I want to write the following function
bool IsFontExistInSystem(const CString& fontStyle) const
{
}
Is there any API in windows to do this?
Many Thanks!
Here's some old code I dug out that will check if a font is installed. It could do with being tidied up but you get the idea:
static int CALLBACK CFontHelper::EnumFontFamExProc(ENUMLOGFONTEX* /*lpelfe*/, NEWTEXTMETRICEX* /*lpntme*/, int /*FontType*/, LPARAM lParam)
{
LPARAM* l = (LPARAM*)lParam;
*l = TRUE;
return TRUE;
}
bool Font::IsInstalled(LPCTSTR lpszFont)
{
// Get the screen DC
CDC dc;
if (!dc.CreateCompatibleDC(NULL))
{
return false;
}
LOGFONT lf = { 0 };
// Any character set will do
lf.lfCharSet = DEFAULT_CHARSET;
// Set the facename to check for
_tcscpy(lf.lfFaceName, lpszFont);
LPARAM lParam = 0;
// Enumerate fonts
::EnumFontFamiliesEx(dc.GetSafeHdc(), &lf, (FONTENUMPROC)EnumFontFamExProc, (LPARAM)&lParam, 0);
return lParam ? true : false;
}
You could use EnumFontFamiliesEx to find whether exist actual font.
UPD: I've just learned that it is recommended by MS to use EnumFontFamiliesEx instead of EnumFontFamilies.
Related
I would like to make my software usable for Linux and Windows (Linux already works). Now I still need some functions so I can run the software on Windows, too.
I am currently trying to use the EnumWindows() function to get the window names and then show the window in the foreground (which matches the parameter).
static BOOL CALLBACK setWindowFocus(HWND hWnd, LPARAM lparam) {
int length = GetWindowTextLength(hWnd);
char* buffer = new char[length + 1];
GetWindowText(hWnd, buffer, length + 1);
std::string windowTitle(buffer);
// List visible windows with a non-empty title
if (IsWindowVisible(hWnd) && length != 0) {
// Check if it is the right Windowshandle
if ( windowTitle.compare(programname) == 0 ) <-- programname is a static variable
{
// Set application to the foreground
SetForegroundWindow(hWnd);
}
}
return TRUE;
}
Additionally, I used this to create the variable:
std::string programname;
And this to call it:
static void setWindowFocus(std::string programname)
{
std::cout << "Setting focus to window." << std::endl;
tempsavedProgramname=programname;
EnumWindows(setWindowFocus, NULL);
}
That is working, as long as it is in main(). But, I would like to have it in an extra class with some other functions (I would like to remove the static variable too, if possible).
Is there a way I can use the EnumWindows() function with an anonymous function, or something?
Can I use something like this to pass a string to the function:
EnumWindows(setWindowFocus, reinterpret_cast<LPARAM>(stringvariable));
Or, are there other ways which I can try to reach my goal?
Includes which I used for the code:
Windows.h
winuser.h
string
iostream
I hope that I did not forgot one.
Yes, you can use the LPARAM to pass a string variable into your callback, eg:
static BOOL CALLBACK setWindowFocus(HWND hWnd, LPARAM lparam) {
std::string &programname = *reinterpret_cast<std::string*>(lparam);
int length = GetWindowTextLength(hWnd);
char* buffer = new char[length + 1];
GetWindowText(hWnd, buffer, length + 1);
std::string windowTitle(buffer);
delete[] buffer; // <-- ADD THIS!
/* I would use this instead:
int length = GetWindowTextLength(hWnd);
std::string windowTitle(length+1, '\0');
windowTitle.resize(GetWindowText(hWnd, &windowTitle[0], length + 1));
*/
// List visible windows with a non-empty title
if (IsWindowVisible(hWnd) && (length != 0)) {
// Check if it is the right Windowshandle
if (windowTitle == programname)
{
// Set application to the foreground
SetForegroundWindow(hWnd);
return FALSE;
}
}
return TRUE;
}
static void setWindowFocus(std::string programname)
{
std::cout << "Setting focus to window." << std::endl;
EnumWindows(setWindowFocus, reinterpret_cast<LPARAM>(&programname));
}
And yes, you can use a C++11 lambda for the callback, rather than a static class method, but only if you use a non-capturing lambda, which is implicitly convertible to a function pointer (capturing lambdas are not). Fortunately, the LPARAM makes that a possibility, eg:
static void setWindowFocus(std::string programname)
{
std::cout << "Setting focus to window." << std::endl;
EnumWindows(
[](HWND hWnd, LPARAM lparam) -> BOOL {
std::string &programname = *reinterpret_cast<std::string*>(lparam);
// ...
},
reinterpret_cast<LPARAM>(&programname)
);
}
Now, that being said, there is a much simpler solution - since you already know the exact window text you are looking for, you can use FindWindow() instead of EnumWindows(), eg:
static void setWindowFocus(std::string programname)
{
std::cout << "Setting focus to window." << std::endl;
HWND hWnd = FindWindowA(NULL, programname.c_str());
if (hWnd != NULL) {
// Set application to the foreground
SetForegroundWindow(hWnd);
}
}
Here's the callback wrapped up in a class
class enum_windows {
protected:
virtual BOOL call_back(HWND hwnd) {
// Your code here
return TRUE;
}
public:
void start() {
EnumWindows([](HWND hwnd, LPARAM lParam) -> BOOL {
enum_windows * obj = reinterpret_cast<enum_windows *>(lParam);
return obj->call_back(hwnd);
}, reinterpret_cast<LPARAM>(this));
}
};
(You've already accepted an answer - I'm a slow typer 😄). I'll leave this here anyway.
I'm interested in getting the monitor index (1-based, to match Windows numbering) given the monitor handle.
Case of use: given a window's rect I want to know the monitor it belongs to. I can get the handle of the monitor using MonitorFromRect:
// RECT rect
const HMONITOR hMonitor = MonitorFromRect(rect, MONITOR_DEFAULTTONEAREST);
How can I get the monitor index from this handle?
PS: not sure if duplicate, but I've been looking around with no luck.
I found this post with the opposite question: finding the handle given the index (0-based in that case).
Based on it I worked this solution:
struct sEnumInfo {
int iIndex = 0;
HMONITOR hMonitor = NULL;
};
BOOL CALLBACK GetMonitorByHandle(HMONITOR hMonitor, HDC hdcMonitor, LPRECT lprcMonitor, LPARAM dwData)
{
auto info = (sEnumInfo*)dwData;
if (info->hMonitor == hMonitor) return FALSE;
++info->iIndex;
return TRUE;
}
int GetMonitorIndex(HMONITOR hMonitor)
{
sEnumInfo info;
info.hMonitor = hMonitor;
if (EnumDisplayMonitors(NULL, NULL, GetMonitorByHandle, (LPARAM)&info)) return -1;
return info.iIndex + 1; // 1-based index
}
I have a combobox in that I want to display different string on selecting an item in Combo.
My combo box is a dropdown combobox.
For eg: I have following in my combobox.
Alex - Manager
Rain - Project Lead
Shiney - Engineer
Meera - Senior Engineer
OnSelecting an item in combobox I want to diaply only name i.e. Alex.
I tried below code
struct details{
CString name;
CString des;
};
BOOL CComboTestDlg::OnInitDialog()
{
CDialog::OnInitDialog();
details d1;
d1.name = _T("alex");
d1.des =_T("manager");
m_vec.push_back(d1);
details d2;
d2.name = _T("Rain");
d2.des =_T("Engineer");
m_vec.push_back(d2);
// TODO: Add extra initialization here
for(int i=0;i<m_vec.size();i++)
{
m_ctrlCombo.AddString(m_vec[i].name+m_vec[i].des);
m_ctrlCombo.SetItemData(i,(DWORD_PTR)&m_vec[i]);
}
m_ctrlCombo.SelectString(-1,m_vec[0].name);
m_ctrlCombo.SetWindowText(m_vec[0].name);
return TRUE; // return TRUE unless you set the focus to a control
}
void CComboTestDlg::OnCbnSelchangeCombo1()
{
int nItem = m_ctrlCombo.GetCurSel();
details* det = (details*)m_ctrlCombo.GetItemData(nItem);
PostMessage(SETCOMBOTEXT,IDC_COMBO1,(LPARAM)(LPCTSTR)det->name);
}
BOOL CComboTestDlg::PreTranslateMessage(MSG* pMsg)
{
MSG msg1=*pMsg;//I am loosing the value after checking ..so storing temp.
MSG msg;
CopyMemory(&msg, pMsg, sizeof(MSG));
HWND hWndParent = ::GetParent(msg.hwnd);
while (hWndParent && hWndParent != this->m_hWnd)
{
msg.hwnd = hWndParent;
hWndParent = ::GetParent(hWndParent);
}
if (pMsg->message==SETCOMBOTEXT && (pMsg->wParam == IDC_COMBO1))
SetDlgItemText(IDC_COMBO1, (LPCTSTR)pMsg->lParam);
if(pMsg->message==WM_KEYDOWN)
{
if(pMsg->wParam==VK_RETURN && msg.hwnd ==m_ctrlCombo.m_hWnd )
{
OnCbnSelchangeCombo1();
}
}
return CDialog::PreTranslateMessage(pMsg);
}
I am able to achieve my requirement OnComboSelChange() and Arrow Keys event but on pressing enter key after using arrow keys in combo box, it is not showing formatted text in combo box.
I think the most reliable and easy to implement solution is to subclass the edit control of the combobox. Intercept the WM_SETTEXT message and change the text as you like before forwarding it to the rest of the chain (finally the original window proc).
Install the sub class proc in OnInitDialog():
COMBOBOXINFO cbi{ sizeof(cbi) };
if( m_ctrlCombo.GetComboBoxInfo( &cbi ) )
{
SetWindowSubclass( cbi.hwndItem, ComboEditSubClassProc, 0, 0 );
}
ComboEditSubClassProc() could look like this:
LRESULT CALLBACK ComboEditSubClassProc( HWND hWnd, UINT uMsg, WPARAM wParam,
LPARAM lParam, UINT_PTR uIdSubclass, DWORD_PTR dwRefData )
{
switch( uMsg )
{
case WM_SETTEXT:
{
CString text = reinterpret_cast<LPCTSTR>( lParam );
// Extract the name (everything before "-").
CString name = text.SpanExcluding( _T("-") );
name.TrimRight();
// Forward the modified text to any other sub class procs, aswell
// as the original window proc at the end of the chain.
return DefSubclassProc( hWnd, uMsg, 0, reinterpret_cast<LPARAM>( name.GetString() ) );
}
case WM_NCDESTROY:
{
// We must remove our subclass before the subclassed window gets destroyed.
// This message is our last chance to do that.
RemoveWindowSubclass( hWnd, ComboEditSubClassProc, uIdSubclass );
break;
}
}
return DefSubclassProc( hWnd, uMsg, wParam, lParam );
}
Notes:
Contrary to my original solution of processing CBN_SELCHANGE, the current solution also works correctly if the combobox drop-down list is closed by pressing Return or is dismissed.
I think it is in general more reliable because we don't have to rely on the order of the notifications. The combobox has to finally call WM_SETTEXT to change the content of the edit control so this message will always be received.
There will also be no flickering as in the original solution where the text was first changed by the combobox and then modified by our code only after the fact.
I'm looking for a way to get the tooltip control (if any) which is associated with a given HWND. The text of the tooltip control would be sufficient, too. The closest thing I found is the TTM_GETTEXT message, but it's meant to be sent to the tooltip control itself instead of the tool it's associated with. I don't have a handle to the tooltip control though. Does anybody know how to do this?
All this is done using plain Windows API in C++.
There doesn't seem to be a specific message to get the tip or its text from the control, but this is how MFC's CWnd class implements OnToolHitTest(), which you should be able to adapt to Win32:
INT_PTR SomeFunction(HWND hWndChild, TOOLINFO *pTI)
{
if (hWndChild != NULL) // Your HWND being tested
{
// return positive hit if control ID isn't -1
INT_PTR nHit = _AfxGetDlgCtrlID(hWndChild);
// Replace with GetDlgCtrlID().
// hits against child windows always center the tip
if (pTI != NULL && pTI->cbSize >= sizeof(AFX_OLDTOOLINFO))
{
// setup the TOOLINFO structure
pTI->hwnd = m_hWnd;
pTI->uId = (UINT_PTR)hWndChild;
pTI->uFlags |= TTF_IDISHWND;
pTI->lpszText = LPSTR_TEXTCALLBACK;
// set TTF_NOTBUTTON and TTF_CENTERTIP if it isn't a button
if (!(::SendMessage(hWndChild, WM_GETDLGCODE, 0, 0) & DLGC_BUTTON))
pTI->uFlags |= TTF_NOTBUTTON|TTF_CENTERTIP;
}
return nHit;
}
return -1; // not found
}
Hopefully this will be useful.
To get tooltip text from some control you could use TTN_NEEDTEXT message. It was designed to be used by the ToolTip control, but I cannot see any reason why you could not send it from other place.
You could enumerate the windows looking for a tooltip control that has a parent of the required window. You'll need to supply the window together with the tool id (normally from GetDlgCtrlID)...:
HWND hToolTipWnd = NULL;
BOOL GetToolTipText(HWND hWnd, UINT nId, std::wstring& strTooltip)
{
hToolTipWnd = NULL;
EnumWindows(FindToolTip, (LPARAM)hWnd);
if (hToolTipWnd == NULL)
return FALSE;
WCHAR szToolText[256];
TOOLINFO ti;
ti.cbSize = sizeof(ti);
ti.hwnd = hWnd;
ti.uId = nId;
ti.lpszText = szToolText;
SendMessage(hToolTipWnd, TTM_GETTEXT, 256, (LPARAM)&ti);
strTooltip = szToolText;
return TRUE;
}
BOOL CALLBACK FindToolTip(HWND hWnd, LPARAM lParam)
{
WCHAR szClassName[256];
if (GetClassName(hWnd, szClassName, 256) == 0)
return TRUE;
if (wcscmp(szClassName, L"tooltips_class32") != 0)
return TRUE;
if (GetParent(hWnd) != (HWND)lParam)
return TRUE;
hToolTipWnd = hWnd;
return FALSE;
}
I don't know if the window whose tooltip you want to retrieve is a child of a window you have created.
If this is the case, you can handle the NM_TOOLTIPSCREATED notification, which is sent by a child window to its parent when it creates a tooltip (or should be sent: it is true for common controls but I don't know for other kinds of windows). This notification includes a handle to the tooltip window.
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...