PostMessage() succeeds but my message processing code never receives the message - c++

In my C++ application's GUI object I have the following in the main window procedure:
case WM_SIZE:
{
OutputDebugString(L"WM_SIZE received.\n");
RECT rect = {0};
GetWindowRect(hwnd, &rect);
if (!PostMessage(0, GUI_MSG_SIZECHANGED, w, MAKELONG(rect.bottom - rect.top, rect.right - rect.left))) {
OutputDebugString(L"PostMessage failed.\n"); // <--- never called
}
}
return 0; // break;
The GUI object also has the following getMessage() method:
int GUI::getMessage(MSG & msg) {
BOOL result = 0;
while ((result = GetMessage(&msg, 0, 0, 0)) > 0) {
if (msg.message > (GUI_MSG_BASE-1) && msg.message < (GUI_MSG_LAST+1)) {
OutputDebugString(L"GUI message received.\n");
break;
}
else {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
return result;
}
The application object calls this method in the following way:
while ((result = _gui.getMessage(msg)) > 0) {
switch (msg.message) {
// TODO: Add gui message handlers
case GUI_MSG_SIZECHANGED:
OutputDebugString(L"GUI_MSG_SIZECHANGED received.\n");
_cfg.setWndWidth(HIWORD(msg.lParam));
_cfg.setWndHeight(LOWORD(msg.lParam));
if (msg.wParam == SIZE_MAXIMIZED)
_cfg.setWndShow(SW_MAXIMIZE);
else if (msg.wParam == SIZE_MINIMIZED)
_cfg.setWndShow(SW_MINIMIZE);
else if (msg.wParam == SIZE_RESTORED)
_cfg.setWndShow(SW_SHOWNORMAL);
break;
}
}
The application object is interested in the window size because it stores this information in a configuration file.
When I run this in Visual Studio's debugger, the output window looks like this after resizing the window:
WM_SIZE received.
GUI message received.
GUI_MSG_SIZECHANGED received.
WM_SIZE received.
WM_SIZE received.
WM_SIZE received.
WM_SIZE received.
...etc...
The PostMessage() function never fails, but seems to only send GUI_MSG_SIZECHANGED (#defined as WM_APP + 0x000d) the first time WM_SIZE is handled, which is right after handling WM_CREATE.
I have no idea what could be causing this. I tried using SendMessage and PostThreadMessage but the result is the same. Also read through MSDN's message handling documentation but couldn't find what's wrong with my code.
Could anyone help?

Hacking a custom message loop is something you'll live to regret some day. You hit it early.
Don't post messages with a NULL window handle, they can only work if you can guarantee that your program only ever pumps your custom message loop. You cannot make such a guarantee. These messages fall into the bit bucket as soon as you start a dialog or Windows decides to pump a message loop itself. Which is the case when the user resizes a window, the resize logic is modal. Windows pumps its own message loop, WM_ENTERSIZEMOVE announces it. This is also the reason that PostThreadMessage is evil if the thread is capable of displaying any window. Even a MessageBox is fatal. DispatchMessage cannot deliver the message.
Create a hidden window that acts as the controller. Now you can detect GUI_MSG_SIZECHANGED in its window procedure and no hacks to the message loop are necessary. That controller is not infrequently the main window of your app btw.

Related

Lock window position on display change

I have an application which has several windows and I want that some of them (which I will call CMyLockedFrameWndEx, because they derive from CFrameWndEx) stay placed where they were after changing system display area.
The Parent of all windows of my application is NULL.
I've managed to already catch the WM_DISPLAYCHANGE message when I drag the position of the 2nd monitor relatively to the first; and I also had come to catch the WM_DEVICECHANGE when I connect or disconnect the 2nd monitor's HDMI cable. I've intercepted them both at CMyLockedFrameWndEx::WindowProc.
The automatic window repositioning occurs after that. I noticed that bacause I've put breakpoints on CMyLockedFrameWndEx::OnWindowPosChanging and CMyLockedFrameWndEx::OnWindowPosChanged and they stop after the events I catched on WindowProc. This workflow seems to be unrelated to the catching of events I described as my WindowProc method is:
LRESULT CMyLockedFrameWndEx::WindowProc(UINT message, WPARAM wParam, LPARAM lParam)
{
if (message == WM_DISPLAYCHANGE)
{
TRACE(_T("DISPLAY CHANGE"));
return 0L;
}
if (message == WM_SYSCOMMAND)
{
TRACE(_T("SYSCOMMAND"));
if (wParam == SC_MOVE)
{
return 0L;
}
}
if (message == WM_WININICHANGE)
{
TRACE(_T("WININICHANGE"));
if (wParam == SPI_SETWORKAREA)
{
return 0L;
}
}
return __super::WindowProc( message, wParam, lParam);
}
and when passing in OnWindowPosChanging or OnWindowPosChanged, the flow doesn't come from the specific cases of WindowProc handled by me. And that is a problem.
I tried to follow the call stack to see what window sent the WM_WINDOWPOSCHANGING or the WM_WINDOWPOSCHANGED message, but I didn't succeed. I have even tried to use Spy++64 to detect who was the the sender of the message, but I didn't succeed. The whole idea of seeing who was the sender was: if it is associated to a system's display change is to detect it beforehand and impeach the auto repositioning to even happen.
As i didn't succeed yet, what can I do to make the window immune to a system's display change?
Thanks.
The good news is: you are, obviously, in control of the placement of your own window.
The bad news - Windows will first move your window to its new position, then send you the WM_DISPLAYCHANGE and WM_SETTINGCHANGE, as seen in this Spy++'s log:
S WM_WINDOWPOSCHANGING lpwp:003CF9AC
S WM_GETMINMAXINFO lpmmi:003CF624
R WM_GETMINMAXINFO lpmmi:003CF624
R WM_WINDOWPOSCHANGING
S WM_WINDOWPOSCHANGED lpwp:003CF9AC
S WM_MOVE xPos:278 yPos:450
R WM_MOVE
R WM_WINDOWPOSCHANGED
S WM_SETTINGCHANGE wFlag:SPI_ICONVERTICALSPACING pszMetrics:0026E018
R WM_SETTINGCHANGE
S WM_DISPLAYCHANGE cBitsPerPixel:32 cxScreen:2560 cyScreen:1440
R WM_DISPLAYCHANGE
S WM_SETTINGCHANGE wFlag:SPI_SETWORKAREA pszMetrics:0026E018
R WM_SETTINGCHANGE
So - you would have to test the position changing to another screen by yourself. Like in this simplified example, where 2560 is my screen's width:
case WM_WINDOWPOSCHANGING:
{
WINDOWPOS* pWP = (WINDOWPOS*)lParam;
if ((pWP->flags & SWP_NOMOVE) == 0) // it's a move
{
if (pWP->x < 2560)
pWP->flags |= SWP_NOMOVE;
}
return 0;
}
The unhappy news are I can not do this on a preventive way, because the system moves the windows to the primary screen even after sending any useful messages.
The good news are I can react to the move by adding a
ON_WM_WINDOWPOSCHANGED()
line on the class's message map and supply it with its respective handler function:
CMyLockedFrameWndEx::OnWindowPosChanged(WINDOWPOS* lpwndpos)
{
__super::OnWindowPosChanged(lpwndpos);
CFrameWndEx* pFrame=(CFrameWndEx*)::AfxGetMainWnd();
VALIDATE_FPTR(pFrame);
CMyDoc* pDoc=(CMyDoc*)pFrame->GetActiveDocument();
VALIDATE_FPTR(pDoc);
POSITION p= pDoc->GetFirstViewPosition();
while(p)
{
CMyLockedView* pLockedView= dynamic_cast<CLockedView*>(pDoc->GetNextView(p));
if(!pLockedView)
continue;
if(pLockedView->GetParentFrame() == this)
{
this->SetWindowPos(NULL, m_Top, m_Left, 0, 0, SWP_NOSIZE);
break;
}
}
}ยด
Note, that it helps me that I was persisting the position where the window was in the m_Top and m_Left variables.

Creating Responsive Windows winapi c++

I am just learning to create a gui using the winapi, but i have run into an issue. I can create a window like this
#include "stdafx.h"
#include <windows.h>
int main()
{
HWND hwnd = CreateWindow(L"STATIC",NULL,WS_VISIBLE|WS_SYSMENU|WS_CAPTION,0,0,600,600,NULL,NULL,NULL,NULL);
UpdateWindow(hwnd);
MSG msg;
while(GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
_gettch();
}
But the windows will not close when the close button is clicked, and the window can not be dragged around or moved. I was wondering how i would enable these features of the window.
Static windows are not there for normal windows, you should try and look up how to register and handle your own class with RegisterWindowEx then use the same class name to create a window. You have to have your own window procedure in order to handle messages.
All window classes registered by the system run their own default window procudure and as far as I know none of them handle WM_CLOSE ( that is the close button ) this is why you can't close it.
For you main windows always use something like WS_OVERLAPPEDWINDOW so it'll be clear if it's okay or not and from that eliminate the flags you don't need.
How you set it up :
WNDCLASSEX wndcls;
HWND hMainWnd;
// Register your own window class
ZeroMemory(&wndcls,sizeof(WNDCLASSEX));
wndcls.cbSize=sizeof(WNDCLASSEX);
wndcls.style=CS_VREDRAW+CS_HREDRAW;
wndcls.lpfnWndProc=&appWndFunc;
wndcls.hInstance=hInstance;
wndcls.hIcon=hMainIcon; // or just LoadIcon(hInstance,MAKEINTRESOURCE(IDI_MAIN_ICON))
wndcls.hIconSm=hMainIcon;
wndcls.hCursor=LoadCursor((HINSTANCE)NULL,IDC_ARROW);
wndcls.hbrBackground=(HBRUSH)COLOR_APPWORKSPACE;
wndcls.lpszClassName="myWndClass";
if (RegisterClassEx(&wndcls)==0)
{
// failed to register class name
return false;
}
// Create window with your own class
hMainWnd=CreateWindowEx(0,\
"myWndClass","widnow title",\
WS_OVERLAPPEDWINDOW|WS_VISIBLE,\
0,\
0,\
250,\
250,\
hMainWnd,NULL,hInstance,NULL);
if (hMainWnd==(HWND)NULL)
{
// failed to create main window
return false;
}
Then your main loop :
bool bAppMainLoop=false
while(!bAppMainLoop)
{
WaitMessage();
while(PeekMessage(&emsg,NULL,0,0,PM_NOREMOVE))
{
if(GetMessage(&emsg,NULL,0,0)==0)
{
bAppMainLoop=true;
break;
}
TranslateMessage(&emsg);
DispatchMessage(&emsg);
}
}
This is a bit more than usual setup, so let me explain , in order to not burn CPU, you wait for a message with WaitMessage, it'll block until something happens, like move window, click, paint etc. PeekMessage will return true if there is a message so calling it in a while loop will make sure it drains the message quene, GetMessage will obtain the message if it returns 0 it means that your app called the PostQuitMessage(0) so a WM_QUIT arrived was found in the message loop that means it's time to break out from the message loop. The rest Translate and Dispatch does what it name says.
Finally you need your own window procedure :
LRESULT CALLBACK appWndFunc(HWND hWnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
if (uMsg==WM_CLOSE)
{
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
DefWindowProc is essential that handles all commonly occurring messages from the system, thus you don't need to handle those here. You simply respond to the WM_CLOSE message which is sent when you want to close the window and post a quit message into the message loop that you will catch and exit.
Additional info :
It's not required to release your stuff since windows does that for you so it wont be locked the next time you start your program , but it's a good practice to at least Unregister your window class after your main loop.
Btw that is the wrong main function : WinMain that is the correct one. Plus to avoid even more bugs make sure you compile a windows GUI application.

Properly closing window created on a separate thread using ATL

I have a multithreaded application and on certain threads, I'm creating windows using ATL's CWindowImpl<>. I have a static method that I'm using as the thread procedure. I need to create a window on the thread, because I need some of my communication with the thread to be synchronous, and PostThreadMessage() is expressly asynchronous. When my window receives the WM_DESTROY message (handler defined by the MESSAGE_HANDLER macro), it calls PostQuitMessage(), as shown in this method:
LRESULT MyATLWindowClass::OnDestroy(UINT uMsg,
WPARAM wParam,
LPARAM lParam,
BOOL& bHandled) {
::PostQuitMessage(0);
return 0;
}
I'm using a custom message to the thread using PostThreadMessage() to indicate to the thread that it's time to terminate itself. Handling that custom message, I call the CWindowImpl::DestroyWindow() method, which does appear to properly destroy the window, as my OnDestroy message handler is getting called. However, it doesn't appear that the owning thread ever receives a WM_QUIT message for processing. Included below is a simplified version of my thread procedure.
unsigned int WINAPI MyATLWindowClass::ThreadProc(LPVOID lpParameter) {
// Initialize COM on the thread
::CoInitializeEx(NULL, COINIT_APARTMENTTHREADED);
// Create the window using ATL
MyATLWindowClass new_window;
HWND session_window_handle = new_window.Create(
/* HWND hWndParent */ HWND_MESSAGE,
/* _U_RECT rect */ CWindow::rcDefault,
/* LPCTSTR szWindowName */ NULL,
/* DWORD dwStyle */ NULL,
/* DWORD dwExStyle */ NULL,
/* _U_MENUorID MenuOrID */ 0U,
/* LPVOID lpCreateParam */ NULL);
// Initialize the message pump on the thread.
MSG msg;
::PeekMessage(&msg, NULL, WM_USER, WM_USER, PM_NOREMOVE);
// Run the message loop
BOOL get_message_return_value;
while ((get_message_return_value = ::GetMessage(&msg, NULL, 0, 0)) != 0) {
if (get_message_return_value == -1) {
// GetMessage handling logic taken from MSDN documentation
break;
} else {
if (msg.message == WD_SIGNAL_THREAD_SHUTDOWN) {
// Requested thread shutdown, so destroy the window
new_window.DestroyWindow();
} else if (msg.message == WM_QUIT) {
// Process the quit message and exit the message loop
// to terminate the thread
break;
} else {
::TranslateMessage(&msg);
::DispatchMessage(&msg);
}
}
}
// Uninitialize COM on the thread before exiting
::CoUninitialize();
return 0;
}
Note that it doesn't seem to matter if I call DestroyWindow() or if I send a WM_CLOSE message to the window. The thread's message pump is not receiving WM_QUIT in either case. Should the owning thread's message pump be receiving such a message? Where is my misunderstanding about how the thread's message pump and the window's message pump interact? Or what am I missing about how ATL's window classes create and manage windows?
GetMessage() never returns WM_QUIT. That message forces it to return 0 instead, designed to terminate your message loop.
Beware of the considerable hazards of using PostThreadMessage(). It should never be used on a thread that also displays windows, like the one you are using. The issue is that it doesn't take a HWND argument. So only your message loop can see the message, it won't be delivered to any window with DispatchMessage(). This goes wrong when a modal message loop is entered, the kind that are outside of your control. Like the modal loop that makes MessageBox work. Or the one that Windows uses to allow the user to resize a window. Or the one that DialogBox() uses. Etcetera. Always use PostMessage(), use your own message number.
Some late additional thoughts. You could probably safely terminate your message loop as soon as you have discovered WD_SIGNAL_THREAD_SHUTDOWN:
if (msg.message == WD_SIGNAL_THREAD_SHUTDOWN) {
// Requested thread shutdown, so destroy the window
new_window.DestroyWindow();
break; // exit the message loop
}
DestroyWindow is a synchronous call, the window will be fully destroyed before it returns and you can exit the loop. So, posting WM_QUIT would be redundant.
Also, you could use message-only window, if the windows is invisible and its only purpose is to process messages.

Game loop in Win32 API

I'm creating game mario like in win32 GDI . I've implemented the new loop for game :
PeekMessage(&msg,NULL,0,0,PM_NOREMOVE);
while (msg.message!=WM_QUIT)
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else // No message to do
{
gGameMain->GameLoop();
}
}
But my game just running until I press Ctrl + Alt + Del ( mouse cursor is rolling ).
I've always been using something like that:
MSG msg;
while (running){
if (PeekMessage(&msg, hWnd, 0, 0, PM_REMOVE)){
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
try{
onIdle();
}
catch(std::exception& e){
onError(e.what());
close();
}
}
onIdle is actual game lopp implementation, onError() is an error handler (takes error description as argument), and "running" is either a global bool variable or a class member. Setting "running" to false shuts down the game.
I think this really depends on your context. Windows will only send a WM_QUIT in response to your application calling PostQuitMessage. A common (if not great) solution here is to use a bool to exit the message loop when your program wants to end.
I guess the program may ask user for continue or exit, inside GameLoop function call. On exit Post WM_QUIT message to the window.
PostMessage(hWnd, WM_QUIT, 0, 0 );
hWnd-> The handle of the game window
else make a call to
DestroyWindow(hWnd);
This will send a WM_DESTROY to your window procedure. There you can call
PostQuitMessage(0);

How do I destroy a Window correctly?

I'm programming a little game, and I set the lpfnWndProc to DefWindowProc
and after that, I made a loop in that way:
MSG lastMessage;
while (true)
{
if (PeekMessage(
&lastMessage,
this->getWindow(),
0, 0,
PM_REMOVE))
{
TranslateMessage(&lastMessage);
DispatchMessage(&lastMessage);
}
}
So how do I handle the Close Window event in that case?
First of all, this is not how you write a message loop: it will take 100% CPU while waiting for messages, and won't remove messages for other windows from the queue. It will also never terminate. See here for an example of a message loop.
About closing windows: DefWindowProc will handle WM_CLOSE automatically and destroy your window. If you want your application to terminate when the window is closed, you need to handle WM_DESTROY and call PostQuitMessage(0) from it. This means you will need your own window procedure instead of DefWindowProc.
If you want WindowProc to be handled by a class, you do something like
class CWindow
{
static LRESULT WindowProc(HWND hwnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
CWindow* self;
if(uMsg == WM_CREATE)
{
self = (CWindow*)((LPCREATESTRUCT)lParam)->lplpCreateParams;
}
else
self = GetWindowLong(hwnd,GWL_USERDATA);
if(self){
switch(uMsg){
case WM_CREATE:
return self->OnCreate(hwnd,(LPCREATESTRUCT)lParam);
case WM_CLOSE:
self->OnClose();
return 0;
// etc.
}
}
return DefWindowProc(hwnd,uMsg,wParam,lParam);
}
int OnCreate(HWND hwnd,LPCREATESTRUCT lpcs)
{
m_hwnd = hwnd;
SetWindowLong(m_hwnd,GWL_USERDATA,this);
return 0;
}
}
Making sure of course to pass 'this' as the last parameter to CreateWindow(Ex).
Next, In your message loop, you MUST check for WM_QUIT messages and use that as a cue to exit the loop. Also, NEVER do a filter on hwnd as that will prevent your application loop from dispatching messages for other windows on your thread. And many windows libraries create message windows on threads to facilitate inter process (and thread) comms. If you dont process all windows messages then (a) your game will eventually run out of memory, and (b) the entire system may start to act funny as your application will make IPC messages deadlock, or time out.
Also, WM_CLOSE is (usually) sent via SendMessage, not PostMessage. Sent messages are delivered straight to the window proc and can't be filtered in the app loop.