I have been playing with C and win32 recently and the following has me balked:
case WM_PAINT:
g_crntRect = (RECT*) malloc(sizeof(RECT));
GetWindowRect(hwnd, g_crntRect);
hpen = CreatePen(PS_SOLID, 1, RGB(255,25,5));
hdc = BeginPaint (hwnd, &ps) ;
oldPen = SelectObject(hdc, hpen);
drawRects(hwnd, hdc);
//Rectangle(hdc, 0, 0, 840, 525);
SelectObject(hdc,oldPen);
DeleteObject(hpen);
EndPaint (hwnd, &ps) ;
return 0 ;
So, if I call my own method above for drawing rectangles, it draws nothing, however the call to draw the rectangle in the WM_PAINT that I have commented above succeeds without a problem.
Here is my method:
BOOL drawRects(HWND hwnd, HDC hdc)
{
char buffer[50];
BOOL res = FALSE;
RECT tempRect = {0};
char quadStr[6] = "";
int i = 0;
quadStr[i]='*';
OutputDebugString("Going to draw");
for (i = 1; i <= 4; i++)
{
//get rect for each quadrent from the parent
OutputDebugString("inside for");
getRect(g_crntRect, &tempRect, i);
OutputDebugString("got rectr");;
res = Rectangle(hdc, tempRect.right, tempRect.top, tempRect.right, tempRect.bottom);
if (res == FALSE)
{
OutputDebugString("false");;
sprintf(buffer, "Error: %ld", GetLastError());
OutputDebugString(buffer);
}
else
{
OutputDebugString("drew");;
}
quadStr[i]='*';
printRect(quadStr, &tempRect);
}
return TRUE;
}
Looking at debug output, everything seems fine. Proper values are being passed into the Rectangle method. However, I wonder if I am not passing HDC correctly?
Any ideas?
Looks like a simple typo. In your method you have:
res = Rectangle(hdc, tempRect.right, tempRect.top, tempRect.right, tempRect.bottom);
The second parameter should be tempRect.left not tempRect.right. You're trying to draw a zero-width rectangle.
Change
BOOL drawRects(HWND hwnd, HDC* hdc)
to
BOOL drawRects(HWND hwnd, HDC hdc)
A Windows handle is actually a pointer, so there is no need to pass it by reference. But if you do, you would need to call your function as drawRects(hwnd, &hdc);
In general you don't paint outside the WM_PAINT handler. If you want your window to be updated, just call InvalidateRect on the area you want to be redrawn. That will trigger the WM_PAINT call which will then repaint the window.
Is there a reason you need to paint the window outside the paint handler?
Related
For an experiment I want to create lots of small windows. I mean a lot, like a thousand or so.
The windows are small, containing some labels only (AB):
I created a hundred of them as an experiment, but their display is not instantaneous, it is visible as they are put on the screen. Why is that?
I expected for a C/C++ program to be very fast, so that I don't see the windows put on the screen at all. Is it a wrong expectation? Or should I use some kind of lighter window type (I'm no Windows-programmer, so I'm just guessing) which can be put up much faster?
Here's the relevant part of the code:
HWND parent = 0;
for (int i = 0; i < 100; ++i)
{
HWND hWnd = CreateWindowW(szWindowClass, szTitle, WS_BORDER,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, nullptr, nullptr, hInstance, nullptr);
if (!hWnd)
{
return FALSE;
}
if (parent == 0)
parent = hWnd;
else
SetWindowLong(hWnd, GWL_HWNDPARENT, (long)parent);
SetWindowLong(hWnd, GWL_STYLE, 0);
SetMenu(hWnd, NULL);
SetWindowPos(hWnd, HWND_TOP, 100 + (i * 20), 100, 20, 20, 0);
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
}
...
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hWnd, &ps);
// TODO: Add any drawing code that uses hdc here...
SetBkColor(hdc, RGB(0,255,0));
TextOut(hdc, 1, 1, TEXT("AB"), strlen("AB"));
EndPaint(hWnd, &ps);
}
break;
SetWindowLong, SetMenu, SetWindowPos and ShowWindow can all be removed by giving the same information in the CreateWindowW arguments.
Then you can also remove the call to UpdateWindow.
Here its not the speed of C/C++ that matter, but the Win32 API calls which send windows messages.
My code is shown below. When the program is running, I click the right mouse button first, then I click the left mouse button. The result is shown as in the first picture. According to the help document of ScrollWindow function, if the fourth parameter is NULL, the entire client area should be scrolled. Why is there a 10 pixels gap at x = 30 device units?
I'm wondering why the result is not shown like the second picture.
#include <windows.h>
LRESULT CALLBACK WndProc (HWND, UINT, WPARAM, LPARAM) ;
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance,
PSTR szCmdLine, int iCmdShow)
{
static TCHAR szAppName[] = TEXT ("HelloWin") ;
HWND hwnd ;
MSG msg ;
WNDCLASS wndclass ;
wndclass.style = CS_HREDRAW | CS_VREDRAW ;
wndclass.lpfnWndProc = WndProc ;
wndclass.cbClsExtra = 0 ;
wndclass.cbWndExtra = 0 ;
wndclass.hInstance = hInstance ;
wndclass.hIcon = LoadIcon (NULL, IDI_APPLICATION) ;
wndclass.hCursor = LoadCursor (NULL, IDC_ARROW) ;
wndclass.hbrBackground = (HBRUSH) GetStockObject (WHITE_BRUSH) ;
wndclass.lpszMenuName = NULL ;
wndclass.lpszClassName = szAppName ;
if (!RegisterClass (&wndclass))
{
MessageBox (NULL, TEXT ("This program requires Windows NT!"),
szAppName, MB_ICONERROR) ;
return 0 ;
}
hwnd = CreateWindow (szAppName, // window class name
TEXT ("The Hello Program"), // window caption
WS_OVERLAPPEDWINDOW, // window style
CW_USEDEFAULT, // initial x position
CW_USEDEFAULT, // initial y position
CW_USEDEFAULT, // initial x size
CW_USEDEFAULT, // initial y size
NULL, // parent window handle
NULL, // window menu handle
hInstance, // program instance handle
NULL) ; // creation parameters
ShowWindow (hwnd, iCmdShow) ;
UpdateWindow (hwnd) ;
while (GetMessage (&msg, NULL, 0, 0))
{
TranslateMessage (&msg) ;
DispatchMessage (&msg) ;
}
return msg.wParam ;
}
LRESULT CALLBACK WndProc (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
HDC hdc ;
PAINTSTRUCT ps ;
RECT rect;
switch (message)
{
case WM_PAINT:
hdc = BeginPaint (hwnd, &ps) ;
EndPaint (hwnd, &ps) ;
return 0 ;
case WM_LBUTTONDOWN:
hdc = GetDC(hwnd);
SetRect(&rect, 30, 0, 70, 100);
ScrollWindow(hwnd, 10, 0, NULL, &rect);
UpdateWindow(hwnd);
ReleaseDC(hwnd, hdc);
return 0;
case WM_RBUTTONDOWN:
hdc = GetDC(hwnd);
Ellipse(hdc, 0, 0, 100, 100);
ReleaseDC(hwnd, hdc);
return 0;
case WM_DESTROY:
PostQuitMessage (0) ;
return 0 ;
}
return DefWindowProc (hwnd, message, wParam, lParam) ;
}
if the fourth parameter is NULL, the entire client area should be scrolled.
You also specify a clipping rectangle (the 5th parameter), so of course not the entire client area will be scrolled. But actually that's not relevant for the problem.
Why is there a 10 pixels gap at x = 30 device units?
Because you don't paint that gap when Windows tells you to do so.
From MSDN:
The area uncovered by ScrollWindow is not repainted, but it is combined into the window's update region. The application eventually receives a WM_PAINT message notifying it that the region must be repainted.
Your WM_PAINT handler does ... nothing except lying to Windows by validating the update region.
Fix your code by doing all the painting only in WM_PAINT. When you scroll in WM_LBUTTONDOWN you will also have to increment a variable that stores the scroll position. Add the scroll position to the coordinates you pass to Ellipse() in WM_PAINT. Now you should get a result like the 2nd picture.
I suggest to find a good tutorial on Win32 painting in general as some basic knowledge seems to be missing here. Get an understanding about what the "update region" is and how it interacts with the paint cycle.
I'm making the prototype for my own visual novel game engine.
while (i < 5)
{
switch (iMessage)
{
case WM_LBUTTONDOWN:
{
//InvalidateRect(hWnd, NULL, TRUE);
HDC hdc;
hdc = GetDC(hWnd);
_wsetlocale(LC_ALL, L"Korean");
ReadScn(buf);
//MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, char, strlen(buf), buf3, 256);
CharToWChar(buf, buf2);
TextOut(hdc, 320, 300, buf2, lstrlen(buf2)); //읽어들여서 출력함.
//TCHAR*str = TEXT("beautiful korea");
//TextOut(hdc, 320, 240, str, lstrlen(str));
ReleaseDC(hWnd, hdc);
i++;
return 0;
}
}
I wrote 5 lines of text to scn.txt. Then the program prints the texts to a window, but the text lines are overlapped.
How can I remove the previous text after clicking and print new text line?
The correct way to handle this is to NOT draw anything on the window from inside of the WM_LBUTTONDOWN message handler at all. That logic belongs in the WM_PAINT message handler instead. Have the WM_LBUTTONDOWN handler save the current line of text to a variable and then InvalidateRect() the window to trigger a repaint. The WM_PAINT handler can then draw the current line whenever the window needs to be painted (which can happen more than once between button clicks).
Try this:
case WM_LBUTTONDOWN:
{
_wsetlocale(LC_ALL, L"Korean");
ReadScn(buf); //read text from scn.txt and keep it in buf line by line.
CharToWChar(buf, buf2); //convert char into wChar.
InvalidateRect(hwnd, NULL, TRUE); //trigger a repaint
return 0;
}
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps);
TextOut(hdc, 320, 300, buf2, lstrlen(buf2));
EndPaint(hwnd, &ps);
return 0;
}
Yes this is a homework assignment and I'm completely stumped.
So I've made a struct and two windows:
typedef struct thingy {
int count;
TCHAR* MSG;
COLORREF colour; };
The windows have:
wndclass.lpfnWndProc = WndProc;
wndclass.cbClsExtra = sizeof(thingy*);
wndclass.cbWndExtra = sizeof(thingy*);
I need one window to display 0 and the next to display 1 using this struct stored in the clsextra using SetWindowLongPtr and GetWindowLongPtr/SetClassLongPtr and GetClassLongPtr
Count of course has to be initialized to 0 for the FIRST window but not for the second and I have no idea how to do this. Only one WndProc can be used to do this.
static thingy* mythingy = (thingy*)GetWindowLongPtr(hwnd, 0);
char buf[128];
int num = GetClassLongPtr(hwnd, 0);
static boolean set = false;
case WM_CREATE:
if (!set) {
mythingy = (thingy*)malloc(sizeof(thingy));
mythingy->count = 0;
mythingy->colour = RGB(0, 0, 0);
mythingy->MSG = TEXT("Hello Windows!");
set = true;
}
if (lParam != NULL) {
SetClassLongPtr(hwnd, 0, (LONG)mythingy->count);
}
mythingy->count++;
SetWindowLongPtr(hwnd, 0, (LONG)mythingy);
return 0;
case WM_PAINT:
hdc = BeginPaint(hwnd, &ps);
GetClientRect(hwnd, &rect);
DrawText(hdc, mythingy->MSG, -1, &rect,
DT_SINGLELINE | DT_CENTER | DT_VCENTER);
sprintf_s(buf, "%d", num);
TextOut(hdc, 0, 0, LPCWSTR(buf), 1);
EndPaint(hwnd, &ps);
return 0;
Right now both windows display 1 and I'm struggling to see why it isn't doing what I want as I can't find anything on Google about how to use these two functions or when I need to be calling them.
Window: 0x000a0528
count = 0
Add to class data
Window: 0x001f099a
count = 1
Add to class data
From the paint method I get the data and both of them are 1.
A Window Class
... is a set of attributes that the system uses as a template to create a window. Every window is a member of a window class.
Since the Windows API is exposed as a flat C interface, there is no inheritance at the language level. The phrase "is a member of" is implemented by sharing the class memory across window instances of that class. Consequently, every call to GetClassLongPtr accesses the same shared memory.
In contrast, each window can reserve cbWndExtra bytes of memory, that are attributed to the specific window instance. This memory is private to each window, and can store per-window data.
To implement your requirements you need to store the common information (current count of windows) in the window class' extra memory (cbClsExtra), and keep the per-window data (index, message, and color) in the window instance's extra memory (cbWndExtra).
Apply the following changes to your code:
// Total count of windows stored as an integer:
wndclass.cbClsExtra = sizeof(int);
In the WM_CREATE-handler, set the per-window data, increment the total count, and store it away:
case WM_CREATE:
{
int count = (int)GetClassLongPtr(hwnd, 0);
// Allocate new per-window data object:
thingy* mythingy = (thingy*)malloc(sizeof(thingy));
mythingy->count = count;
mythingy->colour = RGB(0, 0, 0);
mythingy->MSG = TEXT("Hello Windows!");
// Store the per-window data:
SetWindowLongPtr(hwnd, 0, (LONG_PTR)mythingy);
// Increment total count and store it in the class extra memory:
++count;
SetClassLongPtr(hwnd, 0, (LONG_PTR)count);
}
return DefWindowProc(hwnd, msg, wParam, lParam);
In the WM_PAINT-handler, access the per-window data:
case WM_PAINT:
{
PAINTSTRUCT ps;
hdc = BeginPaint(hwnd, &ps);
RECT rect;
GetClientRect(hwnd, &rect);
// Retrieve per-window data:
thingy* mythingy = (thingy*)GetWindowLongPtr(hwnd, 0);
DrawText(hdc, mythingy->MSG, -1, &rect, DT_SINGLELINE | DT_CENTER | DT_VCENTER);
char buf[128];
sprintf_s(buf, "%d", mythingy->count);
TextOutA(hdc, 0, 0, buf, 1);
EndPaint(hwnd, &ps);
return 0;
}
Note: All error handling has been elided for brevity. Character-encoding issues have not really been addressed either (char vs. wchar_t). Likewise, resource management is missing. You'd probably want to deallocate memory in a WM_NCDESTROY-handler. The code assumes, that only windows of a single window class are created.
I'm fairly new to WINAPI, and I need some help doing text output. I have an array of pixels that I write to with functions and then periodically blit onto the screen using the following functions:
DWORD WINAPI tickThreadProc(HANDLE handle) {
ShowWindow( hwnd, SW_SHOW );
HDC hdc = GetDC( hwnd );
hdcMem = CreateCompatibleDC( hdc );
HBITMAP hbmOld = (HBITMAP)SelectObject( hdcMem, hbmp );
int delay = 1000 / fps;
InitPhys();
LoadIMGs();
for ( ;; ) {
onFrame( pixels );
BitBlt( hdc, gLeft, gTop, width, height, hdcMem, 0, 0, SRCCOPY );
// Wait
Sleep( delay );
// Physics
SimPhys();
}
SelectObject( hdcMem, hbmOld );
DeleteDC( hdc );
return 0;
}
void MakeSurface(HWND hwnd) {
BITMAPINFO bmi;
bmi.bmiHeader.biSize = sizeof(BITMAPINFO);
bmi.bmiHeader.biWidth = width;
bmi.bmiHeader.biHeight = -height; // Order pixels from top to bottom
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = 32; // last byte not used, 32 bit for alignment
bmi.bmiHeader.biCompression = BI_RGB;
bmi.bmiHeader.biSizeImage = 0;
bmi.bmiHeader.biXPelsPerMeter = 0;
bmi.bmiHeader.biYPelsPerMeter = 0;
bmi.bmiHeader.biClrUsed = 0;
bmi.bmiHeader.biClrImportant = 0;
bmi.bmiColors[0].rgbBlue = 0;
bmi.bmiColors[0].rgbGreen = 0;
bmi.bmiColors[0].rgbRed = 0;
bmi.bmiColors[0].rgbReserved = 0;
HDC hdc = GetDC( hwnd );
// Create DIB section to always give direct access to pixels
hbmp = CreateDIBSection( hdc, &bmi, DIB_RGB_COLORS, (void**)&pixels, NULL, 0 );
DeleteDC( hdc );
// Create a new thread to use as a timer
hTickThread = CreateThread( NULL, 0, &tickThreadProc, NULL,0, NULL );
}
This is modified off some code I found on the internet. The pixel struct has 4 ints for r, g, b, and a.
I need to do text output and loading a picture for text is impractical. Any help?
First of all, if you use GetDC to get a handle to device context, you must use ReleaseDC when you're done with it. DeleteDC is only for device contexts that you created.
To draw text to this window, you can use functions like TextOut or DrawText using that DC (before you release it).
PAINTSTRUCT is for handling WM_PAINT messages (which is the more common way to draw to a Window). It looks like you're instead trying to draw directly from another thread on a regular basis. GDI isn't very good at dealing with multiple threads, so you might have some problems with this approach. But if your BitBlts are working, then a TextOut should work as well.