Why is it that if I call a seemingly synchronous Windows function like MessageBox() inside of my message loop, the loop itself doesn't freeze as if I called Sleep() (or a similar function) instead? To illustrate my point, take the following skeletal WndProc:
int counter = 0;
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_CREATE:
SetTimer(hwnd, 1, 1000, NULL); //start a 1 second timer
break;
case WM_PAINT:
// paint/display counter variable onto window
break;
case WM_TIMER: //occurs every second
counter++;
InvalidateRect(hwnd, NULL, TRUE); //force window to repaint itself
break;
case WM_LBUTTONDOWN: //someone clicks the window
MessageBox(hwnd, "", "", 0);
MessageBeep(MB_OK); //play a sound after MessageBox returns
break;
//default ....
}
return 0;
}
In the above example, the program's main function is to run a timer and display the counter's value every second. However, if the user clicks on our window, the program displays a message box and then beeps after the box is closed.
Here's where it gets interesting: we can tell MessageBox() is a synchronous function because MessageBeep() doesn't execute until the message box is closed. However, the timer keeps running, and the window is repainted every second even while the message box is displayed. So while MessageBox() is apparently a blocking function call, other messages (WM_TIMER/WM_PAINT) can still be processed. That's fine, except if I substitute MessageBox for another blocking call like Sleep()
case WM_LBUTTONDOWN:
Sleep(10000); //wait 10 seconds
MessageBeep(MB_OK);
break;
This blocks my application entirely, and no message processing occurs for the 10 seconds (WM_TIMER/WM_PAINT aren't processed, the counter doesn't update, program 'freezes', etc). So why is it that MessageBox() allows message processing to continue while Sleep() doesn't? Given that my application is single-threaded, what is it that MessageBox() does to allow this functionality? Does the system 'replicate' my application thread, so that way it can finish the WM_LBUTTONDOWN code once MessageBox() is done, while still allowing the original thread to process other messages in the interim? (that was my uneducated guess)
Thanks in advance
The MessageBox() and similar Windows API functions are not blocking the execution, like an IO operation or mutexing would do. The MessageBox() function creates a dialog box usually with an OK button - so you'd expect automatic handling of the window messages related to the message box. This is implemented with its own message loop: no new thread is created, but your application remains responsive, because selected messages (like for painting) are handled calling recursively your WndProc() function, while other messages are not transmitted, because of the modal type of the created window.
Sleep() and other functions (when called directly from your WndProc() handling a window message) would actually block the execution of your single threaded message loop - no other message would be processed.
MessageBox runs its own Win32 message loop (so as not to freeze calling app).
Beware of using it in non reentrant functions...
EDIT: to elaborate:
Message loop on windows is something like that (stolen from msdn):
while( (bRet = GetMessage( &msg, NULL, 0, 0 )) != 0)
{
if (bRet == -1)
{
// handle the error and possibly exit
}
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
DispatchMessage will call whatever window procedure it needs to. That window proc can start its own loop (on the same thread), and it will call DispatchMessage itself, which will call whatever message handlers.
If you want to see it, launch your app in debugger, pop up message box and break. You will be dropped somewhere within its loop. Look at the callstack and see if you can find parent loop.
Related
I know with Windows notification message, WM_CLOSE refers to closing the window via "X" button on the top right hand corner of the window.
Does anyone know the notification message for closing with File->Exit?
The reason I asked is because I'm trying to implement JNI native code to gracefully close window when user initiated system shutdown. refer to my earlier post (Winapi - SetWindowLongPtr in ShutdownBlockReasonCreate / Destroy implementation of JNI native code) for background.
When clicking on 'X' to close, confirmation dialog box comes up which prevents shutdown reason message from disappearing (when I expect it to disappear after a while). I know File->Exit from menu bar doesn't ask for confirmation, but how do I implement this using windows notification message?
After some digging around the only suggestions I found is to use DestroyWindow. So I tried closing the window using DestroyWindow() function, but it only "Destroys" the window, rather than ending the whole application. Here's my switch statement in my WndProc CallBack function:
switch (message) {
case WM_QUERYENDSESSION:
PostMessage(hWnd, WM_CLOSE, 0, 0);
return 0;
case WM_ENDSESSION:
PostMessage(hWnd, WM_CLOSE, 0, 0);
return 0;
case WM_CLOSE:
DestroyWindow(hWnd);
break;
case WM_NCDESTROY:
RemoveWindowSubclass(hWnd, AppWndProc, uIdSubclass);
break;
}
Any help would be much appreciated!
Cheers
I know with Windows notification message, WM_CLOSE refers to closing the window via "X" button on the top right hand corner of the window.
Actually, when the window's standard "X" button is clicked (or the standard "Close" item on the window's top-left corner menu is selected if enabled, or the window receives an ALT+F4 keystroke), a WM_SYSCOMMAND message is issued to the window with the wParam containing the SC_CLOSE flag. If that message is passed to DefWindowProc() (the default behavior), it then issues a WM_CLOSE message to the window.
See Closing the Window.
It is possible that other conditions can also cause a WM_CLOSE message to be issued.
Does anyone know the notification message for closing with File->Exit?
What happens when that menu item is selected is defined by the application, not the OS. The application can do whatever it wants, including destroying the window immediately if it wants to.
However, that being said, if the menu is a standard Win32 menu, then the window will receive a WM_COMMAND message containing the ID of the menu item that was selected, at least.
The reason I asked is because I'm trying to implement JNI native code to gracefully close window when user initiated system shutdown.
By default, you don't need to do anything for that. The OS automatically closes all open windows during system shutdown. Rather than closing your window manually, you should instead react to your window being closed, if you need to clean up any resources.
When clicking on 'X' to close, confirmation dialog box comes up which prevents shutdown reason message from disappearing (when I expect it to disappear after a while).
Then the application is not handling system shutdown correctly.
Most applications present such a confirmation box in response to receiving the WM_CLOSE message. If the confirmation is aborted, the application discards the message and moves on. However, applications shouldn't prompt the user for confirmation during system shutdown. But not all applications follow that rule.
I know File->Exit from menu bar doesn't ask for confirmation
Again, that is for the application to decide, not the OS.
how do I implement this using windows notification message? After some digging around the only suggestions I found is to use DestroyWindow.
Correct. Or, you can alternatively post a WM_QUIT message to the message queue instead. See the PostQuitMessage() function.
So I tried closing the window using DestroyWindow() function, but it only "Destroys" the window, rather than ending the whole application.
It is the application's responsibility to terminate itself, usually by exiting its message loop when its main window has been destroyed.
Here's my switch statement in my WndProc CallBack function:
There is no need to post WM_CLOSE in response to WM_QUERYENDSESSION or WM_ENDSESSION. Let the OS handle that for you.
If you don't want the confirmation to appear during system shutdown, change your code to something more like this:
bool shuttingDown = false;
LRESULT CALLBACK AppWndProc(
_In_ HWND hWnd,
_In_ UINT message,
_In_ WPARAM wParam,
_In_ LPARAM lParam,
_In_ UINT_PTR uIdSubclass,
_In_ DWORD_PTR dwRefData
) {
switch (message) {
case WM_QUERYENDSESSION:
shuttingDown = true;
break;
case WM_ENDSESSION:
if (wParam == FALSE)
shuttingDown = false;
break;
case WM_CLOSE:
if (shuttingDown) {
DestroyWindow(hWnd);
// or:
// PostQuitMessage(0);
return 0;
}
break;
case WM_NCDESTROY:
RemoveWindowSubclass(hWnd, AppWndProc, uIdSubclass);
break;
}
return DefSubclassProc(hWnd, message, wParam, lParam);
}
There's no specific message to handle your File>Exit. You must handle it as any other menu item:
Define an identifier for your menu item. Choose anything you want, it has no particular meaning for windows.
When constructing your menu, specifiy this identifier in AppendMenu/InsertMenu/etc. or in your resource file
In your window procedure, intercept the WM_COMMAND message. If LOWORD(wParam) corresponds to the identifier, this means that the menu item has been activated
A typical way of handling an exit command is to send a WM_CLOSE message, as you are already doing in your example code.
So you will avoid code duplication and be sure that the behavior will be the same regardless of how the user choose to exit your application (via menu, click on the "x", or Alt+F4)
In the handing of WM_CLOSE, you can choose to show a message box, destroy the window, post a quit message, or whatever else you want. BY default the DefWindowProc calls DestroyWindow, which in turn sends the WM_DESTROY message.
Note that WM_CLOSE is also triggered when selecting the "Close" item of the system menu (Alt+Space or click on the window icon on the left next to the window title)
I'm working on a 3D editor app using Direct3D and WinAPI. I create a main window, which has a child window that takes up a portion of the main window's client area. This is used by D3D as the render target. I then also create a separate window with CreateWindow, which is built the same way as the main window (i.e a "main window" and an internal child used as a render target), and I make this window a child of the main application window (to ensure that they are minimized/restored/closed together).
The D3D rendering is executed by the render target child windows processing their WM_PAINT messages. To reduce unnecessary overhead, I set the window procedures to only render on WM_PAINT if GetForegroundWindow and GetFocus match the respective window handles. In other words, I only want a window's rendering to be refreshed if it's on top and is focused.
This is my main message loop:
HWND mainWnd;
HWND mainRenderWnd;
HWND childWnd;
HWND childRenderWnd;
// ...
MSG msg = {};
while (WM_QUIT != msg.message)
{
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE))
{
if (!TranslateAccelerator(mainWnd, accel, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
{
// Run non-UI code...
}
}
When the main window gets WM_SETFOCUS, I have it set the focus to its render target child window, since I'll want to process inputs there (e.g camera controls):
// ...
LRESULT CALLBACK MainWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch(uMsg)
{
//...
case WM_SETFOCUS:
{
SetFocus(mainRenderWnd);
return 0;
}
//...
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
I do the same in the window procedure for childWnd, setting the focus to childRenderWnd. This window is opened and closed by the user, i.e at any one time it may or may not exist, but when it does and is not minimized, it needs to be the foreground window with focus. Also, to control the framerate for the child window, I use a Timer to refresh it:
static constexpr UINT_PTR RENDER_TIMER_ID = (UINT_PTR)0x200;
void TimerCallback(HWND Arg1, UINT Arg2, UINT_PTR Arg3, DWORD Arg4)
{
if (IsIconic(childWnd) || !(GetFocus() == childRenderWnd))
return;
// Invalidate the render area to make sure it gets redrawn
InvalidateRect(childRenderWnd, nullptr, false);
}
// ...
SetTimer(childWnd, RENDER_TIMER_ID, 16, (TIMERPROC)TimerCallback);
With all this set up, mainWnd and mainRenderWnd seem to work just fine. However, childRenderWnd refuses to have anything rendered to it when it is in the foreground and in focus. While debugging, I found that while this is the case, the timer callback never gets executed, nor does a WM_TIMER message get dispatched to the child window.
On the other hand, the moment I deliberately move focus out of the child window and onto the main window (while keeping both open), the timer message gets sent, and the callback is executed. Another problem is that when I minimize the app while both windows are open, and then restore them both, the render target of neither of the windows is refreshed. Instead, it seems like the focus got "flipped", as I have to click on my child window first, then my main window, and that makes it refresh properly (while the child still refuses to render anything).
What am I missing? I searched for others having problem, e.g an incorrect message pump setup blocking WM_TIMER, but nothing seems to explain what's going on here.
Thanks in advance for the help!
IInspectable and Raymond Chen's comments have helped lead me to the answer. I tried to reproduce the error in a minimal app and finally came upon the source of my trouble. Originally, the main window would just call InvalidateRect in the message loop if there were no messages to be dispatched, effectively redrawing itself every chance it got. This originally did not seem to cause any harm, the scene was rendered just fine, and the window responded to inputs. Once I introduced a second window, however, it must have flooded the message loop with paint messages, making it impossible for any timer messages to get through.
The solution, quite simply, was to give a timer to both windows to set the rate at which they would refresh their D3D render targets. Coupled with focus checks, I can now easily alternate between both windows, with only one refreshing itself at any given time.
The question remains whether the WinAPI timer system is the best choice. My bad code aside, people have mentioned that the timer's messages are low-priority, which might make it a poor choice for framerate control in the long run.
EDIT: I ended up going with IInspectable's suggestion to use a while loop within the main message loop to process to dispatch all messages, and once those are processed, I perform a frame update. This allows me to consistently update all windows and control the frame rate without risking the issue of window messages being stuck.
I wanted to read out messages in my message loop right before I dispatch them to my window procedure. Most messages I tried reading like this were read correctly, but when I close the window, a WM_CLOSE or WM_DESTROY message could not be read as it seems as if they were never received. Here's what i do:
void Framework::Run(){
while(running){
MSG msg;
while(PeakMessage(&msg, NULL, 0, 0)){
TranslateMessage(&msg);
switch(msg.message){
case WM_DESTROY:
PostQuitMessage(0);
break;
case WM_QUIT:
running = false;
break;
//...other cases...
}
DispatchMessage(&msg);
}
//...
}
}
I put a breakpoint at the first case, but even when I close the window (by clicking the 'X') the breakpoint is never hit. Though, when I check for WM_DESTROY in the window procedure, it gets read and every thing goes fine. Why not outside it?
Are such messages sent directly to the window proc? How?
A message loop only sees messages that are posted to the calling thread's message queue. Not all messages go through the message queue. WM_DESTROY is one such message. What you should be doing instead is handling the messages in the window procedure so you see every message that the window receives, whether the message went through the message queue or not.
If you need to look at messages for a window you are not creating yourself, or for a standard window that has a system-provided window procedure, you can subclass the window using SetWindowLongPtr(GWLP_WNDPROC) or SetWindowSubclass(). See Subclassing Controls for more details.
I use an application that uses mdi and a script can be attached to, and detached from, a mdi window to be run/stopped on demand; this script loads my dll that does some work; it does fine so; however, when I detach the script still all is fine and the application should unload the dll (and it calls dllmain with the appropriate thread_attach/detach and process_attach/detach operations). Now if I try to re-attach the script to the winow, or to attach it to another window, after the dll has been in use once - the main application crashes. I have isloated the problem to a thread that is created by the dll; the tread crates a window; so, I create the thread like so:
if (!hThread) hThread = CreateThread(NULL, 0, ThreadProc, NULL, 0, NULL);
and, when the script is detached it shuts down the thread like so (no matter if the commented-out lines are uncommented-out):
SendMessage(hWnd, WM_DESTROY, 0, 0);
//TerminateThread(hThread, 0);
//WaitForSingleObject(hWndThread, INFINITE);
CloseHandle(hThread);
hThread = NULL;
I'm at a loss here as to why the main app crashes. A different thread (i.e. one that would simply sleep for a second and loop, will do no harm. What gives?
Ok, here are some ideas:
You said your thread opens a window. Do you run a message loop in the thread function, or you expect your window to be serviced by some other message loop?
If you are running your own message loop in the thread, then exiting the loop may or may not happen, depending on how you have written it. If you use something like:
while(GetMessage(&msg, ...) // msg loop in the thread function
{
....
}
DestroyWindow(hWnd); // see comment below
then this requires a WM_QUIT and not WM_DESTROY to exit. Anyway, the best is to send your window a WM_QUIT and after exiting the message loop then call DestroyWindow() to destroy it properly.
Quoting from MSDN:
DestroyWindow function
Destroys the specified window. The function sends WM_DESTROY and WM_NCDESTROY messages to the window to deactivate it and remove the keyboard focus from it. The function also destroys the window's menu, flushes the thread message queue, destroys timers, removes clipboard ownership, and breaks the clipboard viewer chain (if the window is at the top of the viewer chain
After posting WM_QUIT message to your window, your main thread should wait for the window thread to exit. Here is some relevant code:
SendMessage(hWnd, WM_QUIT, 0, 0); // send your quit message to exit the msg loop
if (WaitForSingleObject(hThread, 5000) != WAIT_OBJECT_0) // wait up to 5 seconds
{
TerminateThread(hThread, -1); // bad! try to never end here
}
I hope this helps. I use this in a threaded log viewer that uses a window to display log messages.
Probably just a gross oversight of some sort, but I'm not receiving any WM_SIZE messages in the message loop. However, I do receive them in the WndProc. I thought the windows loop gave messages out to WndProc?
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
{
switch(message)
{
// this message is read when the window is closed
case WM_DESTROY:
{
// close the application entirely
PostQuitMessage(0);
return 0;
} break;
case WM_SIZE:
return 0;
break;
}
printf("wndproc - %i\n", message);
// Handle any messages the switch statement didn't
return DefWindowProc (hWnd, message, wParam, lParam);
}
... and now the message loop...
while(TRUE)
{
// Check to see if any messages are waiting in the queue
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
// translate keystroke messages into the right format
TranslateMessage(&msg);
// send the message to the WindowProc function
DispatchMessage(&msg);
// check to see if it's time to quit
if(msg.message == WM_QUIT)
{
break;
}
if(msg.message == WM_SIZING)
{
printf("loop - resizing...\n");
}
}
else
{
//do other stuff
}
}
If a message is sent by the system to your window while it's in DefWindowProc or elsewhere in that netherworld that's the Windows message queue, then that message is not going to be seen by your message loop at all.
Note that this is only true for sent messages. Posted messages will show up in the message loop.
If you want to filter all messages, use SetWindowsHookEx with your thread ID, and the appropriate hook type. Or better yet, process them properly in your WndProc.
While you've got hold of the sizing gripper, I believe that Windows is running its own message loop. That will dispatch to your message queue, but your loop is out of the picture while the sizing is ongoing.
The frame window will call SetCapture to capture all subsequent mouse messages. Then it'll resize your window as the mouse moves. It'll also pump the message loop; you can see some similar code here: ftp://ftp.ringdale.com/support/Nlynx/Tech%20Support%20Docs/Midrange/EmeraldSeries/ADK/DDE/C/APITERM/TRACK.C. Note the message loop in the middle of that function.
It pumps the queue itself so that the sizing code doesn't have to return until after the resize tracking is complete.
Edit: I bring up the tracking rectangle code since that's how window resizing used to work, showing just a thin rectangular outline of the window, until we got dynamic window resizing where the entire window updates on the fly while you resize. The behavior internally is likely similar.
Edit 2: Still, credit to the guys who mentioned posted vs sent messages... sent messages won't ever go through the message pump. Sent messages quickly boil down to a function call of your wnd proc. Unless they're sent to windows owned by a different thread, which becomes a lot more complex; they get added to an internal queue belonging to the destination thread's message queue, and are processed internally - before posted messages are returned -inside GetMessage. Getting the sent message's return value back to the source thread involves more gyrations :)
WM_SIZING and WM_SIZE are not the same message. I think ordinary mouse operations to resize a window send WM_SIZING first, but if some program sends a WM_SIZE message then you're only going to get WM_SIZE without WM_SIZING.