UPDATE: Possible solution. Declaring the CWait dialog in the header seems to solve this.
UPDATE2: Message pump may be the culprit. Explicit "pumping" seems to resolve problem.
Im trying to display a modal "Please Wait" Dialog box while some functions execute in an application. The dialog I want to display is this:
Im using this code to call the dialog box.
CWait dialog;
dialog.Create(IDD_WAIT);
dialog.SetWindowTextW(L"Geocoding");
dialog.ShowWindow(SW_SHOW);
mastImageGeocode(); //Working here
slvImageGeocode();
interfImageGeocode();
cohImageGeocode();
dialog.CloseWindow();
What ends up displaying is this:
I cant seem to figure out why the controls don't render.
I tried manually processing the message loop after initialization of the dialog with this approach:
MSG stMsg;
while (::PeekMessage (&stMsg, NULL, 0, 0, PM_REMOVE))
{
::TranslateMessage (&stMsg);
::DispatchMessage (&stMsg);
}
Did not really work.
I also tried the pointer approach
Cwait * dialog; //THis is in header
dialog = new CWait(this);
dialog->Create(IDD_WAIT);
dialog->SetWindowTextW(L"Geocoding");
dialog->ShowWindow(SW_SHOW);
mastImageGeocode(); //Some work here
slvImageGeocode();
interfImageGeocode();
cohImageGeocode();
dialog->CloseWindow();
delete dialog;
Am I doing something wrong.
Thanks for the help.
Update: If I call it inside the individual functions, it works fine!
It sounds like you're not updating your dialog from your main processing loop. I've put a cut down version of my MFC progress dialog below. Note that it is necessary to call SetProgress regularly to update the screen. As a more general point, if you're using modeless dialogs in MFC, you need to call OnUpdate(FALSE) for them to refresh, and ensure they have enough time to do so. Quite often when I think I need a modeless dialog, I'm actually served better by splitting the task into separate threads, i.e. the processing part gets placed in its own worker thread. YMMV.
class CProgressDialog : public CDialog
{
public:
CProgressDialog(LPCTSTR Name,int Max,CWnd* pParent = NULL);
CProgressDialog(UINT NameID,int Max,CWnd* pParent = NULL);
virtual ~CProgressDialog();
int m_Max;
void SetProgress(int Progress);
void SetRange(int Range);
enum { IDD = IDD_PROGRESS_DIALOG };
CProgressCtrl m_Progress;
protected:
virtual void DoDataExchange(CDataExchange* pDX);
protected:
virtual BOOL OnInitDialog();
DECLARE_MESSAGE_MAP()
};
CProgressDialog::CProgressDialog(LPCTSTR Name,int Max,CWnd* pParent /*=NULL*/)
: CDialog(CProgressDialog::IDD, pParent)
{
Create(CProgressDialog::IDD, pParent);
SetWindowPos(&wndTop,1,1,0,0,SWP_NOSIZE | SWP_SHOWWINDOW);
SetWindowText(Name);
m_Max = Max;
}
CProgressDialog::~CProgressDialog()
{
DestroyWindow();
}
void CProgressDialog::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
DDX_Control(pDX, IDC_PROGRESS, m_Progress);
}
BEGIN_MESSAGE_MAP(CProgressDialog, CDialog)
END_MESSAGE_MAP()
BOOL CProgressDialog::OnInitDialog()
{
CDialog::OnInitDialog();
m_Progress.SetRange32(0,m_Max);
return TRUE;
}
void CProgressDialog::SetProgress(int Progress)
{
m_Progress.SetRange32(0,m_Max);
m_Progress.SetPos(Progress);
UpdateData(FALSE);
}
void CProgressDialog::SetRange(int Range)
{
m_Max = Range;
}
You need to manually pump messages not just at the beginning of the dialog, but after updates as well.
Something like this:
void CProgressDialog::SetProgress(int Progress)
{
m_progressBar.SetPos(Progress);
MSG msg;
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE) > 0)
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
Use:
m_progressBar.SetPos(Progress+1);
m_progressBar.SetPos(Progress);
and it will show. Don't ask me why ...
PS.: attention when reaching the last Progressstep!
Related
What I'm trying to achieve
Well, the title might not have explained the problem very well, so here goes:
I am trying to create a Win32 app using MFC that lets you edit and inspect other windows.
I want the user to be able to select other windows.
I got inspired by the "Find Window Process" tool on the toolbar on sysinternals applications such as ProcessExplorer.
The way it works is you click, then the window disappears, and then you drag it over the window you want to select. A border pops up around it and when you let go, it selects the window the mouse is over.
My problem
The problem I was facing is that I don't know how to detect when the user lets go of the mouse on another window.
I detect mouse down using OnClick in CMFCToolBarButton
I tried using SetCapture() but that did nothing.
I tried using OnNcLButtonUp and OnLButtonUp but neither of them worked. (alongside SetCapture)
Here's my code so far (ChildView.cpp):
BEGIN_MESSAGE_MAP(CChildView, CWnd)
ON_WM_PAINT()
ON_UPDATE_COMMAND_UI(ID_TB_LOCATEWINDOW, &CChildView::EnableToolbarButton)
ON_UPDATE_COMMAND_UI(ID_TOOLS_MESSAGELAUNCHER, &CChildView::EnableToolbarButton)
ON_WM_XBUTTONUP()
// ON_WM_LBUTTONUP()
ON_WM_NCLBUTTONUP()
END_MESSAGE_MAP()
....
void CChildView::LocateWindow()
{
GetParentFrame()->ShowWindow(SW_MINIMIZE);
SetCapture();
}
void CChildView::OnNcLButtonUp(UINT nHitTest, CPoint point)
{
ReleaseCapture();
GetParentFrame()->ShowWindow(SW_NORMAL);
MessageBox(L"Stuff", L"");
CWnd::OnNcLButtonUp(nHitTest, point);
}
I want to mention that the LocateWindow function gets called when the toolbar button is clicked (as in mouse down, not mouse down AND up)
It is called from the OnClick function.
Here's the code for that:
(I replace the button with OnToolbarReset)
// CLocateWindowButton.cpp : implementation file
//
#include "pch.h"
#include "WindowHacker.h"
#include "MainFrm.h"
#include "CLocateWindowButton.h"
// CLocateWindowButton
IMPLEMENT_SERIAL(CLocateWindowButton, CMFCToolBarButton, 1)
// CLocateWindowButton member functions
CLocateWindowButton::CLocateWindowButton()
{
}
CLocateWindowButton::CLocateWindowButton(CMainFrame* mainFrame, UINT uiCmdID, LPCTSTR lpszText) : CMFCToolBarButton(uiCmdID, NULL, lpszText)
{
this->mainFrame = mainFrame;
}
BOOL CLocateWindowButton::OnClick(CWnd* pWnd, BOOL bDelay = TRUE) {
//(CMainFrame*)m_pWndParent->LocateWindow();
mainFrame->LocateWindow();
return FALSE;
}
void CLocateWindowButton::CopyFrom(const CMFCToolBarButton& src)
{
CMFCToolBarButton::CopyFrom(src);
mainFrame = ((CLocateWindowButton&)src).mainFrame;
}
//void CLocateWindowButton::AssertValid() const
//{
// CMFCToolBarButton::AssertValid();
//
// // TODO: Add your specialized code here and/or call the base class
//}
UPDATE:
It seems to work when I put it inside an LButtonDown event, it just seems to not work when it is being detected from OnClick in CMFCToolBarButton
I found that in CMFCToolBar::OnLButtonUp, after calling OnClick in the button, it recaptures the cursor, invalidating our SetCapture.
BUT if I return TRUE instead of FALSE in OnClick, the mouse is not recaptured.
So changing this:
BOOL CLocateWindowButton::OnClick(CWnd* pWnd, BOOL bDelay = TRUE) {
//(CMainFrame*)m_pWndParent->LocateWindow();
mainFrame->LocateWindow();
//ReleaseCapture();
this->mainFrame->SetCapture();
return FALSE;
}
To this:
BOOL CLocateWindowButton::OnClick(CWnd* pWnd, BOOL bDelay = TRUE) {
//(CMainFrame*)m_pWndParent->LocateWindow();
mainFrame->LocateWindow();
//ReleaseCapture();
this->mainFrame->SetCapture();
return TRUE; // The line is changed here
}
The message gets sent to CMainFrame instead.
Okay so while i was on holiday i was working on my laptop and i decided to make the move from Win32 API to Qt and everything was working fine. Until i got back on my PC, that is. This problem only occurs on my PC and not on my laptop i have used win merge to try and detect any differences and there are NONE.
The way i have implemented this is i have a GameView class derived from QWidget and I've overridden the paintEngine function to do nothing and i set the DirectX HWND to the WId of the game view QWidget.
Any help on this would be greatly appreciated
This gets called during initialization to create the window
bool Engine::CreateDisplay()
{
m_pQtApp = new QApplication(m_nArgCount, m_pArgV);
m_pGameWindow = new GameWindow(this);
m_pGameWindow->show();
m_pGameView = new GameView(this);
m_pGameView->setParent(m_pGameWindow);
m_pGameView->show();
m_pGameView->resize(800, 600);
m_pGameWindow->setCentralWidget((QWidget*)m_pGameView);
return true;
}
Then once everything is initialized this gets called
int Engine::StartGameLoop()
{
m_bIsRunning = true;
m_pCurrentWorld->BeginPlay();
//MSG msg {};
while(m_bIsRunning)
{
/*if(PeekMessage(&msg, m_hWnd, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}*/
m_pQtApp->processEvents();
if(m_bIsRunning)
{
//m_pGameView->update();
Update();
Render();
}
}
m_pCurrentWorld->EndPlay();
return 0;
}
This is the resize event I modified
void GameView::resizeEvent(QResizeEvent* pEvent)
{
if(m_pEngine->GetGraphics())
m_pEngine->GetGraphics()->SetResolution(pEvent->size().width(), pEvent->size().height());
//QWidget::resizeEvent(pEvent);
}
I've created a new dialog in my MFC dialog based application. the new dialog contains 5 control buttons.
the following happens and I don't understand why?
click on buttonX. (result ok, OnBnClicked message is sent)
click on on any place of the application, but not on the dialog.(removing focus from dialog)
click again on buttonX (FAILED, OnBnClicked message is NOT sent). but if instead I click on any other button in the dialog (result ok, OnBnClicked message is sent).
and when I do:
...
...
click on the dialog area just to set focus on the dialog again
click again on buttonX. (result ok, OnBnClicked message is sent)
**I need to do step 3 only if I want to click again on the buttonX! why??
I think it related to SetFocus() but I m not sure how.
the buttons IDC are:
IDC_BACK_MEDIA_PRESS_BUTTON 1180
IDC_TOOLS_LEFT_RIGHT 1024
IDC_MEDIA_FOREWARD_BUTTON 1103
IDC_MEDIA_BACKWARD_BUTTON 1104
IDC_TOOLS_HOOD_BUTTON 2346
the dialog properties is:
IDD_TOOLS_DIALOG DIALOGEX 0, 0, 51, 218
STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | WS_POPUP | WS_VISIBLE | WS_CAPTION | WS_SYSMENU
CAPTION "Tools"
FONT 8, "MS Shell Dlg", 400, 0, 0x1
BEGIN
PUSHBUTTON "Media &Foreward",IDC_MEDIA_FOREWARD_BUTTON,7,79,37,36,BS_MULTILINE
PUSHBUTTON "&Media &BackWard",IDC_MEDIA_BACKWARD_BUTTON,7,43,37,36,BS_MULTILINE
PUSHBUTTON "Back Media Press",IDC_BACK_MEDIA_PRESS_BUTTON,7,127,37,36,BS_MULTILINE | NOT WS_VISIBLE
PUSHBUTTON "Hood",IDC_TOOLS_HOOD_BUTTON,7,7,37,36
PUSHBUTTON "Left Right",IDC_TOOLS_LEFT_RIGHT,7,175,37,36
END
I've tried different style like, tool windows, overlapped, popup. it happens in all the cases.
Thanks for the help.
.h
class CToolsDlg : public CBDialog
{
DECLARE_DYNAMIC(CToolsDlg)
public:
CToolsDlg(CWnd* pParent = NULL); // standard constructor
virtual ~CToolsDlg();
CToolTipCtrl m_ToolsTips;
// Dialog Data
enum { IDD = IDD_TOOLS_DIALOG };
protected:
virtual void OnCancel();
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
DECLARE_MESSAGE_MAP()
public:
CMFCButton m_HoodButton;
CMFCButton m_MediaForewardButton;
CMFCButton m_MediaBackwardButton;
CMFCButton m_LeftRightButton;
virtual BOOL OnInitDialog();
virtual BOOL PreTranslateMessage(MSG* pMsg);
afx_msg void OnTimer(UINT_PTR nIDEvent);
afx_msg void OnBnClickedCancel();
afx_msg void OnBnClickedToolsHoodButton();
afx_msg void OnBnClickedMediaForewardButton();
afx_msg void OnBnClickedMediaBackwardButton();
afx_msg void OnBnClickedLeftRightButton();
afx_msg void OnBnClickedBackMediaPressButton();
};
.cpp
IMPLEMENT_DYNAMIC(CToolsDlg, CBDialog)
CToolsDlg::CToolsDlg(CWnd* pParent /*=NULL*/)
: CBDialog(CToolsDlg::IDD, pParent)
{
}
CToolsDlg::~CToolsDlg()
{
}
void CToolsDlg::DoDataExchange(CDataExchange* pDX)
{
CBDialog::DoDataExchange(pDX);
DDX_Control(pDX, IDC_TOOLS_HOOD_BUTTON, m_HoodButton);
DDX_Control(pDX, IDC_MEDIA_FOREWARD_BUTTON, m_MediaForewardButton);
DDX_Control(pDX, IDC_MEDIA_BACKWARD_BUTTON, m_MediaBackwardButton);
DDX_Control(pDX, IDC_TOOLS_LEFT_RIGHT, m_LeftRightButton);
}
BEGIN_MESSAGE_MAP(CToolsDlg, CBDialog)
ON_WM_CLOSE()
ON_WM_DESTROY()
ON_WM_TIMER()
ON_BN_CLICKED(IDC_TOOLS_HOOD_BUTTON, &CToolsDlg::OnBnClickedToolsHoodButton)
ON_BN_CLICKED(IDC_MEDIA_FOREWARD_BUTTON, &CToolsDlg::OnBnClickedMediaForewardButton)
ON_BN_CLICKED(IDC_MEDIA_BACKWARD_BUTTON, &CToolsDlg::OnBnClickedMediaBackwardButton)
ON_BN_CLICKED(IDC_TOOLS_LEFT_RIGHT, &CToolsDlg::OnBnClickedLeftRightButton)
ON_BN_CLICKED(IDC_BACK_MEDIA_PRESS_BUTTON, &CToolsDlg::OnBnClickedBackMediaPressButton)
END_MESSAGE_MAP()
// CToolsDlg message handlers
BOOL CToolsDlg::OnInitDialog()
{
CBDialog::OnInitDialog();
// Window position
//////////////////////////////////////////////////////////////////////////
CMainFrame* mf = (CMainFrame*)AfxGetMainWnd();
RECT MFwinRect;
RECT ThiswinRect;
CWnd* fv = mf->m_wndSplitter.GetView( mf->m_wndSplitter.GetCurrentViewIndex(0,0) );
fv->GetWindowRect(&MFwinRect);
GetWindowRect(&ThiswinRect);
MoveWindow(
MFwinRect.right - (ThiswinRect.right - ThiswinRect.left) - 14, // X
MFwinRect.top + 14, // Y
(ThiswinRect.right - ThiswinRect.left), // nWidth
(ThiswinRect.bottom - ThiswinRect.top) ); // nHeight
// Set controls state
//////////////////////////////////////////////////////////////////////////
m_ToolsTips.Create(this);
m_ToolsTips.AddTool(&m_HoodButton, TOOLTIP_HOOD_BUTTON);
m_ToolsTips.AddTool(&m_MediaForewardButton, TOOLTIP_MEDIA_FOREWARD_BUTTON);
m_ToolsTips.AddTool(&m_MediaBackwardButton, TOOLTIP_MEDIA_BACKWARD_BUTTON);
m_ToolsTips.AddTool(&m_LeftRightButton, TOOLTIP_LEFT_RIGHT_BUTTON);
m_ToolsTips.SetDelayTime(1000);
m_ToolsTips.Activate(BARAK_PREFS->m_Params.m_bShowToolTips);
// Main timer loop (no need for now)
// SetTimer( 1, 1000, NULL );
return TRUE;
}
BOOL CToolsDlg::PreTranslateMessage(MSG* pMsg)
{
m_ToolsTips.RelayEvent(pMsg);
return CBDialog::PreTranslateMessage(pMsg);
}
void CToolsDlg::OnCancel()
{
// When closing the window, destroy it and not only hide (its a floating window).
DestroyWindow();
}
void CToolsDlg::OnTimer(UINT_PTR nIDEvent)
{
CBDialog::OnTimer(nIDEvent);
}
void CToolsDlg::OnBnClickedToolsHoodButton()
{
...
}
void CToolsDlg::OnBnClickedMediaForewardButton()
{
...
}
void CToolsDlg::OnBnClickedMediaBackwardButton()
{
...
}
void CToolsDlg::OnBnClickedLeftRightButton()
{
...
}
void CToolsDlg::OnBnClickedBackMediaPressButton()
{
...
}
I see that you are filling view with dialog content. Have you put focusing to your dialog? I think this mystic behavior happening only on first mouse click in your dialog (then dialog gets the focus). I'm just guessing :)
I have MFC dialog form with Text Edit control that allows to enter not more than 5 symbols. But how to make system not accept string less than 5 symbols?
Dialog form:
IMPLEMENT_DYNAMIC(InputDialog, CDialogEx)
InputDialog::InputDialog(CWnd* pParent /*=NULL*/)
: CDialogEx(InputDialog::IDD, pParent)
, m_edit(_T(""))
{
}
InputDialog::~InputDialog()
{
}
void InputDialog::DoDataExchange(CDataExchange* pDX)
{
CDialogEx::DoDataExchange(pDX);
DDX_Text(pDX, IDC_EDIT_INPUT, m_edit);
DDV_MaxChars(pDX, m_edit, 5);
}
BEGIN_MESSAGE_MAP(InputDialog, CDialogEx)
ON_BN_CLICKED(IDOK, &InputDialog::OnBnClickedOk)
END_MESSAGE_MAP()
Microsoft provides the source to MFC so you can see how they implemented DDV_MaxChars. Simply copy it and change the condition.
void AFXAPI DDV_MinChars(CDataExchange* pDX, CString const& value, int nChars)
{
// ...
if (pDX->m_bSaveAndValidate && value.GetLength() < nChars)
{
// ...
Handle the Kill Focus event for the text field. In the handler for the event get the length of the string that was entered. If it's less than 5, optionally pop up a message, and, set the focus back to the field.
I need to create a caption bar button for a CDockablePane which will call up a menu with various options. I tried to use CMFCCaptionMenuButton and the button and menu show up but the message map methods for the menu ids don't fire. The MFC documentation states that CMFCCaptionMenuButton is meant for internal infrastructure and not really for your code.
So assuming that is what my problem is should I be using a CMFCCaptionBarButton and then making a separate popup menu? Has anyone made a similar caption bar based menu in MFC before?
Here's some slimmed down code snippets in case I just made a stupid mistake in hooking up the events:
BEGIN_MESSAGE_MAP(CDockPane, CDockablePane)
ON_COMMAND(ID_MORPH_BROWSER, OnMorphBrowser)
END_MESSAGE_MAP()
void CDockPane::OnPressButtons(UINT nHit)
{
// only for custom button handling don't call base
// close, maximize, and pin will be handled by default
switch (nHit)
{
case ID_MORPHTEST:
{
CMorphMenuButton* pButton = dynamic_cast<CMorphMenuButton*>(m_arrButtons.GetAt(m_morphIndex));
pButton->ShowMenu(this);
break;
}
}
}
void CDockPane::SetCaptionButtons()
{
CDockablePane::SetCaptionButtons(); // for close, pin etc
m_morphIndex = m_arrButtons.Add(new CMorphMenuButton(ID_MORPHTEST));
}
void CDockPane::OnMorphBrowser()
{
// do stuff on menu item click
}
Edit: Removed previous code no longer in use
Now that the sound of crickets chirping has dwindled in the background I guess I'll post the workaround I currently have in place:
Instead of inheriting and extending CMFCCaptionMenuButton I build my class by extending CMFCCaptionButton. I then create a menu and provide a ShowMenu method to be explicitly called when handling the custom button events as well as overriding GetIconID to return a particular system icon for the button for each menu added to the caption bar ending up with something like this for the example outlined in the question:
#pragma once
// CMorphMenuButton command target
class CMorphMenuButton : public CMFCCaptionButton
{
public:
CMorphMenuButton(UINT nHit);
virtual ~CMorphMenuButton();
virtual CMenuImages::IMAGES_IDS GetIconID (BOOL bHorz, BOOL bMaximized) const;
void ShowMenu(CWnd* pWnd);
private:
CMenu m_dockMenu;
CMenu* m_subMenu;
};
// MorphMenuButton.cpp : implementation file
//
#include "stdafx.h"
#include "MorphMenuButton.h"
// CMorphMenuButton
CMorphMenuButton::CMorphMenuButton(UINT nHit)
: CMFCCaptionButton(nHit)
{
SetMiniFrameButton(); // already defaulted?
m_dockMenu.LoadMenu(IDR_DOCKPANE); // resource ID for dock pane menus
}
CMorphMenuButton::~CMorphMenuButton()
{
m_dockMenu.DestroyMenu();
}
CMenuImages::IMAGES_IDS CMorphMenuButton::GetIconID(BOOL bHorz, BOOL bMaximized) const
{
return CMenuImages::IdArrowForward;
}
void CMorphMenuButton::ShowMenu(CWnd* pWnd)
{
CRect windowRect, buttonRect;
pWnd->GetWindowRect(&windowRect);
buttonRect = GetRect();
CPoint menuPos(windowRect.left + buttonRect.right, windowRect.top + buttonRect.bottom);
m_subMenu = m_dockMenu.GetSubMenu(0);
if (!m_subMenu->TrackPopupMenu(TPM_LEFTALIGN | TPM_RIGHTBUTTON, menuPos.x, menuPos.y, pWnd))
{
DWORD id = GetLastError();
wchar_t errMsg[256];
FormatMessage(FORMAT_MESSAGE_FROM_SYSTEM, 0, id, 0, errMsg, sizeof(errMsg), 0);
MessageBox(0, errMsg, L"Error", MB_OK);
}
}
The setting of caption bar buttons and handling of click events for both buttons and menus are the same as defined in the question and this works.