c++ / application with multiple separate windows - c++

So i have this code that creates two windows:
WNDCLASS wc;
wc.style = CS_BYTEALIGNCLIENT | CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = StaticWndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = (HINSTANCE)GetModuleHandle(nullptr);
wc.hCursor = LoadCursor(nullptr, IDC_ARROW);
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wc.lpszMenuName = nullptr;
wc.lpszClassName = _T("Move Engine");
RegisterClass(&wc);
m_hWnd = CreateWindow("Move Engine", "Move Engine", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, usWidth, usHeight, nullptr, nullptr, wc.hInstance, this);
// Create the settings window
wc.lpszClassName = _T("Settings");
RegisterClass(&wc);
s_hWnd = CreateWindow("Settings", "Settings", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 800, 20, nullptr, nullptr, wc.hInstance, this);
ShowWindow(m_hWnd, SW_SHOW);
ShowWindow(s_hWnd, SW_SHOW);
The problem is, application terminates each time i close one of the windows. What i need is two separate windows; main application window and the one that gives access to various settings of the application - therefore closing the settings window should not affect the main window. Is there any way to achieve this? Thank you.
P.S. My WinMain function is modified like this:
int WINAPI WinMain(HINSTANCE a_hInstance, HINSTANCE a_hPrevInstance, LPTSTR a_lpCmdLine, int a_iCmdShow)
{
int iReturnCode;
// Initialise the engine.
if (!MyEngine.InitInstance(a_hInstance, a_lpCmdLine, a_iCmdShow)) return 0;
// Begin the gameplay process and return when the application due to exit
iReturnCode = MyEngine.StartEngine();
// Return the correct exit code.
return iReturnCode;
}
and StaticWndProc looks like this:
LRESULT CALLBACK CMoveEngine::StaticWndProc(HWND hWnd, UINT Message, WPARAM wParam, LPARAM lParam)
{
// If this is a create message, trap the 'this' pointer passed in and store it within the window.
if (Message == WM_CREATE) SetWindowLong(hWnd, GWL_USERDATA, (LONG)((CREATESTRUCT FAR *)lParam)->lpCreateParams);
// Obtain the correct destination for this message
CMoveEngine *Destination = (CMoveEngine*)GetWindowLong(hWnd, GWL_USERDATA);
// If the hWnd has a related class, pass it through
if (Destination) return Destination->DisplayWndProc(hWnd, Message, wParam, lParam);
// No destination found, defer to system...
return DefWindowProc(hWnd, Message, wParam, lParam);
}
Message loop:
int CMoveEngine::StartEngine()
{
MSG msg;
// Start main loop
while (true)
{
// Did we recieve a message, or are we idling?
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT) break;
TranslateMessage(&msg);
DispatchMessage (&msg);
}
else
{
}
}
return 0;
}

You register both window classes with the same lpfnWndProc. Thus, all the messages (including mouse clicks and keyboard presses) will be directed to the same function, StaticWndProc.
Thus, when this function receives the WM_CLOSE message, it will respond by destroying the window, which stops the message pump and terminates the program. Since both windows have the same message handler function, they will both respond in the same way.
The solution is to define two different WndProc methods, one for each of your windows, or special-case the handling of the WM_CLOSE message, only calling DefWindowProc for the window that you want to allow to close the entire application.

Make your StaticWndProc handle either WM_CLOSE or WM_DESTROY: In that case it should decrement an openedWindows-counter. If that counter reaches zero call PostQuitMessage.

Related

If a cursor is not defined at window creation, why does Windows load a default cursor only when the user hovers over the frame or titlebar?

Experimenting with attempts to create a Win32 window with minimal code I discovered a strange (perhaps undocumented) behavior. If the programmer omits defining a cursor in the WNDCLASSEX struct or defines the cursor as:
WNDCLASSEX wc
...
wc.hCursor = LoadCursor(hInstance, IDC_ARROW);
The window will be displayed but never activate unless the user hovers the mouse over a border or the title bar. I found out that Windows was constantly sending WM_SETCURSOR messages as well as the normal messages expected during application startup and window creation when over the client area. I never noticed this in the past until I created a window that was initially borderless. That window displayed a continuous "wait" cursor (spinning circle). This behaviour can be reproduced with the following code. Since I could not find any explanation on MSDN or other sites, I just wanted to put this out there for others to find. To see this, run this code and make sure the cursor is over the client area when the window is created.
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
return DefWindowProcW(hwnd, msg, wparam, lparam);
}
int main(int argc, char** argv)
{
HINSTANCE hinstance(GetModuleHandleW(0));
WNDCLASSEXW wc({ 0 });
wc.cbSize = sizeof(WNDCLASSEXW);
//wc.style = CS_HREDRAW | CS_VREDRAW;// | CS_OWNDC; // unneeded
wc.lpszClassName = L"classname";
wc.lpfnWndProc = WndProc;
wc.hInstance = hinstance;
//wc.hbrBackground = HBRUSH(COLOR_WINDOW + 1); // unneeded
//wc.hIcon = LoadIconW(0, IDI_APPLICATION); // unneeded
//wc.hIconSm = wc.hIcon; // unneeded
//wc.hCursor = LoadCursorW(hinstance, IDC_ARROW); // will not activate properly
//wc.hCursor = LoadCursorW(0, IDC_ARROW); // needed for proper activation
if (!RegisterClassExW(&wc)) {
DWORD err = GetLastError();
return -1;
}
DWORD style = WS_OVERLAPPEDWINDOW | WS_VISIBLE;
HWND handle = CreateWindowExW(0, L"classname", L"Test Window"
, style, CW_USEDEFAULT, CW_USEDEFAULT
, CW_USEDEFAULT, CW_USEDEFAULT, 0
, (HMENU)0, hinstance, 0);
if (!handle)
return -1;
MSG msg;
while (1) {
while (PeekMessageW(&msg, 0, 0, 0, PM_REMOVE)) {
if (msg.message == WM_QUIT)
return ((int)msg.wParam);
TranslateMessage(&msg);
DispatchMessageW(&msg);
}
}
return 0;
}

How to pass WM_KEYDOWN message to IWebBrowser2 instance?

I'm loading an embedded browser within a parent application using the IWebBrowser2 interface. My code is compiled as a dll, i.e. the browser component is dynamically loaded at runtime via a plugin interface.
The problem I'm having is that applications that load my dll are trapping certain keydown messages, and they are therefore not reaching my IWebBrowser2 instance.
I am therefore capturing these messages using the SetWindowsHookEx() API in my dll.
How can I then forward the WM_KEYDOWN or WM_CHAR messages to my IWebBrowser2 instance such that they could e.g. be used to enter text in a focused text box within the browser?
I believe the problem sits in host application's message queue implementation, where some messages are handled instead of delivering, for example to implement hotkeys. Since you can't change their code, hooking the message queue sounds like a reasonable approach.
The following code snippet demonstrates both problem and solution:
#define WINDOW_CLASS _T("StackOverflow_41911104")
HINSTANCE g_Instance = 0;
HHOOK g_Hook = 0;
HWND g_TargetWindow = 0;
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
HWND CreateMainWindow()
{
WNDCLASSEXW wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = g_Instance;
wcex.hIcon = nullptr;
wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = nullptr;
wcex.lpszClassName = WINDOW_CLASS;
wcex.hIconSm = nullptr;
ATOM windowClass = RegisterClassExW(&wcex);
HWND mainWindow = CreateWindowW(WINDOW_CLASS, WINDOW_CLASS, WS_OVERLAPPEDWINDOW | WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT, 400, 400, nullptr, nullptr, g_Instance, nullptr);
g_TargetWindow = CreateWindow(_T("Edit"), nullptr, WS_CHILD | WS_VISIBLE | WS_BORDER | ES_MULTILINE, 0, 0, 300, 300, mainWindow, (HMENU)1000, g_Instance, nullptr);
return mainWindow;
}
HACCEL CreateAccelerators()
{
ACCEL acceleratorsList[] =
{
{FVIRTKEY, 'R', 1000},
{FVIRTKEY, 'T', 1001},
};
return CreateAcceleratorTable(acceleratorsList, _countof(acceleratorsList));
}
void ProcessHookMessage(MSG* a_Message)
{
// Only affect our window and its children
if ((g_TargetWindow != a_Message->hwnd) && !IsChild(g_TargetWindow, a_Message->hwnd))
return;
// Deliver the message directly
TranslateMessage(a_Message);
DispatchMessage(a_Message);
// Do not allow to process this message the second time
a_Message->message = WM_NULL;
}
LRESULT CALLBACK Hook_GetMsgProc(int a_Code, WPARAM a_WParam, LPARAM a_LParam)
{
if ((HC_ACTION == a_Code) && (PM_REMOVE == a_WParam))
ProcessHookMessage((MSG*)a_LParam);
return CallNextHookEx(g_Hook, a_Code, a_WParam, a_LParam);
}
void InstallHook()
{
g_Hook = SetWindowsHookEx(WH_GETMESSAGE, Hook_GetMsgProc, g_Instance, GetCurrentThreadId());
}
int APIENTRY wWinMain(HINSTANCE hInstance, HINSTANCE, LPWSTR, int)
{
g_Instance = hInstance;
HWND mainWindow = CreateMainWindow();
HACCEL hAccelTable = CreateAccelerators();
InstallHook();
MSG msg;
while (GetMessage(&msg, nullptr, 0, 0))
{
// The problem lurks here: some messages are handled directly and never reach the target window
if (TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
continue;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return 0;
}
In this code snippet, if you comment out InstallHook() call, you won't be able to print R and T, because these keys are used for accelerator table. However, with InstallHook(), the hook forces normal message queue behavior and everything works as normal.
The suggested hook code have the following points of interest:
It only affects your window and nothing else
It works the same way as the usual message queue would, instead of messing with SendMessage / PostMessage
It prevents double-effect of messages that were not intercepted by hosting application
It sounds like the root problem is that your window is on a different thread than the host application's window, which can confuse the focus state. You can easily get into situations where the host window and the hosted window both believe they have the focus.
The solution to that is to create your window on the same thread as the parent window, and, if that's not possible (e.g., because of the plugin model or because the plugin is run in a separate process), use AttachThreadInput.
I haven't used a web browser control in many years, but I recall one project long ago, where we had similar issues when we added the web browser control as a child of a window in another process. Using AttachThreadInput there solved a lot of bugs. The drawback was that a bug in either thread (like a hang) effectively hangs both threads. We also had to be careful to detach the threads during teardown.
It seems, this is a bit trickier than the usual sending a message:
Firstly, you will need to obtain the In place active object (https://msdn.microsoft.com/en-us/library/windows/desktop/ms691299(v=vs.85).aspx) of your web browser and then call the TranslateAccelerator (https://msdn.microsoft.com/en-us/library/windows/desktop/ms693360(v=vs.85).aspx) on it.
Some very high level pseudocode would look like:
HRESULT hr;
IOleInPlaceActiveObject* pIOIPAO;
hr = webBrowser2->QueryInterface(webBrowser2,
&IID_IOleInPlaceActiveObject, (LPVOID*)&pIOIPAO);
if (SUCCEEDED(hr))
{
result = pIOIPAO->lpVtbl->TranslateAccelerator(pIOIPAO, msg);
}
where msg is the message (MSG) you should populate accordingly, and webBrowser2 is your IWebBrowser2.
PS: Didn't try this code, use at your own risk :)

C++ How does Allegro or SDL create window?

How does Allegro or SDL create window for Windows and how to do it by myself?
I'm trying to write WinApi wrapper for games, but I'm completly lost, when I see basic WinApi template and want to wrap it to something like this
init();
while()
{
update();
}
exit();
They use CreateWindowEx. A really simple WinAPI app that creates a window looks a little like this:
#include <Windows.h>
// If you're using MSVC, this is the easiest HINSTANCE. Other compilers
// get it from WinMain and pass in to constructor.
extern "C" IMAGE_DOS_HEADER __ImageBase;
HINSTANCE hInstance = (HINSTANCE)&__ImageBase;
class Window {
HWND hWnd;
static LRESULT __stdcall WindowProc(
HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
if (Window* ptr = reinterpret_cast<Window*>(GetWindowLongPtr(hWnd, GWLP_USERDATA)))
return ptr->DoMessage(hWnd, message, wParam, lParam);
else
return DefWindowProc(hWnd, message, wParam, lParam);
}
LRESULT DoMessage(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) {
switch(msg) {
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
public:
bool DoMessages() {
MSG msg;
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
// Translate the message and dispatch it to WindowProc()
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if (msg.message == WM_QUIT) {
return false;
}
return true;
}
Window() {
WNDCLASSEX wc;
// clear out the window class for use
ZeroMemory(&wc, sizeof(WNDCLASSEX));
// fill in the struct with the needed information
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = L"WindowClass1";
RegisterClassEx(&wc);
// create the window and use the result as the handle
hWnd = CreateWindowEx(NULL,
L"WindowClass1", // name of the window class
L"Wide::Development", // title of the window
WS_OVERLAPPEDWINDOW, // window style. Always windowed for now.
0, // x-position of the window
0, // y-position of the window
1, // width of the window
1, // height of the window
NULL, // we have no parent window, NULL
NULL, // we aren't using menus, NULL
hInstance, // application handle
NULL);
ShowWindow(hWnd, SW_MAXIMIZE); // Snap our window to the user's desktop res, minus taskbar etc.
SetWindowLongPtr(hWnd, GWLP_USERDATA, reinterpret_cast<LONG_PTR>(this));
SetWindowPos(hWnd, HWND_BOTTOM, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED); // Make sure that our WindowLongPtr is updated.
}
};
int main() {
Window window;
while(window.DoMessages()) {
// Do app updates, or sleep() if you're mostly waiting on user input
Sleep(50);
}
// When DoMessages() returns false, the window was destroyed, so return.
}
You can look up the MSDN documentation for more information on what these functions do. Essentially, all it does is create a very simple maximized non-fullscreen window, register for input, and when the window is destroyed, quit the application. You'll notice that I actually forwarded the input to the Window object, so this most basic of all frameworks is object-orientated and you can play with inheritance here if you want, just don't forget that the WindowLongPtr functions use a void* and are not type safe.
It's also worth mentioning that on some compilers like MSVC, if you #include <Windows.h>, they expect for you to use the WinMain entry point, not main().
The game rendering and update code is typically miles more complex and difficult than the WinAPI, so I'd grab a book on DirectX9.0c or DirectX10.

WM_PAINT not being called after window is created

I've been playing around with the Windows api for uni, but I cant get the window messages to call WM_PAINT after the inital creation. It calls it when the window is created but not after.
All Other messages get called! Just cant get the WM_PAINT to be called.
This is part of a game lib we have to make using the Windows api, (the goal is to learn abit of the windows api, rather than the intricacies of making game libs).
From what I gather the UpdateWindow(handle) command calls inititates the WM_PAINT message, but no matter where I put this command (currently in the game loop) I cant get it to call the message.
There's a lot of code, so I've trimmed it a little.
I know I have multiple WM_PAINT cases, they are a result of trying to make sure its getting through.
Window Creation
HWND hwnd;
hwnd = CreateWindowEx(WS_EX_APPWINDOW | WS_EX_WINDOWEDGE,
L"FirstWindowClass",
L"Mootlib",
WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX,
CW_USEDEFAULT,
CW_USEDEFAULT,
m_screenWidth,
m_screenHeight,
NULL,
NULL,
WindowsUtilities::windowInstance(),
NULL);
Register the Window
WNDCLASSEX wcex;
wcex.cbSize = sizeof (wcex);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = windowProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = WindowsUtilities::windowInstance();
wcex.hIcon = 0;
wcex.hCursor = LoadCursor (NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH) (COLOR_WINDOW+1);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = L"FirstWindowClass";
wcex.hIconSm = 0;
RegisterClassEx (&wcex);
Winproc
LRESULT CALLBACK windowProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
LONG_PTR lptr = GetWindowLongPtr(hwnd, GWLP_USERDATA);
switch(message)
{
case(WM_PAINT):
int f = 3;
}
if (lptr)
{
Window* obj = reinterpret_cast<Window*>(lptr);
return obj->handleWindowsMessages(message, wParam, lParam);
}
else
return DefWindowProc(hwnd, message, wParam, lParam);
}
Internal command
LRESULT Window::handleWindowsMessages(UINT message, WPARAM wParam, LPARAM lParam)
{
std::wstring szHello = L"Hello, world!";
PAINTSTRUCT ps;
HDC hdc;
switch(message)
{
case(WM_PAINT):
hdc = BeginPaint(m_handle, &ps);
TextOut(hdc, 0, 0, L"Hello, Windows!", 15);
EndPaint(m_handle, &ps);
return 0;
case(WM_CLOSE):
quitGame();
return 0;
// Move Me!!!
case(WM_KEYDOWN):
case(WM_LBUTTONDOWN):
case(WM_RBUTTONDOWN):
inputManager().addButtonEvent(reinterpret_cast<int&>(wParam), BUTTON_DOWN);
return 0;
// Move Me!!!
case(WM_KEYUP):
case(WM_LBUTTONUP):
case(WM_RBUTTONUP):
inputManager().addButtonEvent(reinterpret_cast<int&>(wParam), BUTTON_UP);
return 0;
}
return DefWindowProc(handle(), message, wParam, lParam);
}
Game Loop
while(IsWindowVisible(handle()))
{
UpdateWindow(handle());
WindowsUtilities::processMessages();
draw();
update();
inputManager().update();
inputManager().clearButtonUpEvents(); // this should be in the input update()
}
Thanks.
First, I really don't like your game loop as its not at all obvious where the windows message pump is.
Somewhere along the line you need to call PeekMessage() or GetMessage() and TranslateMessage() & DispatchMessage() on any messages retrieved. Lots of people unfamiliar with windows will filter the messages, either in a range, or for a window: don't - always pump all messages for all windows on the current thread.
Then you need to call InvalidateRect to mark the areas of the window you want repainted. Games will want to pass FALSE as getting the background painted is just a waste of time when youre painting the entire scene in WM_PAINT.
RedrawWindow is useful for a game if you just want to mark an entire part of the window dirty and repaint it in one step. The advantage of InvalidateRect is that it just adds the rectangle to a dirty region, so if your game consists of just a few small 'active' sprites, as each sprite animates you can mark just the corresponding rect dirty, and windows will collect the dirty rects and paint them in a batch when next you call UpdateWindow, or let the message loop generate a WM_PAINT message.
Here's a snippet from the canonical Windows code, auto-generated when you create a new Win32 project in Visual Studio:
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
HWND hWnd;
hInst = hInstance; // Store instance handle in our global variable
hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);
if (!hWnd)
{
return FALSE;
}
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
return TRUE;
}
Note what's missing in yours: you forgot to call ShowWindow().
If you want WM_PAINT to be called, you can use RedrawWindow or InvalidateRect.
MSDN states:
The UpdateWindow function updates the
client area of the specified window by
sending a WM_PAINT message to the
window if the window's update region
is not empty.
Your issue is that you haven't set an update region.
You could just do:
SendMessage( handle(), WM_PAINT, 0, 0 );

WS_EX_TOOLWINDOW jumping to background on window destroy

Weird issue:
Open a large notepad window
create a toolwindow (style WS_EX_TOOLWINDOW)
create 2 more windows (normal overlapped) (WS_OVERLAPPED)
close those 2 overlapped windows (child of desktop or the toolwindow)
the toolwindow jumps behind the notepad window
Does anyone know why this is the case? Or what I could be doing wrong? I would say 'bug in windows', but that is rarely the case.
To answer questions:
It is not a dialog window, but a full window. If i make it have correct children (ie: not a child of desktop), the taskbar entry for the children do not appear (probably easily fixable), but either way, the bug still happens.
I have included example code that shows the issue. I am hoping I am just creating the window wrong or required to respond to a message I am not responding to.
In this example, a tool window will open (no task bar entry, which is what is wanted). Then you click on that window, a subwindow will open. You click on the subwindow, another window will open. Then close both new subwindows and the original window, instead of getting focus, jumps immediately to behind other windows (notepad, etc).
Thanks for any help!
Example code to clarify:
// WindowToback.cpp : Defines the entry point for the application.
//
#include "stdafx.h"
#include "WindowToback.h"
// Global Variables:
HINSTANCE g_instance;
HWND g_mainWnd = NULL;
wchar_t *szWindowClass = L"WindowToBackSub";
wchar_t *szWindowClass2 = L"WindowToBackSub2";
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
LRESULT CALLBACK WndProc2(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM);
int APIENTRY _tWinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPTSTR lpCmdLine,int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
MSG msg;
MyRegisterClass(hInstance);
// Perform application initialization:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
// Main message loop:
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return (int) msg.wParam;
}
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_WINDOWTOBACK));
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = MAKEINTRESOURCE(IDC_WINDOWTOBACK);
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));
RegisterClassEx(&wcex);
wcex.lpfnWndProc = WndProc2;
wcex.lpszClassName = szWindowClass2;
return RegisterClassEx(&wcex);
}
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
g_instance = hInstance;
g_mainWnd = CreateWindowEx(WS_EX_TOOLWINDOW,szWindowClass, szWindowClass,WS_OVERLAPPED,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);
if (!g_mainWnd) return FALSE;
ShowWindow(g_mainWnd, nCmdShow);
UpdateWindow(g_mainWnd);
return TRUE;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_LBUTTONDOWN:
{
HWND l_hwnd = CreateWindow(szWindowClass2, szWindowClass2, WS_VISIBLE | WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, g_instance, NULL);
ShowWindow(l_hwnd,SW_SHOW);
break;
}
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
}
}
return DefWindowProc(hWnd, message, wParam, lParam);
}
LRESULT CALLBACK WndProc2(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_LBUTTONDOWN:
{
HWND l_hwnd = CreateWindow(szWindowClass2, szWindowClass2, WS_VISIBLE | WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, g_instance, NULL);
ShowWindow(l_hwnd,SW_SHOW);
}
break;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}
This isn't surprising. In fact, it's exactly the behavior I'd expect.
You're tool window isn't jumping down; rather Notepad is jumping up.
You closed the window that had activation. The system is going to activate the next-highest top-level window in the z-order. Your tool window doesn't a count as a top-level window in this regard (that's part of what being a tool window means). So Notepad gets activated, and it comes to the top.
If you want your tool window to get activated instead, you probably don't really want a tool window.
Are the three windows dialogs to another main window or are they applications in their own right?
If they are dialog windows then I would check that their parent window is correctly assigned.
If they are application windows then I would check that they are appearing in the taskbar.
Without more information about the problem it is hard to give a more meaningful answer.