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  • "LNK2001: unresolved external symbol" when trying to build my program

    - by random
    I get the following error(s) on my program that captures the mouse and then draws a line. Errors: 1>------ Build started: Project: Capture_Mouse_Line, Configuration: Debug Win32 ------ 1> main.cpp 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::yc2" (?yc2@Line@@2PAJA) 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::xc2" (?xc2@Line@@2PAJA) 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::yc1" (?yc1@Line@@2PAJA) 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::xc1" (?xc1@Line@@2PAJA) 1>MSVCRTD.lib(crtexe.obj) : error LNK2019: unresolved external symbol _main referenced in function ___tmainCRTStartup 1>D:\Visual C++ Projects\Capture_Mouse_Line\Debug\Capture_Mouse_Line.exe : fatal error LNK1120: 5 unresolved externals ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== Here is my code: #include<allegro5\allegro.h> #include<allegro5\allegro_native_dialog.h> #include<allegro5\allegro_primitives.h> #include<Windows.h> #include<allegro5\allegro_windows.h> #ifndef WIDTH #define WIDTH 1440 #endif #ifndef HEIGHT #define HEIGHT 900 #endif class Line { public: static void ErasePreviousLine(); static void DrawLine(long* x, long* y,long* x2,long* y2); static bool Erasable(); static long* xc1; static long* yc1; static long* xc2; static long* yc2; }; void Line::ErasePreviousLine() { delete xc1; xc1 = NULL; delete yc1; yc1 = NULL; delete xc2; xc2 = NULL; delete yc2; yc2 = NULL; } bool Line::Erasable() { if(xc1 && yc1 && xc2 && yc2 == NULL) { return false; } else { return true; } } void Line::DrawLine(long* x,long* y,long* x2,long* y2) { if(!al_init_primitives_addon()) { al_show_native_message_box(NULL,NULL,NULL,"failed to initialize allegro", NULL,NULL); } xc1 = x; yc1 = y; xc2 = x2; yc2 = y2; al_draw_line((float)*xc1, (float)*yc1, (float)*xc2, (float)*yc2,al_map_rgb(255,0,255), 1); delete x; delete y; delete x2; delete y2; } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam); int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { MSG msg; ALLEGRO_DISPLAY* display = NULL; if(!al_init()) { al_show_native_message_box(NULL,NULL,NULL,"failed to initialize allegro", NULL,NULL); return -1; } display = al_create_display(WIDTH,HEIGHT); if(!display) { al_show_native_message_box(NULL,NULL,NULL,"failed to initialize display", NULL,NULL); return -1; } HWND hwnd = al_get_win_window_handle(display); if(hwnd == NULL) { MessageBox(NULL, "Window Creation Failed!", "Error!", MB_ICONEXCLAMATION | MB_OK); return 0; } ShowWindow(hwnd, nCmdShow); UpdateWindow(hwnd); while(GetMessage(&msg, NULL, 0, 0) > 0) { TranslateMessage(&msg); DispatchMessage(&msg); } return msg.wParam; } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { static bool bIsCaptured; static POINTS ptsBegin; static POINTS ptsEnd; switch(msg) { case WM_LBUTTONDOWN: SetCapture(hwnd); bIsCaptured = true; ptsBegin = MAKEPOINTS(lParam); return 0; case WM_MOUSEMOVE: if(wParam & MK_LBUTTON) { if(!Line::Erasable()) { return 0; } Line::ErasePreviousLine(); ptsEnd = MAKEPOINTS(lParam); Line::DrawLine(new long(ptsBegin.x),new long(ptsBegin.y),new long(ptsEnd.x),new long(ptsEnd.y)); } break; case WM_LBUTTONUP: bIsCaptured = false; ReleaseCapture(); break; case WM_ACTIVATEAPP: { if(wParam == TRUE) { if(bIsCaptured){ SetCapture(hwnd);} } } break; } return 0; }

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  • How to implement code for multiple buttons using c++ in Silverlight for Windows Embedded

    - by Abhi
    Dear all I have referred the following link: Silverlight for Windows Embedded By referring this link i created a demo application which consist of two buttons created using Microsoft expression blend 2 tools. And then written a code referring the above site. Now my button names are "Browser Button" and "Media Button". On click of any one of the button i should able to launch the respective application. I was able to do for "Browser Button" but not for "Media Button" and if i do for "Media Button" then i am not able to do for "Browser Button".. I mean to say that how should i create event handler for both the buttons. This is the code in c++ which i should modify class BtnEventHandler { public: HRESULT OnClick(IXRDependencyObject* source,XRMouseButtonEventArgs* args) { RETAILMSG(1,(L"Browser event")); Execute(L"\\Windows\\iesample.exe",L""); return S_OK; } }; // entry point for the application. INT WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, LPWSTR lpCmdLine,int nCmdShow) { PrintMessage(); int exitCode = -1; HRESULT hr = S_OK; if (!XamlRuntimeInitialize()) return -1; HRESULT retcode; IXRApplicationPtr app; if (FAILED(retcode=GetXRApplicationInstance(&app))) return -1; if (FAILED(retcode=app->AddResourceModule(hInstance))) return -1; XRWindowCreateParams wp; ZeroMemory(&wp, sizeof(XRWindowCreateParams)); wp.Style = WS_OVERLAPPED; wp.pTitle = L"Bounce Test"; wp.Left = 0; wp.Top = 0; XRXamlSource xamlsrc; xamlsrc.SetResource(hInstance,TEXT("XAML"),MAKEINTRESOURCE(IDR_XAML1)); IXRVisualHostPtr vhost; if (FAILED(retcode=app->CreateHostFromXaml(&xamlsrc, &wp, &vhost))) return -1; IXRFrameworkElementPtr root; if (FAILED(retcode=vhost->GetRootElement(&root))) return -1; IXRButtonBasePtr btn; if (FAILED(retcode=root->FindName(TEXT("BrowserButton"), &btn))) return -1; IXRDelegate<XRMouseButtonEventArgs>* clickdelegate; BtnEventHandler handler; if(FAILED(retcode=CreateDelegate (&handler,&BtnEventHandler::OnClick,&clickdelegate))) return -1; if (FAILED(retcode=btn->AddClickEventHandler(clickdelegate))) return -1; UINT exitcode; if (FAILED(retcode=vhost->StartDialog(&exitcode))) return -1; return exitCode; } I have to add event handler for both the button so that on emulator whenever i click on any one of the button i should be able to launch the respective applications. Thanks in advance

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  • "Access violation reading location" while accessing a global vector..

    - by djzmo
    Hello there, -- First of all, I don't know whether the vector can be called as a "global vector" if I declared it under a namespace, but not in a class or function. -- I'm now writing a simple Irrlicht (http://irrlicht.sourceforge.net) wrapper for my game to make things simpler and easier, but recently I got an "Access violation reading location" error when trying to push_back a vector declared in the global scope. Here is my code so far: irrwrap.cpp: namespace irrw { //......... IrrlichtDevice *device; IVideoDriver *driver; irr::core::array<irr::video::ITexture*> TextureCollector; vector<int> TextureConnector; //......... } //.............. void irrInit(int iGraphicsDriver, int iWindowWidth, int iWindowHeight, int iScreenDepth, bool bFullScreen) { E_DRIVER_TYPE drvT; if(iGraphicsDriver == GD_SOFTWARE) drvT = EDT_SOFTWARE; else if(iGraphicsDriver == GD_D3D8) drvT = EDT_DIRECT3D8; else if(iGraphicsDriver == GD_D3D9) drvT = EDT_DIRECT3D9; else if(iGraphicsDriver == GD_OPENGL) drvT = EDT_OPENGL; //.............. irrw::device = createDevice(drvT, dimension2d<u32>(iWindowWidth, iWindowHeight), iScreenDepth, bFullScreen); irrw::driver = irrw::device->getVideoDriver(); //.................. } void irrLoadImage(irr::core::stringc szFileName, int iID, int iTextureFlag) { //........ irrw::TextureCollector.push_back(irrw::driver->getTexture(szFileName)); // the call stack pointed to this line irrw::TextureConnector.push_back(iID); } main.cpp: //......... INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT) { //......... irrInit(GD_OPENGL, 800, 600, 16, false); irrLoadImage("picture.jpg", 100, 1); //......... } and the error: Unhandled exception at 0x692804d6 in Game.exe: 0xC0000005: Access violation reading location 0x00000558. Now I really got no idea on how to fix the problem. Any kind of help would be appreciated :) Here are some prototypes: virtual ITexture* getTexture(const io::path& filename) = 0; typedef core::string<fschar_t> path; // under 'io' namespace typedef char fschar_t; typedef string<c8> stringc; typedef char c8; Just FYI, I am using MSVC++ 2008 EE. (CODE UPDATED)

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  • [C++] FillRect won't draw anything

    - by kaykun
    I'm trying to create a simple window in Win32 and draw a rectangle in it, but for some reason FillRect isn't working for me. Here's my source: #include <windows.h> #include "resource.h" RECT rect; LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { static PAINTSTRUCT ps; static HDC hDC; switch(msg) { case WM_PAINT: hDC = BeginPaint(hWnd, &ps); FillRect(hDC, &rect, (HBRUSH)(COLOR_WINDOW+1)); EndPaint(hWnd, &ps); break; case WM_CLOSE: DestroyWindow(hWnd); break; case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hWnd, msg, wParam, lParam); } return 0; } int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wc; HWND hWnd; MSG msg; rect.left = 0; rect.right = 0; rect.top = 100; rect.bottom = 100; wc.cbSize = sizeof(WNDCLASSEX); wc.style = 0; wc.lpfnWndProc = WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstance; wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)(COLOR_ACTIVEBORDER+1); wc.lpszMenuName = MAKEINTRESOURCE(IDR_MAIN_MENU); wc.lpszClassName = "Main"; wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION); RegisterClassEx(&wc); hWnd = CreateWindowEx(NULL, "Main", "Main", WS_SYSMENU | WS_MINIMIZEBOX, CW_USEDEFAULT, CW_USEDEFAULT, 240, 360, NULL, NULL, hInstance, NULL); ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); while(GetMessage(&msg, NULL, 0, 0) > 0) { TranslateMessage(&msg); DispatchMessage(&msg); } return msg.wParam; } Is there something I'm missing or doing wrong in my code? Thanks in advance

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  • FillRect won't draw anything

    - by kaykun
    I'm trying to create a simple window in Win32 and draw a rectangle in it, but for some reason FillRect isn't working for me. Here's my source: #include <windows.h> #include "resource.h" RECT rect; LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { static PAINTSTRUCT ps; static HDC hDC; switch(msg) { case WM_PAINT: hDC = BeginPaint(hWnd, &ps); FillRect(hDC, &rect, (HBRUSH)(COLOR_WINDOW+1)); EndPaint(hWnd, &ps); break; case WM_CLOSE: DestroyWindow(hWnd); break; case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hWnd, msg, wParam, lParam); } return 0; } int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wc; HWND hWnd; MSG msg; rect.left = 0; rect.right = 0; rect.top = 100; rect.bottom = 100; wc.cbSize = sizeof(WNDCLASSEX); wc.style = 0; wc.lpfnWndProc = WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstance; wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)(COLOR_ACTIVEBORDER+1); wc.lpszMenuName = MAKEINTRESOURCE(IDR_MAIN_MENU); wc.lpszClassName = "Main"; wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION); RegisterClassEx(&wc); hWnd = CreateWindowEx(NULL, "Main", "Main", WS_SYSMENU | WS_MINIMIZEBOX, CW_USEDEFAULT, CW_USEDEFAULT, 240, 360, NULL, NULL, hInstance, NULL); ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); while(GetMessage(&msg, NULL, 0, 0) > 0) { TranslateMessage(&msg); DispatchMessage(&msg); } return msg.wParam; } Is there something I'm missing or doing wrong in my code? Thanks in advance

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  • 1>main.obj : error LNK2001: unresolved external symbol _D3D10CreateDeviceAndSwapChain@32

    - by numerical25
    having trouble getting my directx going I get the following error 1>Linking... 1>main.obj : error LNK2001: unresolved external symbol _D3D10CreateDeviceAndSwapChain@32 1>C:\Users\numerical25\Desktop\Intro ToDirectX\msdnTutorials\tutorial0\tutorial\Debug\tutorial.exe : fatal error LNK1120: 1 unresolved externals below is my code // include the basic windows header file #include <windows.h> #include <windowsx.h> #include <d3d10.h> ID3D10Device* g_pd3dDevice; IDXGISwapChain* g_pSwapChain; // the WindowProc function prototype LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); bool InitDirect3D(HWND); // the entry point for any Windows program int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { // the handle for the window, filled by a function HWND hWnd; // this struct holds information for the window class WNDCLASSEX wc; // clear out the window class for use ZeroMemory(&wc, sizeof(WNDCLASSEX)); // fill in the struct with the needed information wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WindowProc; wc.hInstance = hInstance; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)COLOR_WINDOW; wc.lpszClassName = L"WindowClass1"; // register the window class RegisterClassEx(&wc); // create the window and use the result as the handle hWnd = CreateWindowEx(NULL, L"WindowClass1", // name of the window class L"Our First Windowed Program", // title of the window WS_OVERLAPPEDWINDOW, // window style 300, // x-position of the window 300, // y-position of the window 640, // width of the window 480, // height of the window NULL, // we have no parent window, NULL NULL, // we aren't using menus, NULL hInstance, // application handle NULL); // used with multiple windows, NULL // display the window on the screen ShowWindow(hWnd, nCmdShow); // enter the main loop: // this struct holds Windows event messages MSG msg; bool finished = InitDirect3D(hWnd); // Enter the infinite message loop while(TRUE) { // Check to see if any messages are waiting in the queue while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { // Translate the message and dispatch it to WindowProc() TranslateMessage(&msg); DispatchMessage(&msg); } // If the message is WM_QUIT, exit the while loop if(msg.message == WM_QUIT) break; // Run game code here // ... // ... }; } // this is the main message handler for the program LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { // sort through and find what code to run for the message given switch(message) { // this message is read when the window is closed case WM_DESTROY: { // close the application entirely PostQuitMessage(0); return 0; } break; } // Handle any messages the switch statement didn't return DefWindowProc (hWnd, message, wParam, lParam); } bool InitDirect3D(HWND g_hWnd) { DXGI_SWAP_CHAIN_DESC sd; ZeroMemory( &sd, sizeof(sd) ); sd.BufferCount = 1; sd.BufferDesc.Width = 640; sd.BufferDesc.Height = 480; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = g_hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; if( FAILED( D3D10CreateDeviceAndSwapChain( NULL, D3D10_DRIVER_TYPE_REFERENCE, NULL, 0, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice ) ) ) { return FALSE; } return TRUE; }

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  • wpf exit thread automatically when application closes

    - by toni
    Hi, I have a main wpf window and one of its controls is a user control that I have created. this user control is an analog clock and contains a thread that update hour, minute and second hands. Initially it wasn't a thread, it was a timer event that updated the hour, minutes and seconds but I have changed it to a thread because the application do some hard work when the user press a start button and then the clock don't update so I changed it to a thread. COde snippet of wpf window: <Window xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:GParts" xmlns:Microsoft_Windows_Themes="clr-namespace:Microsoft.Windows.Themes assembly=PresentationFramework.Aero" xmlns:UC="clr-namespace:GParts.UserControls" x:Class="GParts.WinMain" Title="GParts" WindowState="Maximized" Closing="Window_Closing" Icon="/Resources/Calendar-clock.png" x:Name="WMain" > <...> <!-- this is my user control --> <UC:AnalogClock Grid.Row="1" x:Name="AnalogClock" Background="Transparent" Margin="0" Height="Auto" Width="Auto"/> <...> </Window> My problem is when the user exits the application then the thread seems to continue executing. I would like the thread finishes automatically when main windows closes. code snippet of user control constructor: namespace GParts.UserControls { /// <summary> /// Lógica de interacción para AnalogClock.xaml /// </summary> public partial class AnalogClock : UserControl { System.Timers.Timer timer = new System.Timers.Timer(1000); public AnalogClock() { InitializeComponent(); MDCalendar mdCalendar = new MDCalendar(); DateTime date = DateTime.Now; TimeZone time = TimeZone.CurrentTimeZone; TimeSpan difference = time.GetUtcOffset(date); uint currentTime = mdCalendar.Time() + (uint)difference.TotalSeconds; christianityCalendar.Content = mdCalendar.Date("d/e/Z", currentTime, false); // this was before implementing thread //timer.Elapsed += new System.Timers.ElapsedEventHandler(timer_Elapsed); //timer.Enabled = true; // The Work to perform ThreadStart start = delegate() { // With this condition the thread exits when main window closes but // despite of this it seems like the thread continues executing after // exiting application because in task manager cpu is very busy // while ((this.IsInitialized) && (this.Dispatcher.HasShutdownFinished== false)) { this.Dispatcher.Invoke(DispatcherPriority.Normal, (Action)(() => { DateTime hora = DateTime.Now; secondHand.Angle = hora.Second * 6; minuteHand.Angle = hora.Minute * 6; hourHand.Angle = (hora.Hour * 30) + (hora.Minute * 0.5); DigitalClock.CurrentTime = hora; })); } Console.Write("Quit ok"); }; // Create the thread and kick it started! new Thread(start).Start(); } // this was before implementing thread void timer_Elapsed(object sender, System.Timers.ElapsedEventArgs e) { this.Dispatcher.Invoke(DispatcherPriority.Normal, (Action)(() => { DateTime hora = DateTime.Now; secondHand.Angle = hora.Second * 6; minuteHand.Angle = hora.Minute * 6; hourHand.Angle = (hora.Hour * 30) + (hora.Minute * 0.5); DigitalClock.CurrentTime = hora; })); } } // end class } // end namespace How can I exit correctly from thread automatically when main window closes and then application exits? Thanks very much!

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  • Win32 -- Object cleanup and global variables

    - by KaiserJohaan
    Hello, I've got a question about global variables and object cleanup in c++. For example, look at the code here; case WM_PAINT: paintText(&hWnd); break; void paintText(HWND* hWnd) { PAINTSTRUCT ps; HBRUSH hbruzh = CreateSolidBrush(RGB(0,0,0)); HDC hdz = BeginPaint(*hWnd,&ps); char s1[] = "Name"; char s2[] = "IP"; SelectBrush(hdz,hbruzh); SelectFont(hdz,hFont); SetBkMode(hdz,TRANSPARENT); TextOut(hdz,3,23,s1,sizeof(s1)); TextOut(hdz,10,53,s2,sizeof(s2)); EndPaint(*hWnd,&ps); DeleteObject(hdz); DeleteObject(hbruzh); // bad? DeleteObject(ps); // bad? } 1)First of all; which objects are good to delete and which ones are NOT good to delete and why? Not 100% sure of this. 2)Since WM_PAINT is called everytime the window is redrawn, would it be better to simply store ps, hdz and hbruzh as global variables instead of re-initializing them everytime? The downside I guess would be tons of global variables in the end _ but performance-wise would it not be less CPU-consuming? I know it won't matter prolly but I'm just aiming for minimalistic as possible for educational purposes. 3) What about libraries that are loaded in? For example: // // Main // int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { // initialize vars HWND hWnd; WNDCLASSEX wc; HINSTANCE hlib = LoadLibrary("Riched20.dll"); ThishInstance = hInstance; ZeroMemory(&wc,sizeof(wc)); // set WNDCLASSEX props wc.cbSize = sizeof(WNDCLASSEX); wc.lpfnWndProc = WindowProc; wc.hInstance = ThishInstance; wc.hIcon = LoadIcon(hInstance,MAKEINTRESOURCE(IDI_MYICON)); wc.lpszMenuName = MAKEINTRESOURCE(IDR_MENU1); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)COLOR_WINDOW; wc.lpszClassName = TEXT("PimpClient"); RegisterClassEx(&wc); // create main window and display it hWnd = CreateWindowEx(NULL, wc.lpszClassName, TEXT("PimpClient"), 0, 300, 200, 450, 395, NULL, NULL, hInstance, NULL); createWindows(&hWnd); ShowWindow(hWnd,nCmdShow); // loop message queue MSG msg; while (GetMessage(&msg, NULL,0,0)) { TranslateMessage(&msg); DispatchMessage(&msg); } // cleanup? FreeLibrary(hlib); return msg.wParam; } 3cont) is there a reason to FreeLibrary at the end? I mean when the process terminates all resources are freed anyway? And since the library is used to paint text throughout the program, why would I want to free before that? Cheers

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  • SetPixelFormat is not creating an alpha channel for OpenGL

    - by i_photon
    I've been able to do this before, and I don't know what changed between two weeks ago and the last windows update, but for some reason SetPixelFormat isn't creating an alpha channel. gDebugger shows that the window's back buffer only has 3 channels. White+0 alpha renders as white. So there is something inherently wrong with what I was doing, or an update broke it. The code below should be paste-able into an empty VS project. #include <Windows.h> #include <dwmapi.h> #include <gl/GL.h> #pragma comment(lib,"opengl32.lib") #pragma comment(lib,"dwmapi.lib") HWND hWnd = 0; HDC hDC = 0; HGLRC hRC = 0; LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); int APIENTRY WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow ) { WNDCLASSEX wcex = {0}; wcex.cbSize = sizeof(WNDCLASSEX); wcex.lpfnWndProc = WndProc; wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.lpszClassName = TEXT("why_class"); RegisterClassEx(&wcex); // no errors hWnd = CreateWindowEx( NULL, TEXT("why_class"), TEXT("why_window"), WS_OVERLAPPEDWINDOW, 128,128, 256,256, NULL, NULL, hInstance, NULL ); // no errors PIXELFORMATDESCRIPTOR pfd = {0}; pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_DRAW_TO_WINDOW| PFD_SUPPORT_OPENGL| PFD_DOUBLEBUFFER| PFD_SUPPORT_COMPOSITION; pfd.cColorBits = 32; pfd.cAlphaBits = 8; // need an alpha channel pfd.cDepthBits = 24; pfd.cStencilBits = 8; hDC = GetDC(hWnd); int i = ChoosePixelFormat(hDC,&pfd); SetPixelFormat(hDC,i,&pfd); // no errors hRC = wglCreateContext(hDC); // no errors wglMakeCurrent(hDC,hRC); // no errors // EDIT: Turn on alpha testing (which actually won't // fix the clear color problem below) glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // EDIT: Regardless of whether or not GL_BLEND is enabled, // a clear color with an alpha of 0 should (or did at one time) // make this window transparent glClearColor( 0,0,0, // if this is (1,1,1), the window renders // solid white regardless of the alpha 0 // changing the alpha here has some effect ); DWM_BLURBEHIND bb = {0}; bb.dwFlags = DWM_BB_ENABLE|DWM_BB_TRANSITIONONMAXIMIZED; bb.fEnable = TRUE; bb.fTransitionOnMaximized = TRUE; DwmEnableBlurBehindWindow(hWnd,&bb); // no errors ShowWindow(hWnd, SW_SHOWNORMAL); UpdateWindow(hWnd); // no errors MSG msg = {0}; while(true){ GetMessage(&msg,NULL,NULL,NULL); if(msg.message == WM_QUIT){ return (int)msg.wParam; } TranslateMessage(&msg); DispatchMessage(&msg); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glBegin(GL_TRIANGLES); // this vertex should be transparent, // as it was when I last built this test // // it renders as white glColor4f(1,1,1,0); glVertex2f(0,0); glColor4f(0,1,1,1); glVertex2f(1,0); glColor4f(1,0,1,1); glVertex2f(0,1); glEnd(); SwapBuffers(hDC); } return (int)msg.wParam; } LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { switch (message) { case WM_DESTROY: { PostQuitMessage(0); }return 0; default: break; } return DefWindowProc(hWnd, message, wParam, lParam); }

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  • win32: TextOut not being displayed

    - by KaiserJohaan
    Hello again, I recently having my mainwindow write text by using WM_PAINT, but now I realise it was maybe not the best message to do so in, so I'm trying another version; The mainwindow contains a menu, upon clicing a menu item the ID_FILE_PID msg is sent and it builds the 4 new windows aswell as displays text in the mainwindow (paintEditSigns function). The 4 windows works fine but the text dosn't work at all, unless I do it in the main() function as shown... what on earth is this? O_O BTW: I still have no clue why the code-display on StackOverflow keeps looking so wierd when I post, why is this? switch(message) { case WM_COMMAND: switch (LOWORD(wParam)) { case ID_FILE_PID: { HWND hWndButton; HWND hWndEdit; HWND hWndEdit2; HWND hWndDisplay; // drawing the text in mainwindow paintEditSigns(); -- does not do anything here! // adding new windows in the mainwindow hWndButton = CreateWindowEx(0,TEXT("BUTTON"),"Modify",WS_CHILD | WS_VISIBLE | BS_DEFPUSHBUTTON, 170,56,80,30,hWnd,(HMENU)ID_BUTTON,hThisInstance,NULL); hWndEdit = CreateWindowEx(0,RICHEDIT_CLASS,TEXT(""),WS_CHILD | WS_VISIBLE | WS_BORDER, 120,30,80,25,hWnd,(HMENU)ID_EDIT,hThisInstance,NULL); hWndEdit2 = CreateWindowEx(0,RICHEDIT_CLASS,TEXT(""),WS_CHILD | WS_VISIBLE | WS_BORDER, 220,30,80,25,hWnd,(HMENU)ID_EDIT2,hThisInstance,NULL); hWndDisplay = CreateWindowEx(0,TEXT("STATIC"),NULL,WS_CHILD | WS_VISIBLE | WS_BORDER, 0,100,450,140,hWnd,(HMENU)ID_DISPLAY,hThisInstance,NULL); break; } ..... // // Main function // int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { HWND hWnd; WNDCLASSEX wc; ZeroMemory(&wc, sizeof(WNDCLASSEX)); hThisInstance = hInstance; LoadLibrary("Riched20.dll"); wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WindowProc; wc.hInstance = hInstance; wc.lpszMenuName = MAKEINTRESOURCE(IDR_MYMENU); if(!(wc.hIcon = LoadIcon(hInstance,MAKEINTRESOURCE(IDI_MYICON)))) { HRESULT res = GetLastError(); } wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)COLOR_WINDOW; wc.lpszClassName = TEXT("testcpp"); RegisterClassEx(&wc); hWnd = CreateWindowEx(NULL, wc.lpszClassName, TEXT("test"), WS_OVERLAPPEDWINDOW, 300, 200, 450, 300, NULL, NULL, hInstance, NULL); ShowWindow(hWnd,nCmdShow); //paintEditSigns() -- here it works, but not when in the message part MSG msg; while (GetMessage(&msg, NULL,0,0)) { TranslateMessage(&msg); DispatchMessage(&msg); } return msg.wParam; } void paintEditSigns() { HFONT hf = createFont(); PAINTSTRUCT ps; HWND hWnd = FindWindow(TEXT("testcpp"),TEXT("test")); HBRUSH hbruzh = CreateSolidBrush(RGB(0,0,0)); HDC hdz = BeginPaint(hWnd,&ps); string s = "Memory Address"; SelectBrush(hdz,hbruzh); SelectFont(hdz,hf); TextOut(hdz,0,100,s.c_str(),s.length()); EndPaint(hWnd,&ps); DeleteObject(hbruzh); UpdateWindow(hWnd); } HFONT createFont() { HDC hdc; long lfHeight; hdc = GetDC(NULL); lfHeight = -MulDiv(12, GetDeviceCaps(hdc, LOGPIXELSY), 72); ReleaseDC(NULL, hdc); HFONT hf = CreateFont(lfHeight, 0, 0, 0, 0, TRUE, 0, 0, 0, 0, 0, 0, 0, "MS Sans Serif"); return hf; }

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  • Code only runs properly if debugging step-by-step

    - by Cornwell
    Hello, I'm making a webserver and I've come up with some very strange problems. My server was running as expected yesterday when I turned off my laptop, but today it only sends the http headers (I didn't change anything) When a user requests a file, if I send them using the following code, it works perfectly: while ((n = fread(data, 1, sizeof(data), file)) > 0) send(ts, data, n, 0); but if I change it to this, it only sends ~2% of the file. And that's not a random number, it actually only sends about 2% of the file. while ((n = fread(data, 1, sizeof(data), file)) > 0) web.Send(data); int WEB::Send(string data) { return send(TempSocket, data.c_str(), data.size(), 0); } changing string to char* doesn't solve the problem. I'm using visual studio2010. If I run my code step-by-step, I am able to solve problem #1, everything gets sent. And that is my main problem. I do not understand why it happens. Hopefully someone can explain it to me. Thanks in advance. EDIT: int APIENTRY WinMain( HINSTANCE hInstance, HINSTANCE hPrev, LPSTR lpCmd,int nShow) { SOCKET MainSocket=0; MSG msg; RedirectIOToConsole(); CreateThread(NULL, NULL, ListenThread, NULL, NULL, NULL); while (GetMessage(&msg, NULL, 0, 0)) { TranslateMessage(&msg); DispatchMessage(&msg); } WSACleanup(); closesocket(MainSocket); MainSocket = INVALID_SOCKET; return msg.wParam; } DWORD WINAPI ListenThread(LPVOID lparam) { SOCKET MainSocket; WSADATA wsaData; SOCKET tmpsock; struct sockaddr_in local, from; int fromlen=sizeof(from); WSAStartup(MAKEWORD(2, 2), &wsaData); local.sin_family=AF_INET; local.sin_addr.s_addr=INADDR_ANY; local.sin_port=htons(PORT); MainSocket=socket(AF_INET,SOCK_STREAM,0); if(MainSocket==INVALID_SOCKET) { return 0; } if(bind(MainSocket,(struct sockaddr*)&local,sizeof(local))!=0) { return 0; } if(listen(MainSocket,10)!=0) { return 0; } while(1) { tmpsock = accept(MainSocket,(struct sockaddr*)&from,&fromlen); CreateThread(NULL, NULL, SlaveThread, (LPVOID)tmpsock, NULL, NULL); } } DWORD WINAPI SlaveThread(LPVOID lparam) { SOCKET ts = (SOCKET)lparam;//temporary socket ...... char data[4096]; int n; unsigned long int length = statbuf.st_size; web.SendHeaders(200, "OK", format("Content-Disposition: attachment; filename=\"%s\"", FileName.c_str()).c_str(), web.GetMimeType(ReqPath.c_str()), length, statbuf.st_mtime); unsigned long int i=0,d=0; while ((n = fread(data, 1, sizeof(data), file)) > 0) { d+=send(ts, data, n, 0); i+=n; } printf("%i=%i=%i\n", length,i,d); fclose(file);

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  • I want to write a program to control the square moving by using WINAPI

    - by code_new
    This is the code as attempted so far: #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 ("win0") ; WNDCLASS wndclass ; MSG msg ; HWND hwnd ; wndclass.style = CS_HREDRAW | CS_VREDRAW ; wndclass.cbWndExtra = 0 ; wndclass.cbClsExtra = 0 ; wndclass.lpfnWndProc = WndProc ; wndclass.lpszClassName = szAppname ; wndclass.lpszMenuName = NULL ; wndclass.hbrBackground = (HBRUSH) GetStockObject (WHITE_BRUSH) ; wndclass.hCursor = LoadCursor (NULL, IDC_ARROW) ; wndclass.hIcon = LoadIcon (NULL, IDI_APPLICATION) ; wndclass.hInstance = hInstance ; if (!RegisterClass (&wndclass)) { MessageBox (NULL, TEXT ("Register fail"), szAppname, 0) ; return 0 ; } hwnd = CreateWindow ( szAppname, TEXT ("mywin"), WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, NULL, NULL, hInstance, NULL) ; 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) { static int cxClient, cyClient, Left, Top, Right, Down ; PAINTSTRUCT ps ; HDC hdc ; RECT rect ; Right = 20 ; Down = 20 ; switch (message) { case WM_SIZE : cxClient = LOWORD (lParam) ; cyClient = HIWORD (lParam) ; return 0 ; case WM_PAINT : hdc = BeginPaint (hwnd, &ps) ; SetRect (&rect, Left, Top, Right, Down) ; FillRect (hdc, &rect, CreateSolidBrush (RGB (100, 100, 100))) ; EndPaint (hwnd, &ps) ; return 0 ; case WM_KEYDOWN : InvalidateRect (hwnd, &rect, TRUE) ; switch (wParam) { case VK_UP : if (Top - 20 < 0) { Top = 0 ; Down = 20 ; } else { Top -= 20 ; Down -= 20 ; } SendMessage (hwnd, WM_PAINT, wParam, lParam) ; break ; case VK_DOWN : if (Down + 20 > cyClient) { Down = cyClient ; Top = Down - 20 ; } else { Down += 20 ; Top += 20 ; }SendMessage (hwnd, WM_PAINT, wParam, lParam) ; break ; case VK_LEFT : if (Left - 20 < 0) { Left = 0 ; Right = 20 ; } else { Left -= 20 ; Right -= 20 ; }SendMessage (hwnd, WM_PAINT, wParam, lParam) ; break ; case VK_RIGHT : if (Right + 20 > cxClient) { Right = cxClient ; Left = Right - 20 ; } else { Right += 20 ; Left += 20 ; }SendMessage (hwnd, WM_PAINT, wParam, lParam) ; break ; default : break ; } return 0 ; case WM_DESTROY : PostQuitMessage (0) ; return 0 ; } return DefWindowProc (hwnd, message, wParam, lParam); } I considered that I didn't deal the message well, so I can't control it.

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  • Calling fuctions of header file

    - by navinbecse
    i want to know the way i am calling the methods defined in windows.h from c++ program is correct or wrong.. when i tried to get the library files out of it, it is showing the errors saying that unresolved methods... i am using this for jni purpose... #define _WIN32_WINNT 0x0500 #include "keylogs.h" #include <fstream #include <windows.h using namespace std; ofstream out("C:\Users\402100\Desktop\keyloggerfile.txt", ios::out); LRESULT CALLBACK keyboardHookProc(int nCode, WPARAM wParam, LPARAM lParam) { PKBDLLHOOKSTRUCT p = (PKBDLLHOOKSTRUCT) (lParam); // If key is being pressed if (wParam == WM_KEYDOWN) { switch (p-vkCode) { // Invisible keys case VK_CAPITAL: out << ""; break; case VK_SHIFT: out << ""; break; case VK_LCONTROL: out << ""; break; case VK_RCONTROL: out << ""; break; case VK_INSERT: out << ""; break; case VK_END: out << ""; break; case VK_PRINT: out << ""; break; case VK_DELETE: out << ""; break; case VK_BACK: out << ""; break; case VK_SPACE: out << ""; break; case VK_RMENU: out << ""; break; case VK_LMENU: out << ""; break; case VK_LEFT: out << ""; break; case VK_RIGHT: out << ""; break; case VK_UP: out << ""; break; case VK_DOWN: out << ""; break; // Visible keys default: out << char(tolower(p->vkCode)); } } return CallNextHookEx(NULL, nCode, wParam, lParam); } JNIEXPORT void JNICALL Java_keylog_Main_CallerMethod(JNIEnv *env, jobject) { HINSTANCE hInstance=GetModuleHandle(0); HHOOK keyboardHook = SetWindowsHookEx( WH_KEYBOARD_LL, keyboardHookProc, hInstance, 0); MessageBox(NULL, "Press OK to stop logging.", "Information", MB_OK); out.close(); } int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { // Set windows hook return 0; } The errors which i am getting is... file.obj : error LNK2019: unresolved external symbol _imp_CallNextHookEx@16 re ferenced in function "long __stdcall keyboardHookProc(int,unsigned int,long)" (? keyboardHookProc@@YGJHIJ@Z) file.obj : error LNK2019: unresolved external symbol _imp_MessageBoxA@16 refer enced in function "class std::basic_string,cl ass std::allocator __cdecl CallerMethod(void)" (?CallerMethod@@YA?AV?$ba sic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@XZ) file.obj : error LNK2019: unresolved external symbol _imp_SetWindowsHookExA@16 referenced in function "class std::basic_string,class std::allocator __cdecl CallerMethod(void)" (?CallerMethod@@YA? AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@XZ) c:\Users\402100\Desktop\oldfile.dll : fatal error LNK1120: 3 unresolved externals can any one help me please....

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  • Help understanding some OpenGL stuff

    - by shinjuo
    I am working with some code to create a triangle that moves with arrow keys. I want to create a second object that moves independently. This is where I am having trouble, I have created the second actor, but cannot get it to move. There is too much code to post it all so I will just post a little and see if anyone can help at all. ogl_test.cpp #include "platform.h" #include "srt/scheduler.h" #include "model.h" #include "controller.h" #include "model_module.h" #include "graphics_module.h" class blob : public actor { public: blob(float x, float y) : actor(math::vector2f(x, y)) { } void render() { transform(); glBegin(GL_TRIANGLES); glVertex3f(0.25f, 0.0f, -5.0f); glVertex3f(-.5f, 0.25f, -5.0f); glVertex3f(-.5f, -0.25f, -5.0f); glEnd(); end_transform(); } void update(controller& c, float dt) { if (c.left_key) { rho += pi / 9.0f * dt; c.left_key = false; } if (c.right_key) { rho -= pi / 9.0f * dt; c.right_key = false; } if (c.up_key) { v += .1f * dt; c.up_key = false; } if (c.down_key) { v -= .1f * dt; if (v < 0.0) { v = 0.0; } c.down_key = false; } actor::update(c, dt); } }; class enemyOne : public actor { public: enemyOne(float x, float y) : actor(math::vector2f(x, y)) { } void render() { transform(); glBegin(GL_TRIANGLES); glVertex3f(0.25f, 0.0f, -5.0f); glVertex3f(-.5f, 0.25f, -5.0f); glVertex3f(-.5f, -0.25f, -5.0f); glEnd(); end_transform(); } void update(controller& c, float dt) { if (c.left_key) { rho += pi / 9.0f * dt; c.left_key = false; } if (c.right_key) { rho -= pi / 9.0f * dt; c.right_key = false; } if (c.up_key) { v += .1f * dt; c.up_key = false; } if (c.down_key) { v -= .1f * dt; if (v < 0.0) { v = 0.0; } c.down_key = false; } actor::update(c, dt); } }; int APIENTRY WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, char* lpCmdLine, int nCmdShow ) { model m; controller control(m); srt::scheduler scheduler(33); srt::frame* model_frame = new srt::frame(scheduler.timer(), 0, 1, 2); srt::frame* render_frame = new srt::frame(scheduler.timer(), 1, 1, 2); model_frame->add(new model_module(m, control)); render_frame->add(new graphics_module(m)); scheduler.add(model_frame); scheduler.add(render_frame); blob* prime = new blob(0.0f, 0.0f); m.add(prime); m.set_prime(prime); enemyOne* primeTwo = new enemyOne(2.0f, 0.0f); m.add(primeTwo); m.set_prime(primeTwo); scheduler.start(); control.start(); return 0; } model.h #include <vector> #include "vec.h" const double pi = 3.14159265358979323; class controller; using math::vector2f; class actor { public: vector2f P; float theta; float v; float rho; actor(const vector2f& init_location) : P(init_location), rho(0.0), v(0.0), theta(0.0) { } virtual void render() = 0; virtual void update(controller&, float dt) { float v1 = v; float theta1 = theta + rho * dt; vector2f P1 = P + v1 * vector2f(cos(theta1), sin(theta1)); if (P1.x < -4.5f || P1.x > 4.5f) { P1.x = -P1.x; } if (P1.y < -4.5f || P1.y > 4.5f) { P1.y = -P1.y; } v = v1; theta = theta1; P = P1; } protected: void transform() { glPushMatrix(); glTranslatef(P.x, P.y, 0.0f); glRotatef(theta * 180.0f / pi, 0.0f, 0.0f, 1.0f); //Rotate about the z-axis } void end_transform() { glPopMatrix(); } }; class model { private: typedef std::vector<actor*> actor_vector; actor_vector actors; public: actor* _prime; model() { } void add(actor* a) { actors.push_back(a); } void set_prime(actor* a) { _prime = a; } void update(controller& control, float dt) { for (actor_vector::iterator i = actors.begin(); i != actors.end(); ++i) { (*i)->update(control, dt); } } void render() { for (actor_vector::iterator i = actors.begin(); i != actors.end(); ++i) { (*i)->render(); } } };

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  • how to use a class method as a WIN32 application callback method (WINPROC)... Error static struct HI

    - by numerical25
    I am receiving errors and at the same time trying to make this work so please read what I got to say. Thanks.... I am creating a c++ application and majority of the application is encapsulated into a class. That means that my WinProc function is a static class method that I use as my call back method for my win32 application. The problem is that since I created that as a win32 application, every class member I use inside that method has to be static as well. Including my HINSTANCE class which I use inside of it. Now I receive this error error LNK2001: unresolved external symbol "public: static struct HINSTANCE__ I need to figure out how to make this all work and below is my class declaration. My static member static HINSTANCE m_hInst is causing the error I believe. #pragma once #include "stdafx.h" #include "resource.h" #define MAX_LOADSTRING 100 class RenderEngine { protected: int m_width; int m_height; ATOM RegisterEngineClass(); public: static HINSTANCE m_hInst; //<------ This is causing the error HWND m_hWnd; int m_nCmdShow; TCHAR m_szTitle[MAX_LOADSTRING]; // The title bar text TCHAR m_szWindowClass[MAX_LOADSTRING]; // the main window class name bool InitWindow(); bool InitDirectX(); bool InitInstance(); //static functions static LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); static INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam); int Run(); }; Below is the implementation #include "stdafx.h" #include "RenderEngine.h" bool RenderEngine::InitWindow() { RenderEngine::m_hInst = NULL; // Initialize global strings LoadString(m_hInst, IDS_APP_TITLE, m_szTitle, MAX_LOADSTRING); LoadString(m_hInst, IDC_RENDERENGINE, m_szWindowClass, MAX_LOADSTRING); if(!RegisterEngineClass()) { return false; } if(!InitInstance()) { return false; } return true; } ATOM RenderEngine::RegisterEngineClass() { WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = RenderEngine::WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = m_hInst; wcex.hIcon = LoadIcon(m_hInst, MAKEINTRESOURCE(IDI_RENDERENGINE)); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); wcex.lpszMenuName = MAKEINTRESOURCE(IDC_RENDERENGINE); wcex.lpszClassName = m_szWindowClass; wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL)); return RegisterClassEx(&wcex); } LRESULT CALLBACK RenderEngine::WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { int wmId, wmEvent; PAINTSTRUCT ps; HDC hdc; switch (message) { case WM_COMMAND: wmId = LOWORD(wParam); wmEvent = HIWORD(wParam); // Parse the menu selections: switch (wmId) { case IDM_ABOUT: DialogBox(m_hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About); break; case IDM_EXIT: DestroyWindow(hWnd); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } break; case WM_PAINT: hdc = BeginPaint(hWnd, &ps); // TODO: Add any drawing code here... EndPaint(hWnd, &ps); break; case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0; } bool RenderEngine::InitInstance() { m_hWnd = NULL; m_hWnd = CreateWindow(m_szWindowClass, m_szTitle, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, m_hInst, NULL); if (!m_hWnd) { return FALSE; } if(!ShowWindow(m_hWnd, m_nCmdShow)) { return false; } UpdateWindow(m_hWnd); return true; } // Message handler for about box. INT_PTR CALLBACK RenderEngine::About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) { UNREFERENCED_PARAMETER(lParam); switch (message) { case WM_INITDIALOG: return (INT_PTR)TRUE; case WM_COMMAND: if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL) { EndDialog(hDlg, LOWORD(wParam)); return (INT_PTR)TRUE; } break; } return (INT_PTR)FALSE; } int RenderEngine::Run() { MSG msg; HACCEL hAccelTable; hAccelTable = LoadAccelerators(m_hInst, MAKEINTRESOURCE(IDC_RENDERENGINE)); // Main message loop: while (GetMessage(&msg, NULL, 0, 0)) { if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg)) { TranslateMessage(&msg); DispatchMessage(&msg); } } return (int) msg.wParam; } and below is the code being used within the WinMain RenderEngine go; int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) { UNREFERENCED_PARAMETER(hPrevInstance); UNREFERENCED_PARAMETER(lpCmdLine); // TODO: Place code here. RenderEngine::m_hInst = hInstance; go.m_nCmdShow = nCmdShow; if(!go.InitWindow()) { return 0; } go.Run(); return 0; } If anything does not make any sense, then I apologize, I am a newb. Thanks for the help!!

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  • Detect when mouse leaves my app

    - by user593747
    Hello I am creating an app in win32 that will display the x, y position(In screen coords) of the mouse whereever the mouse is (inside my app client/NC area & outside). I am at the stage where I want to detect when the mouse leaves my application completely. I have written a simple win32 app that should detect & notify myself when the mouse leaves my app, BUT its not working, I never receive the messages WM_MOUSELEAVE & WM_NCMOUSELEAVE. What do you think is wrong? Am I using the wrong win32 functions? // Track Mouse.cpp : Defines the entry point for the application. // #include "stdafx.h" #include <windows.h> #include <vector> #include <string> #include <cstdlib> static HINSTANCE gInstance; // Globals // enum MouseStatus { DEFAULT = 50001, LEFT_CLIENT, LEFT_NCLIENT }; static MouseStatus mouseState = DEFAULT; static COLORREF bkCol = RGB(0,255,255); // Functions List // BOOL TrackMouse( HWND hwnd ) { // Post: TRACKMOUSEEVENT mouseEvt; ZeroMemory( &mouseEvt, sizeof(TRACKMOUSEEVENT) ); mouseEvt.cbSize = sizeof(TRACKMOUSEEVENT); mouseEvt.dwFlags = TME_LEAVE | TME_NONCLIENT; //mouseEvt.dwHoverTime = HOVER_DEFAULT; mouseEvt.hwndTrack = hwnd; return TrackMouseEvent( &mouseEvt ); } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch(msg) { case WM_CREATE: { // Track mouse so I can be notified when it leaves my application (Client & NC areas) BOOL trackSuccess = TrackMouse( hwnd ); // Returns successful, so I correctly track the mouse if ( trackSuccess == 0 ) { MessageBoxW( hwnd, L"Failed to track mouse", L"Error", MB_OK|MB_ICONEXCLAMATION ); } else MessageBoxW( hwnd, L"Tracking mouse", L"Success", MB_OK|MB_ICONEXCLAMATION ); } break; case WM_MOUSELEAVE: { // I never receive this message // Detect when the mouse leaves the client area mouseState = LEFT_CLIENT; bkCol = RGB(50,50,50); InvalidateRect( hwnd, NULL, true ); } break; case WM_NCMOUSELEAVE : { // I never receive this message // If the mouse has left the client area & then leaves the NC area then I know // that the mouse has left my app if ( mouseState == LEFT_CLIENT ) { mouseState = LEFT_NCLIENT; BOOL trackSuccess = TrackMouse( hwnd ); if ( trackSuccess == 0 ) { bkCol = RGB(255,255,0); MessageBoxW( hwnd, L"On WM_NCMOUSELEAVE: Failed to track mouse", L"Error", MB_OK|MB_ICONEXCLAMATION ); } else MessageBoxW( hwnd, L"On WM_NCMOUSELEAVE: Tracking mouse", L"Success", MB_OK|MB_ICONEXCLAMATION ); InvalidateRect( hwnd, NULL, true ); } } break; case WM_ACTIVATE: case WM_MOUSEHOVER: { // The mouse is back in my app mouseState = DEFAULT; bkCol = RGB(0,255,255); InvalidateRect( hwnd, NULL, true ); } break; case WM_PAINT: { HDC hdc; PAINTSTRUCT ps; hdc = BeginPaint( hwnd, &ps ); SetBkColor( hdc, bkCol ); Rectangle( hdc, 10, 10, 200, 200 ); EndPaint( hwnd, &ps ); } break; case WM_CLOSE: DestroyWindow(hwnd); break; case WM_DESTROY: PostQuitMessage(0); break; default: break; } return DefWindowProc(hwnd, msg, wParam, lParam); } int WINAPI WinMain(HINSTANCE gInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wc; HWND hwnd; MSG Msg; wc.cbSize = sizeof(WNDCLASSEX); wc.style = 0; wc.lpfnWndProc = WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = gInstance; wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)(DKGRAY_BRUSH); wc.lpszMenuName = NULL; wc.lpszClassName = L"Custom Class"; wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION); // if registration of main class fails if(!RegisterClassEx(&wc)) { MessageBoxW(NULL, L"Window Registration Failed!", L"Error!", MB_ICONEXCLAMATION | MB_OK); return 0; } hwnd = CreateWindowEx( WS_EX_CLIENTEDGE, L"Custom Class", L"App Name", WS_CAPTION|WS_MINIMIZEBOX|WS_VISIBLE|WS_OVERLAPPED|WS_SYSMENU, CW_USEDEFAULT, CW_USEDEFAULT, 600, 500, NULL, NULL, gInstance, NULL); if(hwnd == NULL) { MessageBoxW(NULL, L"Window Creation Failed!", L"Error!", MB_ICONEXCLAMATION | MB_OK); return 0; } ShowWindow(hwnd, nCmdShow); UpdateWindow(hwnd); while(GetMessage(&Msg, NULL, 0, 0) > 0) { TranslateMessage(&Msg); DispatchMessage(&Msg); } return Msg.wParam; }

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  • my window's handle is unused and cannot be evaluated

    - by numerical25
    I am trying to encapsulate my Win32 application into a class. My problem occurs when trying to initiate my primary window for the application below is my declaration and implementation... I notice the issue within my class method InitInstance(); declaration #pragma once #include "stdafx.h" #include "resource.h" #define MAX_LOADSTRING 100 class RenderEngine { protected: int m_width; int m_height; ATOM RegisterEngineClass(); public: static HINSTANCE m_hInst; HWND m_hWnd; int m_nCmdShow; TCHAR m_szTitle[MAX_LOADSTRING]; // The title bar text TCHAR m_szWindowClass[MAX_LOADSTRING]; // the main window class name bool InitWindow(); bool InitDirectX(); bool InitInstance(); //static functions static LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); static INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam); int Run(); }; implementation #include "stdafx.h" #include "RenderEngine.h" HINSTANCE RenderEngine::m_hInst = NULL; bool RenderEngine::InitWindow() { RenderEngine::m_hInst = NULL; // Initialize global strings LoadString(m_hInst, IDS_APP_TITLE, m_szTitle, MAX_LOADSTRING); LoadString(m_hInst, IDC_RENDERENGINE, m_szWindowClass, MAX_LOADSTRING); if(!RegisterEngineClass()) { return false; } if(!InitInstance()) { return false; } return true; } ATOM RenderEngine::RegisterEngineClass() { WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = RenderEngine::WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = m_hInst; wcex.hIcon = LoadIcon(m_hInst, MAKEINTRESOURCE(IDI_RENDERENGINE)); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); wcex.lpszMenuName = MAKEINTRESOURCE(IDC_RENDERENGINE); wcex.lpszClassName = m_szWindowClass; wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL)); return RegisterClassEx(&wcex); } LRESULT CALLBACK RenderEngine::WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { int wmId, wmEvent; PAINTSTRUCT ps; HDC hdc; switch (message) { case WM_COMMAND: wmId = LOWORD(wParam); wmEvent = HIWORD(wParam); // Parse the menu selections: switch (wmId) { case IDM_ABOUT: DialogBox(m_hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About); break; case IDM_EXIT: DestroyWindow(hWnd); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } break; case WM_PAINT: hdc = BeginPaint(hWnd, &ps); // TODO: Add any drawing code here... EndPaint(hWnd, &ps); break; case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0; } bool RenderEngine::InitInstance() { m_hWnd = NULL;// When I step into my code it says on this line 0x000000 unused = ??? expression cannot be evaluated m_hWnd = CreateWindow(m_szWindowClass, m_szTitle, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, m_hInst, NULL); if (!m_hWnd)// At this point, memory has been allocated unused = ??. It steps over this { return FALSE; } if(!ShowWindow(m_hWnd, m_nCmdShow))// m_nCmdShow = 1 and m_hWnd is still unused and expression {//Still cannot be evaluated. This statement is true. and shuts down. return false; } UpdateWindow(m_hWnd); return true; } // Message handler for about box. INT_PTR CALLBACK RenderEngine::About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) { UNREFERENCED_PARAMETER(lParam); switch (message) { case WM_INITDIALOG: return (INT_PTR)TRUE; case WM_COMMAND: if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL) { EndDialog(hDlg, LOWORD(wParam)); return (INT_PTR)TRUE; } break; } return (INT_PTR)FALSE; } int RenderEngine::Run() { MSG msg; HACCEL hAccelTable; hAccelTable = LoadAccelerators(m_hInst, MAKEINTRESOURCE(IDC_RENDERENGINE)); // Main message loop: while (GetMessage(&msg, NULL, 0, 0)) { if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg)) { TranslateMessage(&msg); DispatchMessage(&msg); } } return (int) msg.wParam; } and my winMain function that calls the class // RenderEngine.cpp : Defines the entry point for the application. #include "stdafx.h" #include "RenderEngine.h" // Global Variables: RenderEngine go; int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) { UNREFERENCED_PARAMETER(hPrevInstance); UNREFERENCED_PARAMETER(lpCmdLine); // TODO: Place code here. RenderEngine::m_hInst = hInstance; go.m_nCmdShow = nCmdShow; if(!go.InitWindow()) { return 0; } go.Run(); return 0; }

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  • Help with understanding why UAC dialog pops up on Win7 for our application

    - by Tim
    We have a C++ unmanaged application that appears to cause a UAC prompt. It seems to happen on Win7 and NOT on Vista Unfortunately the UAC dlg is system modal so I can't attach a debugger to check in the code where it is, and running under msdev (we're using 2008) runs in elevated mode. We put a message box at the start of our program/winmain but it doesn't even get that far, so apparently this is in the startup code. What can cause a UAC notification so early and what other things can I do to track down the cause? EDIT Apparently the manifest is an important issue here, but it seems not to be helping me - or perhaps I am not configuring the manifest file correctly. Can someone provide a sample manifest? Also, does the linker/UAC magic figure out that the program "might" write to the registry and set its UAC requirements based on that? There are code paths that might trigger UAC, but we are not even at that point when the UAC dlg comes up. An additional oddity is that this does not seem to happen on Vista with UAC turned on. Here is a manifest (that I think is/was generated automatically): <?xml version='1.0' encoding='UTF-8' standalone='yes'?> <assembly xmlns='urn:schemas-microsoft-com:asm.v1' manifestVersion='1.0'> <trustInfo xmlns="urn:schemas-microsoft-com:asm.v3"> <security> <requestedPrivileges> <requestedExecutionLevel level='asInvoker' uiAccess='false' /> </requestedPrivileges> </security> </trustInfo> <dependency> <dependentAssembly> <assemblyIdentity type='win32' name='Microsoft.Windows.Common-Controls' version='6.0.0.0' processorArchitecture='*' publicKeyToken='6595b64144ccf1df' language='*' /> </dependentAssembly> </dependency> <dependency> <dependentAssembly> <assemblyIdentity type='win32' name='Microsoft.Windows.Common-Controls' version='6.0.0.0' processorArchitecture='x86' publicKeyToken='6595b64144ccf1df' language='*' /> </dependentAssembly> </dependency> </assembly> And then this one was added to the manifest list to see if it would help <?xml version="1.0" encoding="UTF-8" standalone="yes"?> <assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0"> <assemblyIdentity version="1.0.0.0" processorArchitecture="x86" name="[removed for anonymity]" type="win32" /> <description> [removed for anonymity] </description> <dependency> <dependentAssembly> <assemblyIdentity type="win32" name="Microsoft.Windows.Common-Controls" version="6.0.0.0" processorArchitecture="x86" publicKeyToken="6595b64144ccf1df" language="*" /> </dependentAssembly> </dependency> <trustInfo xmlns="urn:schemas-microsoft-com:asm.v2"> <security> <requestedPrivileges> <requestedExecutionLevel level="asInvoker" uiAccess="false"/> </requestedPrivileges> </security> </trustInfo> </assembly> The following is from the actual EXE using the ManifestViewer tool - <assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0"> <assemblyIdentity version="1.0.0.0" processorArchitecture="x86" name="[removed]" type="win32" /> <description>[removed]</description> - <dependency> - <dependentAssembly> <assemblyIdentity type="win32" name="Microsoft.Windows.Common-Controls" version="6.0.0.0" processorArchitecture="x86" publicKeyToken="6595b64144ccf1df" language="*" /> </dependentAssembly> </dependency> - <dependency> - <dependentAssembly> <assemblyIdentity type="win32" name="Microsoft.Windows.Common-Controls" version="6.0.0.0" processorArchitecture="*" publicKeyToken="6595b64144ccf1df" language="*" /> </dependentAssembly> </dependency> - <trustInfo xmlns="urn:schemas-microsoft-com:asm.v2"> - <security> - <requestedPrivileges> <requestedExecutionLevel level="asInvoker" uiAccess="false" /> </requestedPrivileges> </security> </trustInfo> </assembly> It appears that it might be due to the xp compatibility setting on our app. I'll have to test that. (we set that in the installer I found out because some sound drivers don't work correctly on win7)

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