Should i use this form of switch statement:
switch(msg)
{
case WM_LBUTTONDOWN:
{
char szFileName[MAX_PATH];
HINSTANCE hInstance = GetModuleHandle(NULL);
GetModuleFileName(hInstance, (LPWCH)szFileName, MAX_PATH);
MessageBox(hwnd, (LPCWSTR)szFileName, L"This program is:", MB_OK | MB_ICONINFORMATION);
}
break;
case WM_CLOSE:
DestroyWindow(hwnd);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hwnd, msg, wParam, lParam);
}
return 0;
or make a function for the first case constant ?
There's nothing wrong with how you have it, but it's probably cleaner code to call a function so you can keep your functions a reasonable size.
Also, take a look at message crackers
What you going to do when will hadle 20 or 50 window messages?
Maybe it right time for create map - events on functions ( fuctors ) and call them?
Or start to use rule - one message = one function call.
char szFileName[MAX_PATH];
HINSTANCE hInstance = GetModuleHandle(NULL);
GetModuleFileName(hInstance, (LPWCH)szFileName, MAX_PATH);
MessageBox(hwnd, (LPCWSTR)szFileName, L"This program is:", MB_OK | MB_ICONINFORMATION);
Could you explain this strange trick with convetation (LPCWSTR)szFileName. Why you don't use array wchar_t instead casting? - you will have big problem with long paths ( path_length > MAX_PATH / sizeof( wchar_t ) )
One reccomendation - avoid to use casts in general and C-style casts in particulary.
If you are asking if you should turn the code in the first case into a function, then yes, definitely.
Well, it would depend on how many other cases you would have.
Something as small as that, I would say it is not worth it to make it a function, but if your switch statement contains more cases, it will just get ugly, especially if a lot of the cases has multiple lines like that. Putting it into a function would clean it up and make your code look nicer.
One of the most important things I'd say would be consistency. If you create a function for LBUTTONDOWN then create a function for everything. This way there is a predictable pattern for where to find stuff if it breaks.
Related to the topic at hand:
I personally find an if / else if pattern to work better, as it eliminates the problem of a forgotten break:
if (msg == WM_LBUTTONDOWN) {
// your code here
return 0;
} else if (msg == WM_DESTROY) {
PostQuitMessage(0);
return;
} else if (msg == WM_KEYDOWN) {
if (wp == VK_F1) {
DoSomething();
return;
}
}
return DefWindowProc(hWnd, msg, wp, lp);
It's really up to you, in the end.
I would probably declare a map and use functors for every message:
typedef std::map<UINT, boost::function<int (HWND, WPARAM, LPARAM) > > messageFuncs_t;
messageFuncs_t messageFuncs;
Then, when the window class is created, just add a new function for each message:
messageFuncs[WM_LBUTTONDOWN] = &onMouseDownEvent;
... And then implement the message loop thus:
messageFuncs_t::iterator fun = messageFuncs.find(msg);
if(fun != messageFuncs.end())
return (*fun)(hWnd, wparam, lparam);
else
return DefWindowProc(hWnd, msg, wp, lp);
... Or whatever works. Then it's easy to add new messages, and the work for each is delegated to a function. Clean, concise, and makes sense.
You are missing a break on the first case. Other than that, I would definitely put that code on a separate function.
It's fine, but I generally don't like mixing styles and indentations. If I needed to bracket one case I'd probably bracket them all and keep the indentation consistent.
Also bb is right, you should use wchar_t array instead of char in that case.
I'm writing fairly many Win32 message crackers such as these switches.
My rule of thumb is: Wiring up the behavior goes into the switch, behavior into a separate function. That usually means the switch contains the decision whether this command should be handled (e.g. testing for sender ID), and "prettyfying" the parameters.
So in that particular case, a separate function.
The original motivation is that I often end up triggering the behavior in other circumstances (e.g. "when no file name has been specified and the dialog is called with the moon parameter set to full, show the SaveAs dialog immediately").
Related
I have spent today searching everywhere for a concrete explanation or example of coloring the thumb on a trackbar (slider) in win32 C++. Everything I've found has been partially explained, and in trying every conceivable variation I have come up blank.
The control I have been focused on is defined in my rc file as
CONTROL "",IDC_PLAYSLIDER,"msctls_trackbar32",TBS_NOTICKS | WS_TABSTOP,5,22,187,15
Essentially, my message handling of NM_CUSTOMDRAW comes down to the following. I have no confidence on my color/hdc handling, but the lack of messages is my primary problem.
INT_PTR CALLBACK dialogproc(HWND h, UINT m, WPARAM w, LPARAM l)
{
switch (m) {
case WM_NOTIFY:
{
switch (((LPNMHDR)l)->code) {
case NM_CUSTOMDRAW:
{
LPNMCUSTOMDRAW lpNMCD = (LPNMCUSTOMDRAW)l;
UINT idc = lpNMCD->hdr.idFrom;
switch (lpNMCD->dwDrawStage) {
case CDDS_PREPAINT:
return CDRF_NOTIFYSUBITEMDRAW;
break;
case CDDS_SUBITEM | CDDS_ITEMPREPAINT:
{
switch (lpNMCD->dwItemSpec)
{
case TBCD_THUMB:
HGDIOBJ old_pen = SelectObject(lpNMCD->hdc, penSlider);
HGDIOBJ old_brush = SelectObject(lpNMCD->hdc, brushSlider);
return CDRF_NEWFONT;
}
}
break;
}
What I am getting at runtime is a CDDS_PREPAINT on the correct control, but no matter what I have tried, I have had no further CDDS_ drawStage messages.
If anyone has done this on a trackbar (most examples are list controls) and is willing to share their message handler code, or can otherwise shed light on my confusion, that would be greatly appreciated.
From the docs for NM_CUSTOMDRAW:
If this message is handled in a dialog procedure, you must set the
return value as part of the window data before returning TRUE. For
more information, see DialogProc.
The DialogProc docs say:
If the dialog box procedure processes a message that requires a
specific return value, the dialog box procedure should set the desired
return value by calling SetWindowLong(hwndDlg, DWL_MSGRESULT, lResult)
immediately before returning TRUE
Note that with the advent of 64-bit windows it is better practice to use SetWindowLongPtr(hwndDlg, DWLP_MSGRESULT, lResult).
I am writing my first simple program in C++/WINAPI, with a lot of check boxes and a few edit fields, which will set up some calculations on a button press. All of my check boxes work/store info through individual cases, ie
switch (msg)
{
...
case WM_COMMAND:
{
switch (wParam)
{
case IDBC_BoxCheck1:
{...}
case IDBC_BoxCheck2:
{...}
...
} ...
...but I assumed edit fields didn't work as a case statement like a button press, since the value has to be read at the end once it has been changed as many times as the user wants. I looked online and attempted to use the SendMessage(hwnd, ...) and GetWindowText(hwnd, ...) functions to send a WM_GETTEXT command to the edit field and store it to a lpstr string, but I ran into the same problem with both of them - the hwnd for the edit fields aren't declared in the scope where the WM_GETTEXT command is being sent from, and I'm not sure how to get it there. Here is an overview of the structure being used in my program, which comes from a mix of some tutorials I was working with:
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_CREATE:
{
return OnCreate(hwnd, reinterpret_cast<CREATESTRUCT*>(lParam));
// OnCreate is a sub function that handles the creation of all the buttons/controls,
// since there are so many of them, with the format:
// HWND editControl1 = CreateControl(...); // CreateControl being another sub fnct
// that creates edit field ctrls
// editControl1 is the hwnd I'm trying
// to read the value from
// HWND checkControl1 = CreateButton(...); // Creates button ctrls, including ck box
...
}
...
case WM_COMMAND:
{
switch (wParam)
{
case IDBC_BoxCheck1: // These control IDs are defined at the top of the file
{
LPSTR Check1;
StoreInfo(Check1); // Just a sub fnct to store info for later calculations
}
case IDBC_BoxCheck2:
{
LPSTR Check2;
StoreInfo(Check2);
} // etc... there are 20 or so check boxes/buttons
case IDBC_Calculate:
{
LPSTR edit1;
GetWindowText(editControl1, edit1, 100); // or SendMessage(editControl1, ...)
// This kicks out the error of editControl1 not being declared in this scope
StoreInfo(edit1);
// Calculation function goes here
} ...
} ....
}
default: DefWindowProc(hwnd, msg, wParam, lParam);
}
}
IDBC_Calculate is the final button pressed before the calculations run. I figured the best place to read and store the values from the edit fields would be after this button is pressed, right before the calculation function is called, but tied to the same command. This is where the hwnd editControl1 is undefined, but I don't know how to send the definition to this scope, or where else I should be reading and storing the edit field values.
Any help or pointers on getting the values from these edit fields to my other functions would be appreciated! I've seen many different ways to check button states in various tutorials/lessons, so I'd love to know if there's a better way to do what I've written above in general.
Your edit fields have IDs right? Then you can use GetDlgItem.
editControl1 = GetDlgItem(hwnd, CONTROL_ID_1);
GetDlgItem is badly named, it doesn't just work in dialog boxes. It gets the handle of any child window from a parent window, using the ID of the child window.
And what Anders K says is correct. The way you are using GetWindowText will crash your program.
Backstory: I'm creating an Extension for Game Maker, a popular game development suite. An extension is a DLL that adds new functions to the built in scripting language, but is written in C or Pascal or whatever. Typically, it's used to allow games to use external libraries.
In my case, I'm adding FMOD support. This isn't relevant. What's relevant is that for debugging purposes, I am also adding a dialog that I display at runtime that shows me the internal state of my library. I need help with this window. I have literally done absolutely no raw Win32 forms programming before today (.NET WinForms 4eva), so I'm probably doing something really clueless.
Anyway. I have a listbox, and I want to add things to the list box, but when I try to add them, it fails. My code:
extern DebugDialog * debugDialog;
DebugDialog::DebugDialog(HWND owner, HINSTANCE hInst) {
this->hWnd = 0;
HWND hWnd = CreateDialogParam(hInst,
MAKEINTRESOURCE(IDD_DEBUGDIALOG),
owner,
DialogProc,
reinterpret_cast<LPARAM>(this));
ShowWindow(hWnd, SW_SHOW);
}
DebugDialog::~DebugDialog(void) {
DestroyWindow(this->getHWnd());
debugDialog = NULL;
}
BOOL CALLBACK DebugDialog::DialogProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
DebugDialog * self;
if(message == WM_INITDIALOG) {
self = reinterpret_cast<DebugDialog *>(lParam);
self->hWnd = hWnd;
SetWindowLongPtr(hWnd, GWLP_USERDATA, reinterpret_cast<LONG_PTR>(self));
} else {
self = reinterpret_cast<DebugDialog*>(GetWindowLongPtr(hWnd, GWLP_USERDATA));
}
if(self) {
return self->HandleMessage(message, wParam, lParam);
} else {
return FALSE;
}
}
BOOL DebugDialog::HandleMessage(UINT uMsg, WPARAM wParam, LPARAM lParam) {
switch(uMsg) {
case WM_INITDIALOG:
MessageBox(this->getHWnd(), "Okay!", "Debug", 0);
return TRUE;
case WM_COMMAND:
switch(LOWORD(wParam)) {
case ID_CLOSE:
case IDOK:
case IDCANCEL:
delete this;
return TRUE;
default:
return FALSE;
}
return TRUE;
}
return false;
}
void DebugDialog::loadedSound(FMODGM_Sound * sound) {
HWND hwndList = GetDlgItem(this->getHWnd(), IDC_LIST);
LPARAM sound_text = (LPARAM)sound->file.c_str();
LRESULT lResult = SendMessage(hwndList, LB_ADDSTRING, NULL, sound_text);
SendMessage(hwndList, LB_SETITEMDATA, lResult, (LPARAM)sound);
}
DebugDialog is a simple class that wraps the window, and lets me manipulate it from the outside. Basically, at some other point, I do this:
debugWindow = new DebugDialog(owner, hInst);
And then as I execute and do interesting things, I do this:
FMODGM_Sound * sound = ...;
if(debugWindow) debugWindow->loadedSound(sound);
In loadedSound, I send a message to the list box saying "Hey, here's an item. Go ahead and make with the adding.", and it doesn't return an error. However, it also doesn't add anything to the box. It returns 0 each and every time I call it. According to the documentation, 0 means that it added an item, whose index is 0. However, that item doesn't exist.
I have a theory as to why it's not working. I have no control over the message pump that Game Maker runs, so if it's doing anything funky, I don't know about it, nor can I change it. That said, everything else about the dialog works, including moving it, clicking on my Close button, and drawing the marquee thing inside the listbox with the mouse.
Someone, please tell me what I'm doing horribly wrong :(
Edit: Someone asked about the FMODGM_Sound struct, so here it is:
struct FMODGM_Sound {
FMOD::Sound * sound;
std::vector<FMOD::Channel*> channels;
std::string file;
public:
FMODGM_Sound() {
sound = NULL;
}
};
Nothing particularly fancy.
Can you show a declaration of FMODGM_Sound structure and file field?
What happen if replace
LRESULT lResult = SendMessage(hwndList, LB_ADDSTRING, NULL, sound_text);
with ?
LRESULT lResult = SendMessage(hwndList, LB_ADDSTRING, NULL, "some constant text");
Does the your DLL compiled as Unicode version or multibytes version?
If it is Unicode, the sound_text should be an Unicode string. I guess the file is a std::string, so file.c_str() will return a multibytes string.
I had a very similar problem, which was solved. Basically, you have to pass it as a c-style string instead (str.c_str()). Though I am a complete newbie, after googling around how to use that, it worked.
Though the code I'm using serves an entirely different function than yours, maybe it will be a good example.
int i = res->getInt("ID");
std::string str = boost::lexical_cast<std::string>(i);
char *cstr = new char[10];
strcpy_s(cstr, 10, str.c_str());
SendDlgItemMessage(hwnd, IDC_lbList, LB_ADDSTRING, 0, (LPARAM)cstr);
EDIT: Wow, I did not even look at the dates. I'm a necromancer...
I am curious it is possible to create a window without using WndProc.
So I would like to register the window-class with the lpfnWndProc field set to NULL;
And using the msg ( that is given by TranslateMessage(&msg) ) in my own way.
Is there any disadvantages of this?
Thanks ahead, and sorry for my grammar.
Edit #1:
Okay, I have a window, but I am wrong somewhere.
MSG msg;
while(PeekMessage(&msg,NULL,NULL,NULL,PM_REMOVE)) {
if (msg.message == WM_QUIT) return false;
else {
TranslateMessage(&msg);
switch (msg.message) {
case WM_CREATE:
createContext();
break;
default:
DispatchMessage(&msg);
break;
}
}
}
return true;
The createContext is not getting called.
Why? Where I am wrong?
Yeah, maybe the WM_CREATE message is to be sent to WndProc (DefWindowProc now), but are there any way to get it outside from the WndProc?
AFAIK, you can't set it to NULL. However, you'll notice that DefWindowProc's signature matches the WindowProc callback's signature. Simply give it DefWindowProc if you'd like a reasonable default.
Sorry that makes no sense. Without the wndproc how can you even get hold of the message?
A window without a window proc is not a window!
No, you'll break SendMessage(). Only PostMessage() can work. Supporting SendMessage is required.
So far i have been using GetClassName() to get a window handle with the class name that interested me while enumerating with EnumChildProc() but right now i am in situation where plenty of HWND's use the same classname so only way to identify my window i assume would be with its name which is unique.
So while i am enumerating i was thinking to use something like...
If getwindowname() == what i need... but i have no idea what function can i use for this, is there a function like getwindowname() that i can use in this enumeration?
GetWindowText ?
this.. worked
TCHAR winname[MAX_PATH];
long lenght;
HWND hwndineed;
BOOL CALLBACK EnumChildProc(HWND hwnd, LPARAM lParam) {
lenght = SendMessage(hwnd, WM_GETTEXT, 99, (LPARAM)winname);
if(wcscmp(winname, _T("caption i needed")) == 0)
{
hwndineed= hwnd;
return FALSE; // end enumeration
}
}