How does MFC's "Update Command UI" system work? - c++

I'd like to know more about how this system works, specifically when and how the framework actually decides to update a UI element.
My application has a 'tools' system where a single tool can be active at a time. I used the "ON_UPDATE_COMMAND_UI" message to 'check' the tool's icon/button in the UI, which affected both the application menu and the toolbars. Anyway, this was all working great until some point in the last couple of days, when the toolbar icons stopped getting highlighted properly.
I investigated a little and found that the update command was only being received when the icon was actually clicked. What's strange is this is only affecting the toolbars, not the menu, which is still working fine. Even when the buttons in the menu are updated the toolbar icon stays the same.
Obviously I've done something to break it - any ideas?
EDIT:
Never mind. I'd overwritten the Application's OnIdle() method and hadn't called the original base class method - that is, CWinApp::OnIdle() - which I guess is where the update gets called most of the time. This code snippet from https://msdn.microsoft.com/en-us/library/3e077sxt.aspx illustrates:
BOOL CMyApp::OnIdle(LONG lCount)
{
// CWinApp's original method is involved in the update message handling!
// Removing this call will break things
BOOL bMore = CWinApp::OnIdle(lCount);
if (lCount == 0)
{
TRACE(_T("App idle for short period of time\n"));
bMore = TRUE;
}
// ... do work
return bMore;
// return TRUE as long as there are any more idle tasks
}

Here's a good article that kinda explains how to do it. Don't use his code example with WM_KICKIDLE though, instead scroll down to the comments section. There are two code samples that explain how to do it better. I quote:
//Override WM_INITMENUPOPUP
void CDialog::OnInitMenuPopup(CMenu* pPopupMenu, UINT nIndex, BOOL bSysMenu)
{
CDialog::OnInitMenuPopup(pPopupMenu, nIndex, bSysMenu);
// TODO: Add your message handler code here
if(pPopupMenu &&
!bSysMenu)
{
CCmdUI CmdUI;
CmdUI.m_nIndexMax = pPopupMenu->GetMenuItemCount();
for(UINT i = 0; i < CmdUI.m_nIndexMax; i++)
{
CmdUI.m_nIndex = i;
CmdUI.m_nID = pPopupMenu->GetMenuItemID(i);
CmdUI.m_pMenu = pPopupMenu;
// There are two options:
// Option 1. All handlers are in dialog
CmdUI.DoUpdate(this, FALSE);
// Option 2. There are handlers in dialog and controls
/*
CmdUI.DoUpdate( this, FALSE );
// If dialog handler doesn't change state route update
// request to child controls. The last DoUpdate will
// disable menu item with no handler
if( FALSE == CmdUI.m_bEnableChanged )
CmdUI.DoUpdate( m_pControl_1, FALSE );
...
if( FALSE == CmdUI.m_bEnableChanged )
CmdUI.DoUpdate( m_pControl_Last, TRUE );
*/
}
}
}

See if this helps - http://msdn.microsoft.com/en-us/library/essk9ab2(v=vs.80).aspx

Related

Coded Ui WaitForControlReady(200) does not break on timeout

Description: MFC Application
Desired action - check if a sub window open. Identify the sub window by a unique button located in the window.
Issue: When window is closed, The following code instead of returning false after 200 ms waits 7 seconds = timeout does not work.
The GeneralUIMap winwindow represents the button, since the button itself does not have unique search properties, and can only be uniquely identified by the WinWindow wrapper GeneralUIMap:
class x{
private UITestControl mainApplicationWindow; //main application window
private WinWindow GeneralUIMap;
private WinButton btnZoomAdd;
X(){
mainApplicationWindow = new WinWindow();
mainApplicationWindow.TechnologyName = "MSAA";
mainApplicationWindow.SearchProperties UITestControl.PropertyNames.Name] = " - Main Window - Welcome";
GeneralUIMap = new WinWindow(mainApplicationWindow);
GeneralUIMap.SearchProperties[WinWindow.PropertyNames.ControlId] = "8546";
btnZoomAdd = new WinButton(GeneralUIMap);
}
public bool isVisible()
{
WinWindow w = new WinWindow(mainApplicationWindow);
w.SearchProperties[WinWindow.PropertyNames.ControlId] = "8546";
try
{
w.WaitForControlReady(200);
}
catch (Exception e)
{
return false;
}
return true;
}
Does the window exist when you wait for it to be ready? If not, the function will raise a null exception. This exception takes time to come since Coded UI tries to find the control before to give up and returns null.
Use WaitForControlExist() or TryFind() as condition before to use WaitForControlReady().
Also WaitForControlReady() will return false if the timeout is reached. But your code actually will always returns true (if there is no exception) since you do not evaluate the value of WaitForControlReady().
Instead of try catch, use this:
if (w.TryFind() && w.WaitForControlReady(200))
{
return true;
else
{
return false;
}
IMO, 200 ms is really a short amount of time for a timeout. It could lead to false errors. In other cases that UI performance validation, you should have reasonable timeouts. The default timeout is 3000 ms in Coded UI, which should be sufficient. But don't hesitate to increase it.
Remember than a timeout will be reached only when the condition is not meet unlike delay where the action will wait until the end regardless the status of the object. Plus, automated tests will still be faster than human over all because of its regularity.
A last remark, your method "IsVisible()" does not exactly return the visible status of the window. With Coded UI, I think you can considere that a control is visible when you have a clickable Point or check the ControlStates:
w.WaitForControlPropertyNotEqual(UITestControl.PropertyNames.State, ControlStates.Invisible)
and maybe too:
w.WaitForControlPropertyNotEqual(UITestControl.PropertyNames.State, ControlStates.Offscreen);

Why double click event detecting on empty area of listBox in mfc

case 1 : I have a MFC dialog box having a LisBox.
I have added two items in listbox.
Whenever i am double clicking on empty area of list box i.e. not double clicking
on either of two item.
Double click is detecting on empty area of listbox.
case 2: When i created a small MFC test application with listbox. it iis detecting double click only on item, not on empty area.
I compared all properties of both cases but couldn't figure out what is the problem.
Anyone has idea what is going wrong in case 1.
I think it is abnormal process. I've tested your situation in VS2010. In my MFC test application sent LBN_DBLCLK when I double clicked on empty area. If you do not really want to know the reason this weired situation, you can just check whether double click event is occurred on empty area or not. I think it is better way for saving your time.
void CMfcDlgTestDlg::OnLbnDblclkList2()
{
// TODO: Add your control notification handler code here
CListBox* list = (CListBox*)(GetDlgItem(IDC_LIST2));
int cur_sel = list->GetCurSel();
if (cur_sel == -1)
{
return;
}
}
EDIT : FOR ANOTHER CASE
When one of list box item is already selected, how can it handle on ON_LBN_DBLCLK handler?
I think there will be some available methods for solving this, however I use below code and it can be useful way, also.
void CMfcDlgTestDlg::OnLbnDblclkList2()
{
// TODO: Add your control notification handler code here
CListBox* list = (CListBox*)(GetDlgItem(IDC_LIST2));
CPoint cursor;
cursor.x = GetCurrentMessage()->pt.x;
cursor.y = GetCurrentMessage()->pt.y;
list->ScreenToClient(&cursor);
BOOL is_outside = FALSE;
UINT item_index = list->ItemFromPoint(cursor, is_outside);
if(is_outside)
{
//mouse clicked on empty area
return ;
}
else
{
// do something with 'item_index'
}
}
I hope this will help you a little.

Spin Control not working

I'm using spin control in MFC, C++ to change the value for the number.
here is my code:
void CHello_worldDlg::OnDeltaposSpin1(NMHDR *pNMHDR, LRESULT *pResult)
{
LPNMUPDOWN pNMUpDown = reinterpret_cast<LPNMUPDOWN>(pNMHDR);
// TODO: Add your control notification handler code here
m_fSpinIncrement = m_fScalingFactor;
if(pNMUpDown->iDelta == -1) // Increment the value
{
IncrementData(m_fSpinIncrement);
}
else // Decrement the value
{
DecrementData(m_fSpinIncrement);
}
SetDlgItemText(IDC_TEXT3, IDC_SPIN1);
*pResult = 0;
}
is there any error inside? and the number change will be at another static textbox~
Thanks
You're doing too much work. Everything you're trying to do can be done better by simply setting the appropriate properties of the spin control:
Auto Buddy connects the spin control to the edit box preceding it.
Set Buddy Integer makes the edit box handle integers automatically.
Alignment set to 'Right' will make the spin control neatly dock against the edit box.
The only code you need is calling SetRange() in the OnInitDialog.
Did you call the SpinButtonCtrl::SetRange() method in any part of your code? From your code, I don't think it is getting the range you want.

Mac event tap just delays discarded events

I'm trying to write some code that discards all keyboard and mouse events when enabled on Mac OSX 10.6. My code runs as the root user. The approach I'm taking is to create an event tap that discards all events passed to it (while enabled). The event tap callback function looks like this:
CGEventRef MyTapCallback(CGEventTapProxy proxy,
CGEventType type,
CGEventRef event,
void *refcon)
{
return CKeyLocker::isEnabled() ? NULL : event;
}
And the code I'm using to enable and disable the event tap looks like this:
void CKeyLocker::enable(bool bEnable)
{
if (bEnable == m_bEnabled)
return;
if (bEnable)
{
// which events are we interested in?
CGEventMask evMask = kCGEventMaskForAllEvents;
CFMachPortRef mp = CGEventTapCreate(kCGHIDEventTap,
kCGHeadInsertEventTap,
kCGEventTapOptionDefault,
evMask,
MyTapCallback,
NULL);
if (mp)
{
qDebug() << "Tap created and active. mp =" << mp;
m_enabledTap = mp;
m_bEnabled = true;
}
}
else
{
CGEventTapEnable(m_enabledTap, false);
CFRelease(m_enabledTap);
m_enabledTap =0;
m_bEnabled = false;
qDebug() << "Tap destroyed and inactive";
}
}
This approach works very well while the event tap is active - I can hammer on the keyboard and mouse as much as I want and no events make it through the system. However, when the tap is disabled all the keys I pushed while the tap was active appear in the current window. It's like the event tap is just delaying the events, rather than destroying them, which is odd, since the Mac documentation clearly states:
If the event tap is an active filter, your callback function should return one of the following:
The (possibly modified) event that is passed in. This event is passed back to the event system.
A newly-constructed event. After the new event has been passed back to the event system, the new event will be released along with the original event.
NULL if the event passed in is to be deleted.
I'm returning NULL, but the event doesn't seem to be deleted. Any ideas?
The linked comment does not have an answer from what I see, so I'll dump some info from what I've seen when poking around with this stuff.
First, I have much better luck with CGEventTapCreateForPSN. It's as if the system gives you some leeway for restricting your tap. However, from this example it looks like this is not sufficient.
Next up - and this /may/ be all you need... In your call back, you probably want (and may need) to check for the following events:
switch (type)
{
case kCGEventTapDisabledByTimeout:
case kCGEventTapDisabledByUserInput:
{
CFMachPortRef *pTap = (CFMachPortRef*)refcon;
CGEventTapEnable( *pTap, true );
return NULL;
}
default:
break;
}
Regardless of what the various documentation does or doesn't say, it's been my observation that the OS feels like it's 'probing' for bad callbacks; basically disabling event tap callbacks that are universally eating events. If you re-register in these cases the OS seems to be ok with it, as if saying: OK, you seem to know what you're doing, but I'll probably poke you again in a bit to make sure.
It's really strange, we use event taps for the same purpose (input blocking in a given scenario) and works perfectly 10.4 - 10.8.2. excpet one thing, it should not block or receive events from a password dialog (which is not a big surprise)
What I can see now is different compared to you sample is:
we use kCGTailAppendEventTap instead of kCGHeadInsertEventTap (this should not matter)
we do some event logging in the installed callback
we have some user event data in some self injected events, that filtered out, but apart from this we simply return NULL to drop an unwanted event (like you do), I can confirm, not all events are ignorable!
we turn on/off the event tap this way:
bool SetInputFilter(bool bOn)
{
bool result = false;
CFRunLoopRef runLoopRef = CFRunLoopGetMain();
if (bOn) {
// Create an event tap.
CGEventMask eventMask = kCGEventMaskForAllEvents;
if ((m_eventTapInput = CGEventTapCreate(kCGHIDEventTap,
kCGTailAppendEventTap,
kCGEventTapOptionDefault,
eventMask, CGInputEventCallback, this)) == NULL) {
Log(L"Failed to create event tap");
return result;
}
// Create a run loop source.
m_runLoopEventTapSource = CFMachPortCreateRunLoopSource(kCFAllocatorDefault, m_eventTapInput, 0);
CFRelease(m_eventTapInput); // CFMachPortCreateRunLoopSource retains m_eventTapInput
if (m_runLoopEventTapSource == NULL) {
Log(L"Failed to create run loop source for event tap");
return result;
}
// Add to the current run loop.
CFRunLoopAddSource(runLoopRef, m_runLoopEventTapSource, kCFRunLoopCommonModes);//kCFRunLoopDefaultMode);
CFRelease(m_runLoopEventTapSource); // CFRunLoopAddSource retains m_runLoopEventTapSource
result = true;
}
else {
// Disable the event tap.
if (m_eventTapInput)
CGEventTapEnable(m_eventTapInput, false);
// Remove our run loop source from the current run loop.
if (runLoopRef && m_runLoopEventTapSource) {
CFRunLoopRemoveSource(runLoopRef, m_runLoopEventTapSource, kCFRunLoopCommonModes);//kCFRunLoopDefaultMode);
m_runLoopEventTapSource = NULL; // removing m_runLoopEventTapSource releases last reference of m_runLoopEventTapSource too
m_eventTapInput = NULL; // removing m_runLoopEventTapSource releases last reference of m_eventTapInput too
}
}
return result;
}
I can verify that returning NULL does effectively delete some events, but i have also seen times when it does not, exactly how it decides what deletions to permit is unclear but it looks like mass deletions seem to be prevented e.g.: when you delete more than 100 events or so in a row.

My MFC Application Freezes if I Switch to Another App

Commence V 2.0 of this question.
My VC++ MFC application compiles and runs just fine. That is, until I switch to another window. As soon as my program loses focus, it freezes; I cannot switch back to it and if I move a window that is in front of it, my app window displays white in the space that the other window was covering.
Since I first posted this question I have been able to pinpoint what portion of my program is causing this behavior, but I still don't know what lines of code are wrong or why.
The main dialog of my MFC application contains a CTabCtrl called m_MainTabControl. This main tab control holds onto two tabs labeled "Basic Design" and "Advanced Design", each of which are tied to their own dialogs. Both dialogs contain a CTabCtrl with several tabs. And thus my problem is born.
When I first created this tab-within-tab structure, I was having problems with my program freezing up when I tried to switch between inner tabs. Needless to say I was puzzled by this, until I noticed that if I first clicked on a control on one of the inner tabs I could then switch tabs just fine. So without fully understanding what the problem was, I set the focus to the first inner tab of the first inner tab on program startup. Problem half solved. When I ran the program I could click around on the first set of inner tabs just fine; if I switched to the second outer tab and tried clicking around its inner tabs without first clicking on a dialog control, it would freeze again. So I made a Focus function to focus the currently selected inner tab of the currently selected outer tab and called that in my tab change event (the one that goes off when you click on another tab).
That is how I got to the point I was at when I first asked this question. I thought my program was working just fine, until I played around with it a bit more and noticed it wasn't playing nicely when I flipped back and forth between it and another window or program. More specifically, as soon as my program goes out of focus some process goes haywire and takes up an entire CPU's worth of processing.
And now, the reason I explained my little tab structure and focus problems in such great detail: after much experimentation, I found that if I commented out the second tab on my outer tab structure (i.e. the "Advanced Design" dialog and all of its little children tabs) the remaining bit of my program runs fine, and I can switch to another window and back without a fight. "Great," I thought, "that's only about 90% of my program that I just commented out to get this working. Let's try and pare it down further." I put the "Advanced Design" tabbed dialog back in, but commented out the tabbed dialogs created by the tab control within "Advanced Design" and everything still worked fine. One by one I put back the tabbed dialogs belonging to "Advanced Design"'s tab control and every time I reintroduced The Error regardless of what tab I uncommented. I should also point out that one of the first tabs I tried putting back in (alone, of course) was my "Margins" tab, which is a MarginDlg class that I ALSO USE UNDER MY "Basic Design" TAB WITHOUT TROUBLE. This leads me to believe that there is something specific I have to do when creating tabbed dialogs within tabbed dialogs that I am not doing, or am doing incorrectly, kind of like how I had to mess with focusing to make it work at first.
I would be EXTREMELY grateful for any light that can be shed on the situation. I am including what I think are relevant snippets of code; as always, let me know if more is needed.
variable declarations from main dialog's .h file:
//tab stuff
CTabCtrl m_MainTabControl;
vector<CDialog*> m_tabPages;
SimpDesDlg* simpDesDlg;
AdvDesDlg* advDesDlg;
When my application starts up, it creates my main dialog, and the OnInitDialog() is called:
(everything above the TODO: comment is default VS stuff dealing with the stupid about dialog)
BOOL CspAceDlg::OnInitDialog()
{
CDialog::OnInitDialog();
// Add "About..." menu item to system menu.
// IDM_ABOUTBOX must be in the system command range.
ASSERT((IDM_ABOUTBOX & 0xFFF0) == IDM_ABOUTBOX);
ASSERT(IDM_ABOUTBOX < 0xF000);
CMenu* pSysMenu = GetSystemMenu(FALSE);
if (pSysMenu != NULL)
{
CString strAboutMenu;
strAboutMenu.LoadString(IDS_ABOUTBOX);
if (!strAboutMenu.IsEmpty())
{
pSysMenu->AppendMenu(MF_SEPARATOR);
pSysMenu->AppendMenu(MF_STRING, IDM_ABOUTBOX, strAboutMenu);
}
}
// Set the icon for this dialog. The framework does this automatically
// when the application's main window is not a dialog
SetIcon(m_hIcon, TRUE); // Set big icon
SetIcon(m_hIcon, FALSE); // Set small icon
// TODO: Add extra initialization here
///////////////////////////////////////
DrawResultsArea();
DrawTabs();
theApp.Calculate();
Focus();
//simpDesDlg->Focus();
//DrawToolbar();
return FALSE; // return TRUE unless you set the focus to a control
}
DrawTabs() is where I create the tabs for my outer tab control:
void CspAceDlg::DrawTabs()
{
simpDesDlg = new SimpDesDlg;
m_tabPages.push_back(simpDesDlg);
advDesDlg = new AdvDesDlg;
m_tabPages.push_back(advDesDlg);
// create a tcItem to hold the name of each tab during creation
// and then get inserted, and arrays holding the tab names and IDs of
// the dialogs they refer to
TC_ITEM tcItem;
PSTR pszTabNames[] = {"Basic Design", "Advanced Design"};
UINT pszTabItems[] = {IDD_SIMPLEDESIGNTAB, IDD_ADVANCEDDESIGNTAB};
//every member of m_tabPages[] will become a tab
for (int i = 0; i < int(m_tabPages.size()); i++)
{
//set up the tab name
tcItem.mask = TCIF_TEXT;
tcItem.pszText = pszTabNames[i];
tcItem.cchTextMax = int(strlen(pszTabNames[i]));
//insert the new tab into the tab control and create the dialog window
m_MainTabControl.InsertItem(i, &tcItem);
m_tabPages[i]->Create(pszTabItems[i], &m_MainTabControl);
}
//redraw so that the dialogs don't appear in upper left corner and cover the tabs
CRect tabRect, itemRect;
int nX, nY, nXc, nYc;
m_MainTabControl.GetClientRect(&tabRect);
m_MainTabControl.GetItemRect(0, &itemRect);
nX=itemRect.left;
nY=itemRect.bottom+1;
nXc=tabRect.right-itemRect.left-1;
nYc=tabRect.bottom-nY-1;
m_tabPages[0]->SetWindowPos(&wndTop, nX, nY, nXc, nYc, SWP_SHOWWINDOW);
for(int nCount=1; nCount < int(m_tabPages.size()); nCount++){
m_tabPages[nCount]->SetWindowPos(&wndTop, nX, nY, nXc, nYc, SWP_HIDEWINDOW);
}
}
Main dialog's Focus() method:
void CspAceDlg::Focus()
{
int curSel = m_MainTabControl.GetCurSel();
m_tabPages[curSel]->SetFocus();
//if it's the basic design, we need to focus its first tab
if (curSel == 0)
{
simpDesDlg->Focus();
}
//if it's the advanced design, we need to focus its first tab
else if (curSel == 1)
{
advDesDlg->Focus();
}
}
code for m_MainTabControl's tab selection change event:
void CspAceDlg::OnTcnSelchangeBuildtabs(NMHDR *pNMHDR, LRESULT *pResult)
{
for (int i = 0; i < int(m_tabPages.size()); i++)
{
m_tabPages[i]->ShowWindow(m_MainTabControl.GetCurSel() == i ? SW_SHOW :
SW_HIDE);
}
Focus();
*pResult = 0;
}
SimpDesDlg and AdvDesDlg's tabs use identical code except for tab initialization (just creating different tabs for each) so here's the code for AdvDesDlg:
OnInitDialog():
BOOL AdvDesDlg::OnInitDialog()
{
CDialog::OnInitDialog();
DrawTabs();
return false;
}
adding in the tabbed dialogs:
void AdvDesDlg::DrawTabs()
{
//Make the dialogs for the tabs
antennaDlg = new AntennaDlg;
commSEDlg = new CommSEDlg;
encryptorDlg = new EncryptorDlg;
marginDlg = new MarginDlg;
miscDlg = new MiscDlg;
transRecDlg = new TransRecDlg;
//add them all to the tabPages vector
m_tabPages.push_back(antennaDlg);
m_tabPages.push_back(commSEDlg);
m_tabPages.push_back(encryptorDlg);
m_tabPages.push_back(marginDlg);
m_tabPages.push_back(miscDlg);
m_tabPages.push_back(transRecDlg);
//m_tabPages[0] = new AntennaDlg;
//m_tabPages[1] = new CommSEDlg;
//m_tabPages[2] = new EncryptorDlg;
//m_tabPages[3] = new MarginDlg;
//m_tabPages[4] = new MiscDlg;
//m_tabPages[5] = new TransRecDlg;
//antennaDlg = (AntennaDlg*) m_tabPages[0];
//commSEDlg = (CommSEDlg*) m_tabPages[1];
//encryptorDlg = (EncryptorDlg*) m_tabPages[2];
//marginDlg = (MarginDlg*) m_tabPages[3];
//miscDlg = (MiscDlg*) m_tabPages[4];
//transRecDlg = (TransRecDlg*) m_tabPages[5];
// create a tcItem to hold the name of each tab during creation
// and then get inserted, and arrays holding the tab names and IDs of
// the dialogs they refer to
TC_ITEM tcItem;
PSTR pszTabNames[] = {"Antenna", "Comm Support", "Encryptor", "Margins", "Misc", "Trasmitter/Receiver"};
UINT pszTabItems[] = {IDD_ANTENNATAB, IDD_COMMSETAB, IDD_ENCRYPTORTAB, IDD_MARGINTAB, IDD_MISCTAB, IDD_TRANSRECTAB};
//every member of m_tabPages[] will become a tab
for (int i = 0; i < int(m_tabPages.size())/*(sizeof(m_tabPages)/sizeof(m_tabPages[0]))*/; i++)
{
//set up the tab name
tcItem.mask = TCIF_TEXT;
tcItem.pszText = pszTabNames[i];
tcItem.cchTextMax = int(strlen(pszTabNames[i]));
//insert the new tab into the tab control and create the dialog window
advTab.InsertItem(i, &tcItem);
m_tabPages[i]->Create(pszTabItems[i], &advTab);
}
//redraw so that the dialogs don't appear in upper left corner and cover the tabs
CRect tabRect, itemRect;
int nX, nY, nXc, nYc;
advTab.GetClientRect(&tabRect);
advTab.GetItemRect(0, &itemRect);
nX=itemRect.left;
nY=itemRect.bottom+1;
nXc=tabRect.right-itemRect.left-1;
nYc=tabRect.bottom-nY-1;
//m_tabPages[0]->SetWindowPos(&wndTop, nX, nY, nXc, nYc, SWP_SHOWWINDOW);
for(int nCount=/*1*/0; nCount < int(m_tabPages.size())/*(sizeof(m_tabPages)/sizeof(m_tabPages[0]))*/; nCount++){
m_tabPages[nCount]->SetWindowPos(&wndTop, nX, nY, nXc, nYc, SWP_HIDEWINDOW);
}
}
And the Focus() and tab changing:
void AdvDesDlg::Focus()
{
this->SetFocus();
for (int i = 0; i < int(m_tabPages.size())/*(sizeof(m_tabPages)/sizeof(m_tabPages[0]))*/; i++)
{
m_tabPages[i]->ShowWindow(advTab.GetCurSel() == i ? SW_SHOW :
SW_HIDE);
}
int curSel = advTab.GetCurSel();
m_tabPages[curSel]->SetFocus();
}
void AdvDesDlg::OnTcnSelchangeAdvDesign(NMHDR *pNMHDR, LRESULT *pResult)
{
for (int i = 0; i < int(m_tabPages.size())/*(sizeof(m_tabPages)/sizeof(m_tabPages[0]))*/; i++)
{
m_tabPages[i]->ShowWindow(advTab.GetCurSel() == i ? SW_SHOW :
SW_HIDE);
}
int curSel = advTab.GetCurSel();
m_tabPages[curSel]->SetFocus();
*pResult = 0;
}
Debug your app, get it into this state, then go Debug / Break All. Find the main thread in the Threads window, then look at the call stack. Somewhere in the call stack will be your code that's causing the hang.
Note that in order to get a sensible call stack you'll need to point Visual Studio at Microsoft's symbol servers; see http://msdn.microsoft.com/en-us/library/b8ttk8zy.aspx
The behavior you describe usually occurs when you are running some process without allowing the message pump to run.
What does your app do? I assume you start it, and then either hit a button or select a menu item to start some process.
If the program behaves normally when you first start it (before you click to start your processing), but then behaves as you describe after starting the process, then that's your problem.
You'll have to move that processing into another thread to allow the MFC GUI to remain responsive.
I just stumbled about a very similar situation. My setup:
A CPropertySheet containing several CPropertyPages
A CTabCtrl inside one CPropertyPage
Several CDialogs as part of the CTabCtrl
Using a control in one specific CDialog and then switching to another application (e.g. Visual Studio via a hit breakpoint) will stall my application (the respective CPU core ends up at 100% load)
Using a control in the same specific CDialog but then switching to another CPropertyPage before switching to another application will not result in any problems
After some research I found this Knowledge Base article which hinted me to a solution. The specific CDialog which triggered the stall had the line EXSTYLE WS_EX_CONTROLPARENT in its resource definition. Removing the line solved the problem.
This prevents being able to tab into the CDialog, but that problem is slightly less serious and I might come back to it another day.
I had a similar issue. I had multiple nested windows, some with the WS_EX_CONTROLPARENT style, some not. The thing is: Either all inner windows have to have this style, or none of them (at least apparently).