C++ - Dialog box question - c++

This is a more concrete question that is connected with my previous one.
I have an application that uses a timer. The code is written the way the my WM_TIMER handler call a DialogBoxParam(...) with some custom message handler (let's call it DlgProc).
This is done somewhat the following way:
case WM_TIMER:
{
// Routine, that displays a special message box
DisplayMessageBox(...);
return 0;
}
Now, if I make DlgProc handle the messages like this (see the code), this would result in tons of dialog boxes (one per WM_TIMER call).
switch (msg)
{
case WM_INITDIALOG:
// (...)
return TRUE;
case WM_COMMAND:
// (...)
return TRUE;
return FALSE;
}
But if I add a dummy WM_PAINT handler (return TRUE;) to my DlgProc, this results in exactly one shown DialogBox and 100% CPU load (that's because I receive tons of WM_PAINT messages).
Q:
What can be done here if I want my application to show exactly ONE dialog box and have no CPU load for WM_PAINT processing? (I mean like, have behaviour similiar to draw unique dialog box and fully pause the parent window).
Also it would be great if someone explains what actually happens in this situation and why do I receive gazillions of WM_PAINT messages to my dialog box and why their processing (with return TRUE) results in preventing the other dialog boxes creation.
Thank you.

1) You should disable the timer after the first WM_TIMER signal is caught if you want to show only one single dialog box. You can do this using KillTimer().
2) Windows wants to keep the GUI up-to-date. Whenever a region on the screen should be updated, it is invalidated using InvalidateRect or InvalidateRgn. Now, for every "invalid" screen part, WM_PAINT is called in order to make in "valid" again.
If you don't do it (or just parts of it), Windows will call WM_PAINT again ... and again. One way is to call ValidateRect. In many cases BeginPaint() and EndPaint() are used to do the job.
3) Maybe most important: you should not just return FALSE! Try DefWindowProc() for windows and DefDlgProc() for dialogs. They will also take care of WM_PAINT appropriately.

It's not that you registered for WM_PAINT, something must cause it (even if you don't add WM_PAINT: handler), look for re/draw functions (like InvalidateRect())

Related

How do I stop Windows from blocking the program during a window drag or menu button being held down?

I am novice with Win32, and I have been pursuing a problem (if it can be called a problem at all) with Windows blocking your program's flow during the event when a user grabs the window title bar and moves it around the screen.
I have no legitimate reason to solve this problem, except that it bothers me. A few possibilities include removing the frame altogether, but it seems an inconvenient hack. Some games (single player) do not find this a problem at all. I have read however, that multiplayer games might experience problems when the program freezes as it expects continuous flow of information and can be overwhelmed after such a delay.
I have tried adding this to my WindowProc
switch (uMsg)
{
case WM_SYSCOMMAND:
if (wParam == SC_CLOSE)
PostQuitMessage(0);
return 0;
...
...
default:
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}
return 0;
And this seems a quick hack, except that when I mousedown over the close icon I can pull the mouse away and let go without closing the program, and during that time, when the close icon is held down, the program once again is blocked.
Furthermore, I do not know how to manually include the code necessary to move the window when the user clicks the titlebar and drags the mouse. For starters I do not know which uMsg's and wParam's to handle.
My question is then, how do I disallow blocking during the case when the user clicks down the exit button (or minimize/maximize buttons) while still handling the case when the mouse is clicked and released over the button, and how do I allow the user to move/drag the window without it blocking the program (or what message is sent when the title bar is clicked without it being a button or menu)?
I am creating the window with WS_SYSMENU | WS_MINIMIZEBOX.
I still want the program to respond to minimize, maximize, and exit commands.
If multi-threading can fix it, then that is interesting, but I wonder if I can get it to work on single-core processors. And I have read about hooks, but the MSDN page is still hard for me to interpret.
Why Is My App Freezing?—An Introduction to Message Loops & Threads
This phenomenon is not isolated to any particular message. It's a fundamental property of the Windows message loop: when one message is being processed, no other message can be processed at the same time. It's not exactly implemented this way, but you can think of it as a queue, where your app pulls the messages out of the queue to process in the reverse order that they are inserted.
Therefore, spending too long processing any message is going to suspend the processing of other messages, effectively freezing your application (because it cannot process any input). The only way to solve this problem is the obvious one: don't spend too long processing any one message.
Often that will mean delegating the processing to a background thread. You will still need to handle all messages on the main thread, and the background worker threads need to report back to the main method when they are finished. All interaction with the GUI needs to happen on a single thread, and that is almost always the main thread in your application (which is why it is often called the UI thread).
(And to answer an objection raised in your question, yes, you can operate multiple threads on single processor machines. You won't necessarily see any performance improvements, but it will make the UI more responsive. The logic here is that a thread can only do one thing at a time, but a processor can switch between threads extremely rapidly, effectively simulating doing more than one thing at a time.)
More useful information is available here in this MSDN article: Preventing Hangs in Windows Applications
Special Cases: Modal Event Processing Loops
Certain window operations on Windows are modal operations. Modal is a common word in computing that basically refers to locking the user into a particular mode where they cannot do anything else until they change (i.e. get out of that) modes. Whenever a modal operation is begun, a separate new message processing loop is spun up and message handling happens there (instead of your main message loop) for the duration of the mode. Common examples of these modal operations are drag-and-drop, window resizing, and message boxes.
Considering the example here of window resizing, your window receives a WM_NCLBUTTONDOWN message, which you pass to DefWindowProc for default processing. DefWindowProc figures out that the user intends to start a move or resize operation, and entered a moving/sizing message loop located somewhere deep in the bowels of Windows' own code. Thus, your application's message loop is no longer running because you've entered into a new moving/sizing mode.
Windows runs this moving/sizing loop as long as the user is interactively moving/sizing the window. It does this so that it can intercept mouse messages and process them accordingly. When the moving/sizing operation completes (e.g., when the user releases the mouse button or presses the Esc key), control will return to your application code.
It is worth pointing out that you are notified that this mode change has occurred via the WM_ENTERSIZEMOVE message; the corresponding WM_EXITSIZEMOVE message indicates that the modal event-processing loop has exited. That allows you to create a timer that will continue to generate WM_TIMER messages that your application can process. The actual details of how this is implemented are relatively unimportant, but the quick explanation is that DefWindowProc continues to dispatch WM_TIMER messages to your application inside of its own modal event processing loop. Use the SetTimer function to create a timer in response to the WM_ENTERSIZEMOVE message, and the KillTimer function to destroy it in response to the WM_EXITSIZEMOVE message.
I only point that out for completeness, though. In the majority of Windows apps that I've written, I've never needed to do that.
So, What Is Wrong With My Code?
Aside from all of that, the behavior you describe in the question are unusual. If you create a new, blank Win32 application using the Visual Studio template, I doubt you will be able to replicate this behavior. Without seeing the rest of your window procedure, I can't tell if you're blocking on any messages (as discussed above), but the part I can see in the question is wrong. You must always call DefWindowProc for messages that you do not explicitly process yourself.
In this case, you might be fooled into thinking that you're doing that, but WM_SYSCOMMAND can have lots of different values for its wParam. You only handle one of those, SC_CLOSE. All of the rest of them just get ignored because you return 0. That includes all of the window moving and resizing functionality (e.g. SC_MOVE, SC_SIZE, SC_MINIMIZE, SC_RESTORE, SC_MAXIMIZE, etc. etc.).
And there's really no good reason to handle WM_SYSCOMMAND yourself; just let DefWindowProc take care of it for you. The only time you need to handle WM_SYSCOMMAND is when you've added custom items to the window menu, and even then, you should pass every command that you do not recognize on to DefWindowProc.
A basic window procedure should look like this:
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch(uMsg)
{
case WM_CLOSE:
DestroyWindow(hWnd);
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
It is also possible that your message loop is wrong. The idiomatic Win32 message loop (located near the bottom of your WinMain function) looks like this:
BOOL ret;
MSG msg;
while ((ret = GetMessage(&msg, nullptr, 0, 0)) != 0)
{
if (ret != -1)
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
// An error occurred! Handle it and bail out.
MessageBox(nullptr, L"Unexpected Error", nullptr, MB_OK | MB_ICONERROR);
return 1;
}
}
You do not need hooks of any kind. The MSDN documentation on these is very good, but you're right: they're complicated. Stay away until you have a better understanding of the Win32 programming model. It is a rare case indeed where you need the functionality provided by a hook.
If multi-threading can fix it, then that is interesting but I wonder
if I can get it to work on single-core processors. And I have read
about hooks, but the MSDN page is still hard for me to interpret.
You can use multiple threads on a single-core processor. Performance would be better on multi-core systems, but that shouldn't prevent you from writing multithreaded applications. Anyway, go for it.
By printing all messages sent to WindowProc it appears WM_NCLBUTTONDOWN is sent last before the block occurs. You could check the mouse location after this event occurs, but it seems an inconvenient way to solve a simple problem.

WM_TIMER stops suddenly in ATL ActiveX control

I originally had an ActiveX control that registered a Windows timer (with SetTimer()) that fires every few seconds. That worked fine so far. Now in order to implement a full screen mode, I added a child window to my control that is supposed to show the content while the control itself manages all the ActiveX stuff.
The problem that I have with this approach is that my WM_TIMER suddenly stops firing at some time. I have traced it back to UIDeactivate() being called on my control but I don't know why this method is called (I believe it has something to do with losing focus) when it wasn't called before.
I would also like to know why my WM_TIMER events suddenly stop while everything else still seems to work fine. And what could it have to do with showing the content in a child window instead of on the ActiveX control itself?
Timers stops for a reason. Which might be:
You do stop timer by KillTimer call
Your window is re-created and timer is not re-enabled
Your control is windowless and you actually don't have a HWND handle
There is a collision in timer identifiers, there is something else (e.g. internal subclassed window) out there to use the same identifier, it sets, kill the timer and you no longer see WM_TIMER messages you enabled earlier
The window thread is busy (frozen) with some activity which does not include message dispatching, so timer itself exists, is healthy and alive, just no messages sent
The things to do - without yet additional information on the issue on hands:
Check threads of your window, and your Set/KillTimer calls to make sure they all make sense together
Use Spy++ tool to check messages posted for your window and/or in the thread of the interest, to find out if you really have WM_TIMERs missing, or they just don't reach your code; also you might see other interesting messages around
Here's an excerpt from ATL implementation of CComControlBase (I would guess that your control inherits from that). Check the part marked with <<<<<<<<<<<:
inline HRESULT CComControlBase::IOleInPlaceObject_InPlaceDeactivate(void)
{
if (!m_bInPlaceActive)
return S_OK;
if(m_bUIActive) {
CComPtr<IOleInPlaceObject> pIPO;
ControlQueryInterface(__uuidof(IOleInPlaceObject), (void**)&pIPO);
ATLENSURE(pIPO != NULL);
pIPO->UIDeactivate();
}
m_bInPlaceActive = FALSE;
// if we have a window, tell it to go away.
//
if (m_hWndCD)
{
ATLTRACE(atlTraceControls,2,_T("Destroying Window\n"));
if (::IsWindow(m_hWndCD))
DestroyWindow(m_hWndCD); <<<<<<<<<<<<<<<<<<<<<<<<<<<
m_hWndCD = NULL;
}
if (m_spInPlaceSite)
m_spInPlaceSite->OnInPlaceDeactivate();
return S_OK;
}
On deactivation, the control window gets destroyed. Therefore it can't process WM_TIMER anymore.

How could I detect when my application is minimized?

I have a program with an option to enable minimizing to the taskbar's notification area. In order for this to work, I need a reliable way of detecting when the user has minimized the application.
How can I do that using the Windows API in a C++ application?
When the user minimizes the window (either using the box on the title bar, or by selecting the "Minimize" option from the system menu), your application will receive a WM_SYSCOMMAND message. The wParam parameter of that message will contain the value SC_MINIMIZE, which indicates the particular type of system command that is being requested. In this case, you don't care about the lParam.
So you need to set up a message map that listens for a WM_SYSCOMMAND message with the wParam set to SC_MINIMIZE. Upon receipt of such a message, you should execute your code to minimize your application to the taskbar notification area, and return 0 (indicating that you've processed the message).
I'm not sure what GUI framework you're using. The sample code could potentially look very different for different toolkits. Here's what you might use in a straight Win32 C application:
switch (message)
{
case WM_SYSCOMMAND:
if ((wParam & 0xFFF0) == SC_MINIMIZE)
{
// shrink the application to the notification area
// ...
return 0;
}
break;
}
I think you are looking for WM_SIZE. When you get this, check the wParam to get the specifics. Here is the MSDN page.
WM_SIZE
You can check the area size returned from GetClientRect - if zero it's minimised, works for me but may not work in all cases.
That's what IsIconic is supposed to determine, but it doesn't work consistently for me. (Oh, for a consistent way to determine this...)
For completeness, there's also GetWindowPlacement. The window state is revealed in the showCmd member of the WINDOWPLACEMENT structure, and if the window is minimized it has a value of 2, or SW_SHOWMINIMIZED.

Using modal progress bar dialogs in Windows CE?

I'm writing a Windows CE application in C++ directly applying the WINAPI. In this application I parse a text file, which may or may not be large and thus may or may not take a while to load; and as I will add functionality to load files across the wireless network, I figured it would be best to add a progress bar.
My aim is to display the progress bar in a modal dialog, thereby preventing the user from interacting with the main window. A thread is then created to perform the loading in the background, leaving the main thread to update the GUI.
However, using EndDialog() prevents me to return to the code which loads the file until the dialog has been closed. Obviously I want to show the dialog and then load the load, periodically updating the progress from the background thread. At this point I only know of two options to circumvent this:
Create the dialog using CreateDialog, modify the message handler to accommodate messages designated to the dialog, disable the main window and lastly create the background thread.
Create the background thread in a suspended initial state, create the dialog using DialogBoxParam passing along the thread ID, and when capturing the WM_INITDIALOG resume the thread.
Although any of these two would probably work (I'm leaning towards the second option), I'm curious about whether this is the way progress bars are supposed to be handled in a Windows environment -- or if there is a leaner, more clever way of doing it.
You don't have to do anything particularly tricky or unusual. Just create the modal dialog box with DialogBox(). In the WM_INITDIALOG handler of your dialog box procedure, create the background thread to load the file. As the loading progresses, send the PBM_SETPOS message to the progress bar control to update it.
When the loading completes, call EndDialog() to close the dialog box. However, EndDialog() must be called from within your dialog procedure. So to do that, you need to send a dummy message (e.g. WM_APP):
DialogBox(..., DlgProc);
// File loading is done and dialog box is gone now
...
INT_PTR CALLBACK DlgProc(HWND hwnd, UINT msg, LPARAM lparam, WPARAM wparam)
{
switch(msg)
{
case WM_INITDIALOG:
CreateThread(..., LoadingThread, ...);
return TRUE;
case WM_APP:
EndDialog(hwnd);
return TRUE;
...
}
return FALSE:
}
DWORD WINAPI LoadingThread(LPVOID param)
{
// Load the file
while(!done)
{
...
SendMessage(hwndProgressBar, PBM_SETPOS, progress, 0);
}
SendMessage(hwndDialogBox, WM_APP, 0, 0);
return 0;
}

What is the difference between WM_QUIT, WM_CLOSE, and WM_DESTROY in a windows program?

I was wondering what the difference between the WM_QUIT, WM_CLOSE, and WM_DESTROY messages in a windows program, essentially: when are they sent, and do they have any automatic effects besides what's defined by the program?
They are totally different.
WM_CLOSE is sent to the window when it is being closed - when its "X" button is clicked, or "Close" is chosen from the window's menu, or Alt-F4 is pressed while the window has focus, etc. If you catch this message, this is your decision how to treat it - ignore it, or really close the window. By default, WM_CLOSE passed to DefWindowProc() causes the window to be destroyed.
WM_DESTROY is sent to the window when it starts to be destroyed. In this stage, in opposition to WM_CLOSE, you cannot stop the process, you can only make any necessary cleanup. When you catch WM_DESTROY, none of its child windows have been destroyed yet.
WM_NCDESTROY is sent to the window when it is finishing being destroyed. All of its child windows have been destroyed by this time.
WM_QUIT is not related to any window (the hwnd got from GetMessage() is NULL, and no window procedure is called). This message indicates that the message loop should be stopped and the application should exit. When GetMessage() reads WM_QUIT, it returns 0 to indicate that. Take a look at a typical message loop snippet - the loop is continued while GetMessage() returns non-zero.
WM_QUIT can be sent by the PostQuitMessage() function. This function is usually called when the main window receives WM_DESTROY (see a typical window procedure snippet).
First of all, the WM_CLOSE and WM_DESTROY messages are associated with particular windows whereas the WM_QUIT message is applicable to the whole application (well thread) and the message is never received through a window procedure (WndProc routine), but only through the GetMessage or PeekMessage functions.
In your WndProc routine the DefWindowProc function takes care of the default behavoir of these messages. The WM_CLOSE messages requests that the application should close and the default behavoir for this is to call the DestroyWindow function. Its when this DestroyWindow function is called that the WM_DESTROY message is sent. Notice that the WM_CLOSE is only a message requesting that you close (like WM_QUIT) - you don't actually have to exit/quit. But the WM_DESTROY message tells you that your window IS being closed and destroyed so you must cleanup any resources, handles etc.
Just so it doesn't get lost in the comments... don't forget about WM_CANCEL. When you click the close (x) button on an MFC dialog, it will certainly send WM_CLOSE. The default OnClose() function will then call the default (base class) OnCancel() function.
However, if you simply type the ESC key, this will lead to the closure of the dialog, but (as far as I can tell) without generating the WM_CLOSE event - it goes directly to the WM_CANCEL/OnCancel() mechanism.
I hereby invite the community to elaborate on this... or edit that elaboration into the accepted answer.
At first let's discuss WM_QUIT - the difference from another messages that this is not associated with window. It is used by application. For example this can be handled by non-visible standalone OLE server (.exe, but not in-proc as .dll)
WM_CLOSE - per msdn: "An application can prompt the user for confirmation, prior to destroying a window" - it is used as notification about intention to close (you can reject this intention).
WM_DESTROY - is a fact that window is closing and all resources must(!) be deallocated.
I know this is old, but just trying to provide a clearer answer for anyone.
// What causes each message?
WM_CLOSE: // Pressed Close Button (X) / Alt+F4 / "Close" in context menu
WM_DESTROY: // Called DestroyWindow(hwnd)
WM_QUIT: // Called PostQuitMessage(exit)
// What do they do by default?
case WM_CLOSE: DestroyWindow(hwnd); return 0; // pressed close? destroy window.
case WM_DESTROY: PostQuitMessage(0); return 0; // destroyed window? quit message loop.
// WM_QUIT isn't associated with a window, so isn't sent to the window procedure
So WM_CLOSE is just so we can request to destroy the window. However you might want it to show a popup in your game asking if you're sure. (and if you want to save first)
And WM_DESTROY doesn't actually post the quit message by default, since you could have multiple windows. That's just the usual event we quit after. You could have WM_CLOSE call PostQuitMessage(exit) and destroy your window(s) after the message loop if you wanted.
If you wanted a custom close button in your game, it should do what WM_CLOSE does.
Also there is the function CloseWindow(hwnd), however it simply minimizes the window.
Hope this helps anyone.