocking thread.
#include <Windows.h>
#define HID_ISMOUSE(x) ((x).header.dwType == RIM_MOUSE)
#define HID_ISKEYBOARD(x) ((x).header.dwType == RIM_TYPEKEYBOARD)
#define HID_SCODE(x) ((x).data.keyboard.MakeCode) // scan code
#define HID_VKEY(x) ((x).data.keyboard.VKey) // virtual key code
#define HID_WMSG(x) ((x).data.keyboard.Message) // corresponding window message, WM_KEYDOWN, WM_SYSKEYDOWN, WM_KEYUP, WM_SYSKEYUP.
#define HID_ISKEYUP(x) ((x).data.keyboard.Flags & RI_KEY_BREAK)
#define HID_ISKEYDOWN(x) (((x).data.keyboard.Flags & 0x01) == RI_KEY_MAKE)
#define RAWINPUT_ERROR (UINT)-1
namespace HID
{
const USHORT MOUSE = 2;
const USHORT KEYBOARD = 6;
// Register a raw input device
bool RegisterDevice(HWND hTarget, USHORT usage)
{
RAWINPUTDEVICE hid;
hid.usUsagePage = 1; // generic desktop page
hid.usUsage = usage; // device id
hid.hwndTarget = hTarget; // window handle
hid.dwFlags = RIDEV_NOLEGACY | RIDEV_INPUTSINK ; // RIDEV_INPUTSINK to monitor all the system, RIDEV_NOLEGACY if you don't want legacy keyboard events.
return !!RegisterRawInputDevices(&hid, 1, sizeof(RAWINPUTDEVICE));
}
// Unregister a raw input device.
void UnregisterDevice(USHORT usage)
{
RAWINPUTDEVICE hid;
hid.usUsagePage = 1;
hid.usUsage = usage;
hid.dwFlags = RIDEV_REMOVE; // RIDEV_REMOVE to remove a device.
hid.hwndTarget = NULL; // NULL to remove a device.
RegisterRawInputDevices(&hid, 1, sizeof(RAWINPUTDEVICE));
}
// Get raw input data
bool GetInputData(HRAWINPUT hInput, RAWINPUT* RawInput)
{
UINT size = sizeof(RAWINPUT); // size = 40
if( GetRawInputData((HRAWINPUT)hInput, RID_INPUT, RawInput, &size, sizeof(RAWINPUTHEADER)) != RAWINPUT_ERROR )
return true;
else
return false;
}
}
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, LPWSTR cmd_line, int cmd_show)
{
WNDCLASSW wc = {0};
wc.lpfnWndProc = WindowProc;
...
HWND hwnd = ::CreateWindowW(...);
...
HID::RegisterDevice(hwnd, HID::KEYBOARD);
MSG msg;
while(GetMessageW(&msg, NULL, 0, 0))
{
DispatchMessageW(&msg);
}
HID::UnregisterDevice(HID::KEYBOARD);
return (int)msg.wParam;
}
LRESULT CALLBACK WindowProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if(msg == WM_INPUT) // Raw input message.
{
RAWINPUT Input;
if(HID::GetInputData((HRAWINPUT)lParam, &Input))
{
if(HID_ISKEYBOARD(Input))
{
if(HID_ISKEYUP(Input))
{
return 0;
}
else // if(HID_ISKEYDOWN(Input))
{
return 0;
}
}
}
}
return ::DefWindowProc(hWnd, msg, wParam, lParam);
}
you need use MsgWaitForMultipleObjectsEx in loop this is most power function for you. with this you will be wait for windows(and hooks) messages, for multiple events (up to 63) also you can receiver user mode APC calls and periodically (by timeout do same tasks). example:
void ZApp::Run()
{
for (;;)
{
HANDLE* pHandles;
DWORD nCount = GetWaitHandles(&pHandles);
DWORD r = MsgWaitForMultipleObjectsEx(nCount, pHandles, GetTimeout(), QS_ALLINPUT, MWMO_ALERTABLE);
if (r < nCount)
{
OnSignalObject(r);
continue;
}
if (r == nCount)
{
BOOL bIdle = FALSE;
MSG msg;
while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
if (!bIdle)
{
bIdle = IsIdleMessage(msg.message);
}
if (PreTranslateMessage(&msg)) continue;
if (msg.message == WM_QUIT)
{
return ;
}
if (!IsDialogMessageEx(&msg))
{
if (msg.message - WM_KEYFIRST <= WM_KEYLAST - WM_KEYFIRST)
{
TranslateMessage(&msg);
}
DispatchMessage(&msg);
}
}
if (bIdle)
{
OnIdle();
}
continue;
}
if (r - WAIT_ABANDONED_0 < nCount)
{
OnAbandonedObject(r - WAIT_ABANDONED_0);
continue;
}
switch(r)
{
case WAIT_TIMEOUT:
OnTimeout();
break;
case WAIT_IO_COMPLETION:
OnApcAlert();
break;
default: __debugbreak();
}
}
}
I've realized that having a thread permanently "on hold" when waiting for hooks to execute other functions is just a bad way of doing what I was looking for, you should always have every thread doing something. If you're following the same path I suggest you get off of it and organize your code in a way you don't have to have these "loose ends".
Thanks everyone. Mainly #RbMm who informed me of MsgWaitForMultipleObjectsEx and guided me through it, and #nikau6 who informed about RawInput, which I'll be using in the future.
I've also finalized the class and included a function that returns when your key is either pressed or released(false when MsgWaitForMultipleObjectsEx returns anything other than WAIT_OBJECT_0), figured I'd post it here in case anyone ever needs it since most of the conversation was made in the comments and I often skip those when browsing stackoverflow.
class Kayz {
static bool KDown[2];
static int VKEY;
static void (*funcDown)();
static void (*funcUp)();
static HHOOK TheHook;
static KBDLLHOOKSTRUCT TheHookStruct;
static LRESULT _stdcall HookCallback(int, WPARAM, LPARAM);
public:
bool SetHook(int VKey, void(*FunctionDown)(), void(*FunctionUp)()) {
if (VKey < 0x07) {
if (!(TheHook = SetWindowsHookEx(WH_MOUSE_LL, &HookCallback, NULL, 0))) {
return false;
}
}
else if(VKey > 0x07){
if (!(TheHook = SetWindowsHookEx(WH_KEYBOARD_LL, &HookCallback, NULL, 0))) {
return false;
}
}
VKEY = VKey; funcDown = FunctionDown; funcUp = FunctionUp;
return true;
}
void UnSetHook() {
UnhookWindowsHookEx(TheHook);
}
bool WaitOnKey()
{
MSG msg;
while (true) {
if (MsgWaitForMultipleObjectsEx(0, 0, INFINITE, QS_ALLINPUT, 0) == WAIT_OBJECT_0) {
while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) {
if (msg.message != WM_QUIT) return false;
TranslateMessage(&msg); DispatchMessage(&msg);
}
if(KDown[0] == 0 && KDown[1] == 0){
continue;
}else if (KDown[0] == true) {
return true;
}else{
KDown[1] = false;
return true;
}
} else {
return false;
}
}
}
};
bool Kayz::KDown[2];
int Kayz::VKEY;
void(*Kayz::funcDown)();
void(*Kayz::funcUp)();
HHOOK Kayz::TheHook;
KBDLLHOOKSTRUCT Kayz::TheHookStruct;
LRESULT _stdcall Kayz::HookCallback(int nCode, WPARAM wParam, LPARAM lParam) {
if (nCode >= 0) {
if (wParam == WM_KEYDOWN) {
TheHookStruct = *((KBDLLHOOKSTRUCT*)lParam);
if (TheHookStruct.vkCode == VKEY) {
KDown[0] = true;
(*funcDown)();
}
}
else if (wParam == WM_KEYUP)
{
TheHookStruct = *((KBDLLHOOKSTRUCT*)lParam);
if (TheHookStruct.vkCode == VKEY) {
KDown[1] = true;
KDown[0] = false;
(*funcUp)();
}
}
}
return CallNextHookEx(TheHook, nCode, wParam, lParam);
}
In a basic program, I need to know how to make a text display widget and image display that can both be changed to different strings and images on command. These will display on a basic GUI.
Any specific help would be tremendously appreciated as I have been stuck on this for more than 10 weeks! Asking online here is my last resort.
I am making a basic program that asks questions (which is my text I want to print) and images for the questions come up underneath it. I have successfully made this program in a console command window (the code I will share below) but this of course meant no images could be displayed, so I am having to remake it in a GUI that supports images.
This is my first project ever done in C++, and only know the basics (the full extent of my limited knowledge got me through making that console command window program without help).
I first used WinAPI as it came with my computer in microsoft visual studio, and tried many different suggestions by other's similar questions already answered, but always either had one of two problems; 1. The code they supplied had many errors of which most read "_ is undefined" or wasn't imported properly, or 2. created basic text successfully but didn't specify how to change it after it had been created (I have had no successful image prints so far). I have tried 3 question/answers from cplusplus.com and 3 from stack overflow (links will be below), and all of them have had these 2 problems that are created from my lack of C++ bug fixing skills.
Suggestions using WinAPI would be prefferred over QT as I have no idea what I am doing in Qt and get double digit numbers worth of errors when I import code (even though I import the correct directories), whereas WinAPI doesn't get importing errors.
Code for command console program:
//G-Learning
//#author: James Monk
//#completed: 7/6/16
//#version 1.0
//These are the libraries (external files) to include at the start.
#include <cstdio>
#include <windows.h>
#include <iostream>
#include <stdlib.h>
#include <time.h>
#include <string>
using namespace std;
//Defining the [global] variables that will be used throughout the program
int running = 1;
int menuSelection;
int questionsLeft = 5;
int questionTextPicked;
int questionImagePicked;
int questionRandomised;
int score = 0;
int userInput;
int userInputDummy;
string stringPointer;
int intPointer;
string questionText[10] = {
"Would this most likely be, (1) an enemy (2) a player?\n",
"Is this (1) how many hearts the player has inside their body, or (2) a number of lives the player has?\n",
"Is this (1) a health bar, or (2) a set of red lights?\n",
"Is this (1) a money counter, or (2) a yellow ball counter?\n",
"Would this be a good object to touch with your character? (1) no or (2) yes?\n",
"What would this object likely have in it? (1) rewards, or (2) punishments\n",
"What does 'Game Over' mean? (1) your session has ended, or (2) the game is no longer playable\n",
"What would an icon like this likely be for? (1) show wheels, or (2) options\n",
"In a racing game, what would this be for? (1) health bar, or (2) fuel tank meter\n",
"What would this button likely do? (1) exit or cancel, or (2) mark a spot with an x\n" };
//Defining what happens with the different functions
void introduction() {
printf("\nG-Learning is a program built to teach people who know little about games the basic features of them. \n\n\
Questions will be asked, and you will need to answer them by choosing the correct answer.\n\
You will need to press 1, 2, or 3 followed by enter to choose.\n\n\
Press any number key followed by enter to return to the main menu.\n\n");
cin >> userInputDummy;
menuSelection = 0;
}
void start() {
printf("\nThe questions will now start, good luck!\n\n");
while (questionsLeft > 0) {
questionTextPicked = (rand() % 10);
if (questionTextPicked == 0) {
questionRandomised = (rand() % 4);
questionImagePicked = (7 + questionRandomised);
}
else if (questionTextPicked == 4) {
questionRandomised = (rand() % 3);
questionImagePicked = (11 + questionRandomised);
}
else {
questionImagePicked = questionTextPicked;
}
printf("after calculations, questionTextPicked is %d, questionRandomised is %d, and questionImagePicked is %d\n\n", questionTextPicked, questionRandomised, questionImagePicked);
//answering questions should be here
stringPointer = questionText[questionTextPicked];
intPointer = questionAnswer[questionImagePicked];
printf("answer is %d\n\n", intPointer);
printf("%s\n", stringPointer, intPointer);
printf("answer is %d\n\n", intPointer);
cin >> userInput;
if (userInput == questionAnswer[questionImagePicked]) {
printf("\nCorrect!\n\n");
score++;
}
else {
printf("\nIncorrect answer.\n\n");
}
questionsLeft--;
if (questionsLeft > 0) {
printf("%d questions to go!\n\n", questionsLeft);
}
if (questionsLeft == 0) {
printf("All questions have been answered, you scored %d/5.\n\nReturning you to the main menu\n\n", score);
score = 0;
}
} //end of start's while loop
menuSelection = 0;
} //end of start's function
void exit() {
menuSelection = 0;
running = 0;
}
//||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
//Main function, where everything starts
int main(int argc, char ** argv) {
while (running == 1) {
//Welcoming the user to the program, and asking them what they want to do (starts functions)
printf("welcome to G-Learning! Press a key to get started.\n1: Instructions\n2: Start\n3: Exit\n\n");
questionsLeft = 5; //Resetting this so that the start function can begin again
cin >> menuSelection;
if (menuSelection == 1) {
introduction();
}
else if (menuSelection == 2) {
start();
}
else if (menuSelection == 3) {
exit();
}
else {
printf("Invalid input, please use the 1, 2, or 3 key.");
}
}
return 0;
return EXIT_SUCCESS;
} //end of main function
Code for my best working WinAPI iteration (can print text, but not again on command; also without image functionality. Would like to know how to improve this one!):
//These are the libraries (external files) to include at the start.
#include <cstdio>
#include <windows.h>
#include <iostream>
#include <stdlib.h>
#include <time.h>
#include <string>
using namespace std;
int textHorizontal = 10;
int textVertical = 10;
//Variables used in making the program window
int numberInput;
char charictorInput;
string stringInput;
const char g_szClassName[] = "myWindowClass";
HINSTANCE hInstance;
// Function to get the size of the text
int GetTextSize(LPSTR a0)
{
for (int iLoopCounter = 0; ; iLoopCounter++)
{
if (a0[iLoopCounter] == '\0')
return iLoopCounter;
}
}
LPSTR TextArray[] = {
"Hello World"
};
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_CLOSE:
DestroyWindow(hwnd);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps);
TextOut(hdc,
// Location of the text
textHorizontal,
textVertical,
// Text to print
TextArray[0],
// Size of the text, my function gets this for us
GetTextSize(TextArray[0]));
EndPaint(hwnd, &ps);
}
break;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
int WINAPI WinMain(HINSTANCE hInstanace, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
WNDCLASSEX WindowClass;
WindowClass.cbClsExtra = 0;
WindowClass.cbWndExtra = 0;
WindowClass.cbSize = sizeof(WNDCLASSEX);
WindowClass.lpszClassName = "1";
WindowClass.lpszMenuName = NULL;
WindowClass.lpfnWndProc = WndProc;
WindowClass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
WindowClass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
WindowClass.hCursor = LoadCursor(NULL, IDC_ARROW);
WindowClass.style = 0;
WindowClass.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
RegisterClassEx(&WindowClass);
HWND hwnd = CreateWindowEx(WS_EX_CLIENTEDGE,
"1",
"G-Learning by James Monk",
WS_OVERLAPPEDWINDOW,
315, 115,
1080, 720,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hwnd, SW_SHOWNORMAL);
MSG msg;
while (GetMessage(&msg, NULL, 0, 0) > 0)
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if (VK_ESCAPE == msg.wParam)
break;
}
return 0;
}
I am limited to only 2 links, so to view the 3 cplusplus.com pages I tried and the 3 stack overflow pages I tried, the links to them are on a google document here:
https://docs.google.com/document/d/1IX2hxzAVka3UmVkaAgv-gXv_cwwmP3FkTYQuFWrrqyE/edit?usp=sharing
How I installed QT into Microsoft Visual Studio:
https://www.youtube.com/watch?v=P6Mg8FpFPS8
Thank you for reading through my issue and even more in advance for helping!
HINSTANCE hInstance;
int WINAPI WinMain(HINSTANCE hInstanace...
CreateWindowEx(... hInstance ...)
You have spelling errors here. hInstanace and hInstance are not the same. Visual Studio should give you warnings. Set the warning level to 4. Address all the warnings and fix them. Only in rare cases is it okay to ignore warnings.
Moreover, in declaration of WNDCLASSEX WindowClass; you missed initializing hInstance, so the code will go nowhere. In C++ 14 you can do this
WNDCLASSEX WindowClass = {0}
This will initialize all members to zero. Try to always do this when declaring data on stack. Also avoid putting random code in to message loop.
#include <cstdio>
#include <iostream>
#include <windows.h>
Above header files are for C input/output, C++ input/output, and WinAPI. Usually you don't need them all. Pick one.
LPSTR TextArray[] = {
"Hello World"
};
Above is a character array, or just "text". If you access TextArray[0] it gives you the character 'H'
int GetTextSize(LPSTR a0)
{
for (int iLoopCounter = 0; ; iLoopCounter++)
{
if (a0[iLoopCounter] == '\0')
return iLoopCounter;
}
}
Above code is the equivalent of strlen. Your code is all over the place. You have C++14 classes like std::string, C header files, useless functions like GetTextSize which is mostly for learning C/C++, more advanced WinAPI, and some mention of Qt cross development. I recommend you spend more time with a C++ book. Here is example of what you are trying to do:
#include <windows.h>
#include <string>
#include <vector>
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
static HWND combobox;
static std::vector<std::string> vec = {
"Would this most likely be, (1) an enemy (2) a player?\n",
"Is this (1) how many hearts the player has inside their body, or (2) a number of lives the player has?\n",
"Is this (1) a health bar, or (2) a set of red lights?\n",
"Is this (1) a money counter, or (2) a yellow ball counter?\n",
"Would this be a good object to touch with your character? (1) no or (2) yes?\n",
"What would this object likely have in it? (1) rewards, or (2) punishments\n",
"What does 'Game Over' mean? (1) your session has ended, or (2) the game is no longer playable\n",
"What would an icon like this likely be for? (1) show wheels, or (2) options\n",
"In a racing game, what would this be for? (1) health bar, or (2) fuel tank meter\n",
"What would this button likely do? (1) exit or cancel, or (2) mark a spot with an x\n"
};
switch (msg)
{
case WM_CREATE:
combobox = CreateWindow("ComboBox", 0, CBS_DROPDOWNLIST | CBS_HASSTRINGS | WS_CHILD | WS_OVERLAPPED | WS_VISIBLE, 0, 100, 700, 30, hwnd, HMENU(100), 0, 0);
for (auto line : vec) SendMessage(combobox, CB_ADDSTRING, 0, LPARAM(line.c_str()));
break;
case WM_KEYDOWN:
if (wParam == VK_ESCAPE)
DestroyWindow(hwnd);
break;
case WM_COMMAND:
if (HIWORD(wParam) == CBN_SELCHANGE)
InvalidateRect(hwnd, NULL, TRUE);
break;
case WM_CLOSE:
DestroyWindow(hwnd);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps);
int sel = SendMessage(combobox, CB_GETCURSEL, 0, 0);
if (sel < 0) sel = 0;
TextOut(hdc, 0, 0, vec[sel].c_str(), vec[sel].size());
EndPaint(hwnd, &ps);
break;
}
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
WNDCLASSEX wcx = { 0 };
wcx.cbSize = sizeof(WNDCLASSEX);
wcx.lpszClassName = "ClassName";
wcx.lpfnWndProc = WndProc;
wcx.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wcx.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
wcx.hCursor = LoadCursor(NULL, IDC_ARROW);
wcx.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
RegisterClassEx(&wcx);
HWND hwnd = CreateWindowEx(0, wcx.lpszClassName, "G-Learning by James Monk", WS_VISIBLE|WS_OVERLAPPEDWINDOW, 0,0,800,600, NULL, NULL, hInstance, NULL);
MSG msg;
while (GetMessage(&msg, NULL, 0, 0) > 0)
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return 0;
}
I'm working on a sporadic production issue that's occurring within our 32 bit MFC VC2010 application. The application is running on Windows Server 2008 R2 Standard SP1 64-bit.
The issue is caused by a failure to create a CWnd derived class. When the failure occurs the AfxUnhookWindowCreate method returns false within CWnd::CreateEx. This is because the pThreadState->m_pWndInit variable is not NULL. It looks like _AfxCbtFilterHook should be setting this to NULL when HCBT_CREATEWND is hooked, but it appears this is not occurring. I've logged out the CREATESTRUCT and compared it to when the failure occurs vs. doesn't occur and the parameters are essentially the same.
Does anyone have ideas on what could cause this or how I could identify the cause? Thanks!
BOOL CWnd::CreateEx(DWORD dwExStyle, LPCTSTR lpszClassName,
LPCTSTR lpszWindowName, DWORD dwStyle,
int x, int y, int nWidth, int nHeight,
HWND hWndParent, HMENU nIDorHMenu, LPVOID lpParam)
{
...
if (!PreCreateWindow(cs))
{
PostNcDestroy();
return FALSE;
}
AfxHookWindowCreate(this);
HWND hWnd = ::AfxCtxCreateWindowEx(cs.dwExStyle, cs.lpszClass,
cs.lpszName, cs.style, cs.x, cs.y, cs.cx, cs.cy,
cs.hwndParent, cs.hMenu, cs.hInstance, cs.lpCreateParams);
...
if (!AfxUnhookWindowCreate())
PostNcDestroy(); // cleanup if CreateWindowEx fails too soon
...
BOOL AFXAPI AfxUnhookWindowCreate()
{
_AFX_THREAD_STATE* pThreadState = _afxThreadState.GetData();
#ifndef _AFXDLL
if (afxContextIsDLL && pThreadState->m_hHookOldCbtFilter != NULL)
{
::UnhookWindowsHookEx(pThreadState->m_hHookOldCbtFilter);
pThreadState->m_hHookOldCbtFilter = NULL;
}
#endif
if (pThreadState->m_pWndInit != NULL)
{
pThreadState->m_pWndInit = NULL;
return FALSE; // was not successfully hooked
}
return TRUE;
}
LRESULT CALLBACK
_AfxCbtFilterHook(int code, WPARAM wParam, LPARAM lParam)
{
_AFX_THREAD_STATE* pThreadState = _afxThreadState.GetData();
if (code != HCBT_CREATEWND)
{
// wait for HCBT_CREATEWND just pass others on...
return CallNextHookEx(pThreadState->m_hHookOldCbtFilter, code,
wParam, lParam);
}
...
pThreadState->m_pWndInit = NULL;
I tracked the problem down to a window procedure hook that shouldn't have been executing at this time.