Passing parameters to a window call in Windows - c++

I'm new to programming against Windows calls, and I'm trying to figure out a way to pass a parameter to the lpfnWndProc function. I have the following code:
HWND hwnd;
WNDCLASS wc1 = {0};
wc1.lpszClassName = TEXT( "sample" );
wc1.hInstance = 0;
wc1.hbrBackground = GetSysColorBrush(COLOR_3DFACE);
wc1.lpfnWndProc = DepthWndProc;
Note the line wc1.lpfnWndProc = DepthWndProc; Am I able to pass DepthWndProc a parameter? If so, what does the syntax look like?
Thanks!

You are assigning a function pointer here, not making a call. Thus no passing of arguments.
Having to store extra state with a HWND isn't unusual, a very common requirement for a C++ class wrapper around a window for example. You should keep a map<> to help you retrieve the wrapper object from the window handle value. Using SetWindowLongPtr() with GWLP_USERDATA is possible too but less ideal if you don't control the window creation.

You can call DepthWndProc directly and pass its parameters, but why on earth would you do that? That's not how windows programming works.
You are giving windows a function to call whenever it has a message to send to your window.

Related

C++ Creating Window in other cpp files (not in WinMain)

I have a function that is located in a different cpp file than WinMain is, and when called will create a window. However the windows class for that new window was declared and registered inside of WinMain. Now, when I create the window in the separate function, I am forced to redeclare the 2nd and 3rd variable of the CreateWindowEx function:
_In_opt_ LPCTSTR lpClassName,
_In_opt_ LPCTSTR lpWindowName,
because the location of the function that is actually doing the creating doesn't have access to those variables that were created in WinMain. Now... my doubt is, is my program actually using the window class I registered in WinMain? For all I know, redeclaring these variables, and creating the function far away from the WinMain function could have caused the compiler to adopt some other standard window class. So, is my program actually using the window class I registered in WinMain?
Edited: giving slightly more code
//+++++++++++++++++++++++++++++++++++++cpp file with win main:
INT WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
...//previous code made the main window of the program and so forth
const char g_szClassName2[] = "windowClass2";//name of the window class
WNDCLASSEX winClass2;
HWND invisHWnd;
winClass2.cbSize = sizeof(WNDCLASSEX);
winClass2.style = 0;
winClass2.lpfnWndProc = WndProcedure2;
winClass2.cbClsExtra = 0;
winClass2.cbWndExtra = 0;
winClass2.hInstance = hInstance;
winClass2.hIcon = LoadIcon(NULL, IDI_APPLICATION);
winClass2.hCursor = LoadCursor(NULL, IDC_ARROW);
winClass2.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
winClass2.lpszMenuName = NULL;
winClass2.lpszClassName = g_szClassName2;
winClass2.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
RegisterClassEx(&winClass2);
... //other code irrelevant to issue
}
//+++++++++++++++++++++++++++++++++++++other cpp file:
void otherCppFile::creatingWindow()
{
const char g_szClassName2[] = "windowClass2";//name of the window class
const char WndName2[] = "winClass2";//name of the window class
HWND windowHandle = CreateWindowEx(0,
g_szClassName2,
WndName2,
WS_OVERLAPPEDWINDOW,
0,
0,
800,
500,
NULL,
NULL,
NULL,
NULL);
}
Is this last function using the window class registered in WinMain even though it is not located in WinMain and some of the variables are redeclared in the function?
The whole point of registering a window class is so that it is unique and you can use it whenever you need to. When you register a window class using the RegisterClass[Ex] function, you have two options for identifying it:
The window class name (a string) that you passed into the function.
An ATOM (an integer value) that is returned by the function.
In 99.9% of cases, you'll forget about the ATOM and just use the string. You need the string to create the window class, so you might as well just keep up with the string and use it to create windows of that class.
Technically, what you're doing is okay, then. You have multiple variables, but they all contain exactly the same string value, so everything is working properly. But that's a maintenance nightmare, and also violates the DRY (don't repeat yourself) rule. What if you wanted to change the name of your window class? You'd have to find every file that declared it and make sure that you updated it. Then you'd have to wait forever for your entire project to recompile, because you've touched large numbers of files. No good.
Instead, you want to declare this variable at global scope, making it available in every file of your project that creates windows. Put it in a common header file that you're going to include in all of your code files, or make a separate Window.h header or something of that nature and include it where appropriate.
Do make sure that this window class name is declared as a constant. There is no reason it should ever be modified during the execution of your application.
If you're struggling with declaring and/or using global constants in C++, you might check the answers to this question or do a search of your own on Stack Overflow. This part is not unique to Windows programming; it is just basic C++.
Of course, you'll often hear that global variables are bad. That's true enough. The code that you're writing isn't really C++. It is C. The Windows API is a C API, so it naturally leads you into writing C code in C++. If you want to really write C++ code, you'll need to find (or write your own) C++ wrapper around the C-based Windows API. For example, you'd write a class that represents windows, and that class would contain a static class-level constant that holds the name of your window class. The class would be responsible for creating all new windows, so you wouldn't need to scatter that information or those implementation details across multiple code files.
As far as the window name, this is completely different. Windows doesn't use it to identify your window. In fact, it is a completely optional parameter for the CreateWindow[Ex] function. You don't even have to give the window a name. This is actually the name that appears in the window's title bar. It is used by the user to identify the window. As such, it often needs to be localized and should be stored in your project's resources file, not in the source code. Use the LoadString function to load strings from your project's resource file. You can do this dynamically whenever you create a window: just load the string you want to use as the caption for that particular window.

Nested Dialog Procedures

I'm not sure how to call Dialog Procedures of certain classes and was looking for some help.
I'm aware for a normal Message Procedure you can do this in the MessageProc:
case WM_CREATE:
{
CREATESTRUCT* cs = (CREATESTRUCT*)_lParam;
pApplication = (CApplication*)cs->lpCreateParams;
return pApplication->MessageProc(_Msg, _wParam, _lParam);
}
which will allow you to create a Message Proc independent to the class.
However due to the fact I don't know exactly how the first two lines work (just the definition that they return the 'this' pointer of the application), I can't work out what to do to get my Dialog Procedures to do a similar thing
case WM_INITDIALOG:
{
//How can I get the pointer to the inspector that
//I want to call the dialog proc on?
return pInspector->DlgProc(_hWndDlg, _Msg, _wParam, _lParam);
}
Any help to both get the pointer to the inspector working and also clarify exactly what the other two lines are doing in WM_CREATE would be appreciated
When a window is created, it receives a WM_CREATE message with a pointer to a CREATESTRUCT structure, and in there is a pointer-sized userdata field (lpCreateParams). This value comes from the lpParam argument passed to the CreateWindowEx() function.
This is the general mechanism which lets you associate your own class or data structure with an instance of a window.
This pointer generally needs to be saved somewhere in order to use it later on. One common way of doing this is to store it in a window property:
case WM_CREATE:
{
CREATESTRUCT* cs = (CREATESTRUCT*)_lParam;
pApplication = (CApplication*)cs->lpCreateParams;
SetProp(hWnd, L"my.property", (HANDLE)pApplication);
}
Then to retrieve the value when handling other messages:
pApplication = (CApplication*)GetProp(hWnd, L"my.property");
Dialogs are not exactly like normal windows, so although a similar mechanism exists, it is implemented differently. When a dialog procedure receives the WM_INITDIALOG message, the lParam value is equivalent to the lpCreateParams value in a WM_CREATE message.
In order to save your pInspector value it would need to have been provided as the dwInitParam value when the dialog was created, but assuming that it was, you can handle this in a similar way:
case WM_INITDIALOG:
{
pInspector = (CInspector*)lParam;
SetProp(hWnd, L"my.property", (HANDLE)pInspector);
}
And to retrieve the value when handling other messages:
pInspector = (CInspector*)GetProp(hWnd, L"my.property");

How can I make the command prompt window open in the top left corner?

I'm fairly new (about 10 weeks into an level 1 high school course) and I'm trying to see how I can format the command prompt window. I've learned how to set the size of the window, but not the position. I'm using code::blocks on a windows XP
First, Read This
Then, try these... (in a batch file)
Set mycmdHeight=40
Set mycmdWidth=80
Set mycmdxPos=0
Set mycmdyPos=120
Or, programmatically, look here or here
You can use windows function to move the console windows in your desire location.
First look the function to return the handle of current windows.
HWND WINAPI GetConsoleWindowNT(void)
{
// declare function pointer type
typedef HWND WINAPI (*GetConsoleWindowT)(void);
// declare one such function pointer
GetConsoleWindowT GetConsoleWindow;
// get a handle on kernel32.dll
HMODULE hK32Lib = GetModuleHandle(TEXT("KERNEL32.DLL"));
// assign procedure address to function pointer
GetConsoleWindow = (GetConsoleWindowT)GetProcAddress(hK32Lib,TEXT("GetConsoleWindow"));
// check if the function pointer is valid
// since the function is undocumented
if ( GetConsoleWindow == NULL ) {
return NULL;
}
// call the undocumented function
return GetConsoleWindow();
}
Use above function to get the handle of current window.
HWND hwnd = GetConsoleWindowNT();
Now, you can move your windows at your desire location using MoveWindow function like below:
MoveWindow(hWnd,1230,750,200,100,TRUE);
You can get the complete sample program here.

Winapi: createWindow in plugin

I'm developing a plugin (a dll that is loaded by other app). There's a special function that should return HWND so that app can show a dialog. The problem is that I don't know from where I can get the hInstance (it's not passed as a parameter to the function).
Looks like I'm not understanding something, I'm new to all this stuff, so forgive if the question is silly.
UPD: tried to get hInstance with getModuleHandle:
void* createLoginDialog() {
HINSTANCE hIns = (HINSTANCE) GetModuleHandle(L"comapping");
HWND hWnd = CreateWindow(L"Popup",
L"Enter login",
WS_POPUP,
20,
20,
20,
20,
NULL,
NULL,
hIns,
NULL);
return hWnd;
}
I'm still getting Access Violation.
Several ways to get it:
The first argument passed to your DllMain() entrypoint, cast to HINSTANCE
GetModuleHandle() using your DLL name, cast to HINSTANCE
VirtualQuery(), passing the address of your function. Cast the returned MEMORY_BASIC_INFORMATION.BaseAddress to HINSTANCE. Works on both 32-bit and 64-bit versions of Windows.
According to the documentation of CreateWindow, the hInstance argument is optional. This means that it's valid to pass NULL here. However, as Simon Richter points out in the comments to this answer, the argument may only be NULL the window class is registered globally.
If you're writing a DLL, you may just as well define a DllMain entry point function yourself. This function is called by Windows, passing the handle of your function as the first arugment. You can memorize this handle somewhere to reuse it when creating your window.

Wrapping a PropertySheet; how to handle callbacks?

I'm writing an (unmanaged) C++ class to wrap the Windows PropertySheet. Essentially, something like this:
class PropSheet {
PROPSHEETHEADER d_header;
public:
PropSheet(/* parameters */);
INT_PTR show();
private:
static int CALLBACK *propSheetProc(HWND hwnd, UINT msg, LPARAM lParam);
};
The constructor just initializes the d_header member:
PropSheet::PropSheet(/* parameters */) {
d_header.dwSize = sizeof(PROPSHEETHEADER);
d_header.dwFlags = PSH_USECALLBACK;
// ...
d_header.pfnCallback = &propSheetProc;
// ...
}
After which I can show it, modally, with:
INT_PTR PropSheet::show() {
return PropertySheet(&d_header);
}
Now the problem is, because the callback is static, that it cannot access the wrapper class. If this were a normal window, with a WindowProc instead of a PropSheetProc, I could attach some extra data to the window using cbWndExtra in WNDCLASS, in which I could store a pointer back to the wrapper, like in this article. But property sheets do not offer this functionality.
Furthermore, because the property sheet is shown modally, I can execute no code between the creation and destruction of the actual window, except when that code is executed through the callback or one of the sheets's window procedures.
The best solution I've come up with so far is to, right before showing the property sheet, store a pointer to the wrapper class inside a global variable. But this assumes that I'll only be showing one property sheet at a time, and is quite ugly anyway.
Does anyone have a better idea how to work around this?
As you are showing the property sheet modally, you should be able to use the parent window (i.e. its handle) of the property sheet to map to an instance, using ::GetParent() on the hwndDlg parameter of PropSheetProc().
Awesome, yet another Win32 API that uses callbacks without a user-defined context parameter. It is not the only one, alas. e.g. CreateWindow is bad (it gives you user-defined context, but that context isn't available for the first few window messages), SetWindowsHookEx is even worse (no context at all).
The only "solution" that is general-purpose and effective is to emit a small piece of executable code with a 'this' pointer hardcoded. Something like this: http://episteme.arstechnica.com/eve/forums/a/tpc/f/6330927813/m/848000817831?r=848000817831#848000817831
It's horrible.
The PROPSHEETPAGE structure has an lParam field available for callbacks. In your PROPSHEETHEADER, you can include the PSH_PROPSHEETPAGE flag to pass an array of PROPSHEETPAGE items describing your pages, or omit the flag to pass an array of preallocated HPROPSHEETPAGE handles instead (which means using CreatePropertySheetPage(), and thus using PROPSHEETPAGE anyway).
You've already admitted "I can execute no code between the creation and destruction of the actual window". It seems that a global variable wouldn't be a terrible hack.
I've found another option: using SetProp to add a property that stores the pointer to the wrapper. Only requires the global variable once, to be able call SetProp from the property sheet callback.