Is CWnd::ScreenToClient safe? - c++

I am currently making a lot of use of code like this in order to determine a control's location within a window's client area:
CRect rect;
GetDlgItem(IDC_CONTROL_ID)->GetWindowRect(&rect);
ScreenToClient(&rect);
All is working fine, but I'm concerned about the safety of this code. Specifically, if the user moves the window in between GetWindowRect and ScreenToClient due to the thread containing the above code being suspended by Windows, will it produce the wrong results? If so, is there a better way of doing this?

The user won't be able to move the window at all while your code inside of a message handler function is executing. So no, this will not be a problem.
The UI is basically temporarily frozen or suspended while your code is running. Technically, this is because Windows is unable to process other messages until you return. The message loop starts running again once you return from your message handler function, thus returning control.
This is, of course, why you shouldn't execute code that takes a long time to run (e.g., complex calculations) inside of your message handlers because the UI will be frozen until it finishes.
Instead, you should spin off a separate thread to run this kind of stuff. Since you're not multi-threading here (and don't need to because this code takes a negligible amount of time to execute), there will be no re-entrancy problems.

Related

SDL2 SDL_SetEventFilter vs SDL_WaitEvent

I had a typical SDL event loop calling SDL_WaitEvent, and ran into a much-discussed issue (see here and here) where my application was not able to re-draw during a resize because SDL_WaitEvent doesn't return until a resize is finished on certain platforms (Win32 & Mac OS). In each of these discussions, the technique of using SDL_SetEventFilter to get around it is mentioned and more or less accepted as a solution and a hack.
Using the SDL_SetEventFilter approach works perfectly, but now I'm looking at my code and I've practically moved all the code from my SDL_WaitEvent into my EventFilter and just handling events there.
Architecturally it's fishy as heck.
Are there any gotcha's with this approach of dispatching messages to my application in the function set by SDL_SetEventFilter, besides the possibility of being called on a separate thread?
Bonus question: How is SDL handling this internally? From what I understand, this resize issue is rooted in the underlying platform. For example, Win32 will issue a WM_SIZING and then enter its own internal message pump until WM_SIZE is issued. What is triggering the SDL EventFilter to run?
Answering my own question after more experimentation and sifting through the source.
The way SDL handles events is that when you call SDL_WaitEvent/SDL_PeekEvent/SDL_PeepEvents, it pumps win32 until there's no messages left. During that pump, it will process the win32 messages and turn them into SDL events, which it queues, to return after the pump completes.
The way win32 handles move/resize operations is to go into a message pump until moving/resizing completes. It's a regular message pump, so your WndProc is still invoked during this time. You'll get a WM_ENTERSIZEMOVE, followed by many WM_SIZING or WM_MOVING messages, then finally a WM_EXITSIZEMOVE.
These two things together means that when you call any of the SDL event functions and win32 does a move/resize operation, you're stuck until dragging completes.
The way EventFilter gets around this is that it gets called as part of the WndProc itself. This means that you don't need to queue up messages and get them handed back to you at the end of SDL_Peek/Wait/Peep Event. You get them handed to you immediately as part of the pumping.
In my architecture, this fits perfectly. YMMV.

What does WindProc do for me?

I have a multiple dialog MFC client app that i am working on. This client can receive a lot of messaging (>10Hz) to the main dialog, which often performs some small function, then forwards that message onto the another dialog for processing.
In my specific case, the main dialog receives messages relating to a vehicle location, updates a couple fields on that GUI, then passes it on vi a PostMessage to a window that displays all the vehicle information.
So basically, my question is this: what is the difference b/w posting the message, or just calling the dialog.update (which is a function i created)?
Well, since we don't know what your dialog.update() does, how are we to know what the difference is?
If you are doing another PostMessage, I'm not sure what the point of that is. Your program has to wait for another iteration of the message loop to retrieve your newly posted message and possibly another message could be received before that one is posted. Instead of PostMessage, you could use SendMessage which will send the message straight to the WndProc without having to iterate the message loop for another message.
I am thinking that if you are multi-threaded, then sending or posting messages will be a little more thread safe since Windows should switch contexts automatically. If you are single threaded, then it probably shouldn't matter.
I believe your application is multithreaded, and one of the thread is receivng the data, and is different than GUI thread. You should use PostMessage only from other thread to this dialog, and not SendMessage or direct call.
If you are receiving too many messages, you should buffer them - either by count (say 5000), or by some timeout. You may keep the messages into vector, list or any other collection you like. Later, when sending, post the address of this collection as WPARAM (or LPARAM) to the dialog. Dialog will get it, in a single bunch and would process it. This approach may not be correct as I am not aware about other design perspetives of your application.
You would need to trial-and-error approach, see where you get the actual performance and stability benefits.

Mouse jiggling / message processing loop

I have written a multithreaded program which does some thinking and prints out some diagnostics along the way. I have noticed that if I jiggle the mouse while the program is running then the program runs quicker. Now I could go in to detail here about how exactly I'm printing... but I will hold off just for now because I've noticed that in many other programs, things happen faster if the mouse is jiggled, I wonder if there is some classic error that many people have made in which the message loop is somehow slowed down by a non-moving mouse.
EDIT: My method of "printing" is as follows... I have a rich edit control window to display text. When I want to print something, I append the new text on to the existing text within the window and then redraw the window with SendMessage(,WM_PAINT,0,0).
Actually its a bit more complicated, I have multiple rich edit control windows, one for each thread (4 threads on my 4-core PC). A rough outline of my "my_printf()" is as follows:
void _cdecl my_printf(char *the_text_to_add)
{
EnterCriticalSection(&my_printf_critsec);
GetWindowText(...); // get the existing text
SetWindowText(...); // append the_text_to_add
SendMessage(...WM_PAINT...);
LeaveCriticalSection(&my_printf_critsec);
}
I should point out that I have been using this method of printing for years in a non-multithreaded program without even noticing any interaction with mouse-jiggling.
EDIT: Ok, here's my entire messageloop that runs on the root thread while the child threads do their work. The child threads call my_printf() to report on their progress.
for(;;)
{
DWORD dwWake;
MSG msg;
dwWake = MsgWaitForMultipleObjects(
current_size_of_handle_list,
hThrd,
FALSE,
INFINITE,
QS_ALLEVENTS);
if (dwWake >= WAIT_OBJECT_0 && dwWake < (WAIT_OBJECT_0 + current_size_of_handle_list))
{
int index;
index = dwWake - WAIT_OBJECT_0;
int j;
for (j = index+1;j < current_size_of_handle_list;j++)
{
hThrd[j-1] = hThrd[j];
}
current_size_of_handle_list--;
if (current_size_of_handle_list == 0)
{
break;
}
}
else if (dwWake == (WAIT_OBJECT_0 + current_size_of_handle_list))
{
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else if (dwWake == WAIT_TIMEOUT)
{
printmessage("TIMEOUT!");
}
else
{
printmessage("Goof!");
}
}
EDIT: Solved!
This may be an ugly solution - but I just changed the timeout from infinite to 20ms, then in the if (dwWake == WAIT_TIMEOUT) section I swapped printmessage("TIMEOUT!"); for:
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
I'm not closing this question yet because I'd still like to know why the original code did not work all by itself.
i can see 3 problems here:
the documentation for WM_PAINT says: The WM_PAINT message is generated by the system and should not be sent by an application. unfortunately i don't know any workaround, but i think SetWindowText() will take care of repainting the window, so this call may be useless.
SendMessage() is a blocking call and does not return until the message has been processed by the application. since painting may take a while to be processed, your program is likely to get hanged in your critical section, especially when considering my 3rd point. PostMessage() would be much better here, since you have no reason to need your window to be repainted "right now".
you are using QS_ALLEVENTS in MsgWaitForMultipleObjects(), but this mask DOES NOT include the QS_SENDMESSAGE flag. thus your SendMessage() call is likely ignored and does not wake your thread. you should be using QS_ALLINPUT.
can you check the behavior of your application with an INFINITE timeout and the above 3 modifications included ?
If I remember correctly, WM_PAINT is a very low priority message, and will only get relayed when the message queue is otherwise empty. Also, Windows will coalesce multiple WM_PAINT messages into one. I could see the mouse movement resulting in fewer redraw events, each handling a larger update, thus improving performance.
Well I can't totally help you because we don't have enough info but I had a similar problem where my application would not refresh unless I moved the mouse or after some (not unsignificant) delay.
When investigating the problem I found that basically, the GUI thread will sleep if there is no more messages to process. Jiggling the mouse will create new windows messages to be sent to the windows, waking the thread from sleep.
My problem was that I was doing my processing in the OnIdle (MFC, not sure about you) function, and that, after doing the processing one time, the thread would go to sleep.
I don't think that is your problem since you seems to post a windows message (WM_PAINT) from your thread, what I wasn't doing in my case (which should wake up the gui thread) but maybe this can help you get in the right direction to solve your problem?
Edit: I though about it a little, maybe there is a special case for WM_PAINT (like you forget to call Invalidate or something, I'm not an expert in windows programming) so maybe try to post another message like WM_USER to your application and see if it fix your problem (this should be sure to wake up the gui thread I think). Also posting the full call to the SendMessage function could help.
Edit2: Well, after seeing your comment to Kelly French above you seems to have exactly the same symptoms I had so I would guess that, for whatever reason, your call to PostMessage do not seems to wake up the gui thread or something similar. What are you passing for first argument to PostMessage? What I did in my case was to call PostMessage with argument WM_USER, 0, 0 to my app. You can also try the PostThreadMessage variant while keeping the current threadID of the main thread in a variable (see GetCurrentThreadId).
Also you could try to call Invalidate on your object. Windows keeps memory of if an object need to be repainted and will not do it if it is not needed. I do not know if a direct call to WM_PAINT override this or not.
Well that's all I can think of. At least you found a fix even if it is not the most elegant.
Are you completely sure that the program really runs faster? Or is it output that is refreshed more frequently?
Are you using SendMessage or PostMessage? I'm curious if perhaps switching to the other will make things work "better" in this particular environment.
Taken from developerfusion:
There’s another similar API which
works exactly like SendMessage and
that is PostMessage API. Both require
same parameters but there’s a slight
difference. When a message is sent to
a window with SendMessage, the window
procedure is called and the calling
program (or thread) waits for the
message to be processed and replied
back, and until then the calling
program does not resume its
processing. One thing is wrong with
this approach however, that is if the
program that is busy carrying out long
instructions or a program that has
been hung and hence no time to respond
to the message will in turn hang your
program too because your program will
be waiting for a reply that may never
arrive. The solution to this is to use
PostMessage instead of SendMessage.
PostMessage on the otherhand returns
to the calling program immediately
without waiting for the thread to
process the message, hence saving your
program from hanging. Which of them
you have to use depends on your
requirement.
Is your GUI window maximized? Does it happen whether the mouse movement happens over your app window or over some other window like another app or the desktop? When the mouse moves over your app, the mouse_move messages get sent to your message queue. This may wake up the thread or be forcing a WM_PAINT message.
I doubt that the printing is actually going faster. I suspect that the increased number of messages caused by the mouse movement is forcing more window invalidation events so the text updates are happening on a more granular basis. When the mouse isn't being moved does the printing happen in larger blocks, say blocks of 20 characters vs 5 characters at a time?
Could you clarify what you mean by faster printing? Is it absolute, like 100 characters per minute vs 20 characters per minute? Or is it more like 100 characters per minute either way but they show up in blocks when the mouse is still?
One possibility is that you are seeing the effect of the OS doing thread priority boosting / retarding for certain GUI messages.
I am assuming you have one ”GUI & Other Stuff” thread, and multiple worker threads. When there is no GUI activity, the “Other Stuff” thread goes to a lower priority. When you wiggle the mouse or timeout, the “Other Stuff” thread goes to a higher priority.
Changing the worker threads to a lower priority and then wiggling the mouse, would confirm or refute this.
I think it has to do with processing in foreground and background. If the operating system thinks your window is not top priority it shifts your job to background. If you are forcing the window to be on top, it will put all its resources to work on your window and drops the other items it is working on. Its real and its been here since DOS. http://en.wikipedia.org/wiki/Foreground-background You might try calling the following at critical times in your code.
Private Declare Function SetForegroundWindow Lib "user32" (ByVal hwnd As Long) As Long

Globally intercept window movement

I am having trouble getting a global system hook to work. I want to be notified whenever a window is moving, as early as possible, and change the window size. This means the CBT hook HCBT_MOVESIZE won't cut it, it only happens after the window has been moved. I want to hook the actual movement of the window, and be able to change the window size during the move.
The hooks are set from a DLL, and the callback function is within that DLL. This is what I've tried.
WH_CALLWNDPROC. It does alert me when a window is moved (WM_MOVING is received for windows from other applications), but I cannot change the contents of the message.
WH_CALLWNDPROCRET Same as WH_CALLWNDPROC.
CBT hook HCBT_MOVESIZE. Event happens to late.
WH_GETMESSAGE. Never receive WM_MOVE, WM_MOVING or WM_WINDOWPOSCHANGING. This hook would allow me to change the messages.
Update: Windows event hooks seem to allow me to capture it:
hWinEventHook = SetWinEventHook(EVENT_SYSTEM_MOVESIZESTART,
EVENT_SYSTEM_MOVESIZEEND, NULL, WinEventProc,
0, 0, WINEVENT_OUTOFCONTEXT | WINEVENT_SKIPOWNPROCESS);
However, this creates a different problem: changing the size of the window using SetWindowPos() does not work (it changes size alright, but immediately changes back to its previous size), even though I use SWP_NOSENDCHANGING. Ideas?
Update 2: Subclassing seems to work, however Visual Studio crashes after each program run (so does a lot of other windows). It works well if I place breakpoints and walk through the "unsubclassing", but not when I let the program run by itself. Ideas?
I have a CBT hook (it was there from earlier), and whenever HCBT_ACTIVATE is sent for a new window, I remove any previous subclassing using SetWindowLongPtr() (this has to run on 64-bit as well), and then subclass the new window. If I put a breakpoint anywhere, and immediately resume the session when it breaks, everything works fine. However, when I do not have any breakpoints, Visual Studio crashes when the program exits.
Hm, I would've thought that HCBT_MOVESIZE is precisely what you want, given that the MSDN says this about CBT hooks:
The system calls this function before activating, creating, destroying,
minimizing, maximizing, moving, or sizing a window.
and in particular:
HCBT_MOVESIZE
A window is about to be moved or sized.
(these quotes were taken from http://msdn.microsoft.com/en-us/library/ms644977%28VS.85%29.aspx)
...so I'd have thought that you get the HCBT_MOVESIZE call in time. The hook function which handles HCBT_MOVESIZE is also allowed to return an integer so that the system can determine whether the operation is allowed or should be prevented. Hence, given that the HCBT_MOVESIZE hook should get an option to prevent the operation, I'd say it's called before the move event occurred.
Are you really sure the hook function is called after the move event? If you do a GetWindowRect call on the particular handle within your hook function, does the returned rect equal the rectangle which is passed to the hook function?
Hooks are pretty heavy. You only want to use them when you absolutely have to.
That said, you could use one of the basic hooks simply as a way to get into the process. Once in the process, you could subclass the window you're interested in and handle the sizing messages in your subclass proc rather than trying to catch everything at the hook level.
Depending on what you want to do in response to the resize, you might need some interprocess communication.

KeyboardProc returning TRUE causes performance drops

I'm developing an interface for an add-on to a game. I can't use the game API (for several reasons including the fact that the code must be game-agnostic) and I need to get keyboard input from the user so I've decided to use a keyboard hook (WH_KEYBOARD) to process user input when certain conditions are met.
The problem is that while I can receive and process the input correctly, when my hook returns TRUE instead of CallNextHookEx the system seems to take up a lot of time (well over 800ms) before letting things go on as expected and that's not acceptable because it doesn't even allow for a fluid typing experience.
What I have to achieve is preventing the key press message to reach the WndProc, so the question is: what can I do to achieve my target without hurting the game performance so much that the result will be unacceptable?
EDIT: due to specific requirements (games using anticheats which might create problems with my code despite it's not cheating-related) subclassing the active wndproc is not an option.
First you need your DLL to be injected into the target process, either by hooks, or by any other way.
Find the window handle of interest.
Obtain the current window procedure of that window, by calling GetWindowLongPtr(wnd, GWLP_WNDPROC), and save it.
Sub-class the window, by calling SetWindowLongPtr( wnd, GWLP_WNDPROC, &NewWndProc ) where NewWndProc is your DLL-implemented message procedure.
Inside NewWndProc you'll want to process keyboard messages (there're a dozen of them, type "keyboard input" in MSDN index, I can't post more then 1 link). For the rest of windows messages call the original window procedure you've saved during (3), and return the value it returned. Don't call it directly, use CallWindowProc instead.
This way is not very reliable, some antivirus and anti-bot (e.g. "warden client") software might not like it, and debugging may be challenging.
However it should work.
A keyboard hook should not make things that slow. There's probably something else going on that causes the 800ms delay. Is it still slow if your hook does nothing and simply returns TRUE?
If you want to prevent from message to arrive to the WndProc then you need to subclass using SetWindowLong, this way you will be able to catch all messages and decide if to continue their route.
As much as I don't like answering my own question I've found the cause of the delay. The message pump of the games I've tested my code against was implemented with a while(PeekMessage) { GetMessage... } and removing the keyboard input message somehow caused GetMessage to block for sometime. Using PostMessage and WM_NULL helped preventing GetMessage from blocking.