ClientRect mysteriously smaller than WindowRect? - winapi

I started a new Windows Desktop C++ project in Visual Studio. The window creation looks like this:
HWND hWnd = CreateWindowW(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, nullptr, nullptr, hInstance, nullptr);
Immediately I check the size of the window and client rects, and get the difference between them:
RECT windowRect;
RECT clientRect;
GetWindowRect(hWnd, &windowRect);
GetClientRect(hWnd, &clientRect);
int xExtra = windowRect.right - windowRect.left - clientRect.right;
xExtra is 16 (26 if my process is per monitor DPI aware).
What is accounting for this difference? The client area appears to be the same width as the window!
(It seems like the border may account for a few pixels, but not 26!)
What am I overlooking?

Related

How to draw raster console fonts in GDI?

How do I draw the raster fonts used by the Windows console in a GDI application? For instance, the 8x8 fixed font as shown in this screenshot.
Can these fonts be used via the CreateFont() API, or is there some special way that Windows loads these fonts?
The console uses "fixed width fonts", such as "Courier New" (available in all Windows version) or "Consolas" (available since Vista).
Fixed width fonts are not necessarily raster. To use raster fonts, enumerate fonts to find a raster font such as "Terminal" or "Fixedsys". You have to use the right size (example, 18 for "Terminal" font) otherwise Windows may substitute a different font and resize. There are also issues with DPI settings. If program is not DPI aware then magnification will occur if work station has high DPI settings.
case WM_PAINT:
{
PAINTSTRUCT ps;
auto hdc = BeginPaint(hwnd, &ps);
auto hfont = CreateFont(-18, 0, 0, 0, 0, 0, 0, 0,
ANSI_CHARSET,
OUT_DEVICE_PRECIS,
CLIP_DEFAULT_PRECIS,
DEFAULT_QUALITY,
DEFAULT_PITCH,
L"Terminal");
auto oldfont = SelectObject(hdc, hfont);
RECT rc = { 0,0,100,300 };
DrawText(hdc, L"Test 123", -1, &rc, DT_LEFT | DT_TOP);
SelectObject(hdc, oldfont);
DeleteObject(hfont);
EndPaint(hwnd, &ps);
return 0;
}
The answer was similar to Barmak's answer, with the difference that both width and height are specified, so to create a font for the 8x8 raster font I use the following code:
hfont = CreateFont(-8, -8, 0, 0, 0, 0, 0, 0, OEM_CHARSET, OUT_DEVICE_PRECIS,
CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, _T("Terminal"));
Specifically, both the height and width must be specified, and the OEM_CHARSET charset must be specified, in order to select one of the Raster Fonts.
My intent is to render to a DirectDraw surface (IDirectDrawSurface7::GetDC()) then subsequently paint that surface to the primary, as shown here:
With a bit of trickery involving multiple passes I added a bit of a shadow effect to the text, however that is outside the scope of my original question.

Drawing peformance with Win32

I am getting a very poor peformance drawing with Win32. It takes too much time and needs improving. Please advise.
Here is what I do.
HDC dc = GetDC(wnd);
HDC memoryDc = CreateCompatibleDC(dc);
HBITMAP memoryMapBitmap = CreateCompatibleBitmap(dc, 400, 400);
HGDIOBJ originalBitmap = SelectObject(memoryDc, memoryMapBitmap);
Then, I draw in a for-loop as follows.
HBRUSH brush = (HBRUSH)GetStockObject(DC_BRUSH);
SetDCBrushColor(memoryDc, colorRef);
FillRect(memoryDc, &rect, brush);
And finally, I do a cleanup
SelectObject(memoryDc, originalBitmap);
DeleteDC(memoryDc);
ReleaseDC(wnd, dc);
Drawing takes a lot of time (several seconds). Is there a way to draw faster with Win32?
Thanks in advance!
It looks like I have solved it. Below is the solution with some comments.
I have a dialog defined in RC-file. There is a control to display a bitmap image in the dialog.
CONTROL "", IDC_MEMORY_MAP, WC_STATIC, SS_BITMAP | SS_CENTERIMAGE | SS_SUNKEN, 9, 21, 271, 338, WS_EX_LEFT
In the run-time I need to create, draw and display a bitmap:
HWND map = GetDlgItem(dlg, IDC_MEMORY_MAP);
HBITMAP bitmap = createMemoryMapBitmap(map);
bitmap = (HBITMAP)SendMessage(map, STM_SETIMAGE, IMAGE_BITMAP, (LPARAM)bitmap);
DeleteObject(bitmap); // (!) this is a very important line, otherwise old bitmap leaks
Code that finds out the size of the bitmap to create:
HBITMAP createMemoryMapBitmap(HWND map) {
RECT rect = {0, 0, 0, 0};
GetClientRect(map, &rect);
SIZE size = {rect.right - rect.left, rect.bottom - rect.top};
HDC dc = GetDC(map);
HBITMAP bitmap = doCreateMemoryMapBitmap(dc, &size);
ReleaseDC(map, dc);
return bitmap;
}
Finally, we actually create the bitmap and draw on it:
HBITMAP doCreateMemoryMapBitmap(HDC dc, LPSIZE bitmapSize) {
// create 24bpp bitmap in memory in order to draw fast
BITMAPINFO info;
memset(&info, 0, sizeof(info));
info.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
info.bmiHeader.biWidth = bitmapSize->cx;
info.bmiHeader.biHeight = bitmapSize->cy;
info.bmiHeader.biPlanes = 1;
info.bmiHeader.biBitCount = 24;
info.bmiHeader.biCompression = BI_RGB;
void *pixels = NULL;
HBITMAP memoryBitmap = CreateDIBSection(dc, &info, DIB_RGB_COLORS, &pixels, NULL, 0);
HDC memoryDc = CreateCompatibleDC(dc); // (!) memoryDc is attached to current thread
HGDIOBJ originalDcBitmap = SelectObject(memoryDc, memoryBitmap);
// drawing code here
// perform windows gdi cleanup
SelectObject(memoryDc, originalDcBitmap); // restore original bitmap in memoryDC (optional step)
DeleteDC(memoryDc); // this releases memoryBitmap from memoryDC
return memoryBitmap;
}
The idea above is to create a 24bpp bitmap in the memory and draw on it. This way drawing is fast, as #IInspectable pointed out.
If display is in the indexed color mode, e.g. 16 or 256 colors, it seems Windows native control is smart enough to convert the color depth automatically displaying the bitmap.

AdjustWindowRectEx() and GetWindowRect() give wrong size with WS_OVERLAPPED

I want to calculate the full size of a window before opening it. I'm using AdjustWindowRectEx() to achieve this. My code looks like this for a window with a client size of 640x480:
wrect.left = 0;
wrect.top = 0;
wrect.right = 640;
wrect.bottom = 480;
AdjustWindowRectEx(&wrect, WS_CAPTION|WS_SYSMENU|WS_MINIMIZEBOX, FALSE, 0);
This returns the following values:
left: -3
top: -22
right: 643
bottom: 483
However, when opening the window using CreateWindowEx() and passing
wrect.right - wrect.left
wrect.bottom - wrect.top
as the window size, the window's size physical size actually turns out to be 656x515 pixels. Still, GetWindowRect() returns 646x505, i.e. the same dimensions as returned by AdjustWindowRectEx() but as I said, when I take a screenshot of the desktop and measure the window's size using a paint program, its physical size is actually 656x515 pixels. Does anybody have an explanation for this?
The client size is alright, it's 640x480 but it looks like the border size is calculated wrongly because the border uses more pixels than calculated by AdjustWindowRectEx() and GetWindowRect().
I'm on Windows 7.
EDIT:
Is this downvoted because the title of the question is misleading? As stated in the MSDN autodocs, WS_OVERLAPPED is not supported by AdjustWindowRectEx(). So is there any other way to calculate the dimensions of a WS_OVERLAPPED window? Using WS_OVERLAPPEDWINDOW instead is not a solution because it sets the WS_THICKFRAME and WS_MAXIMIZEBOX which I don't want.
Here is some test code now which shows the problem. You can see that the client size is alright but the window's physical size is larger than what is returned by GetWindowRect().
#include <stdio.h>
#include <windows.h>
#define CLASSNAME "Test"
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
WNDCLASSEX wcx;
RECT wrect;
HWND hWnd;
char tmpstr[256];
memset(&wcx, 0, sizeof(WNDCLASSEX));
wcx.cbSize = sizeof(WNDCLASSEX);
wcx.style = CS_HREDRAW|CS_VREDRAW;
wcx.lpfnWndProc = WindowProc;
wcx.hInstance = hInstance;
wcx.hCursor = LoadCursor(NULL, IDC_ARROW);
wcx.hbrBackground = GetStockObject(BLACK_BRUSH); // important! otherwise a borderless window resize will not be drawn correctly
wcx.lpszClassName = CLASSNAME;
RegisterClassEx(&wcx);
wrect.left = 0;
wrect.top = 0;
wrect.right = 640;
wrect.bottom = 480;
AdjustWindowRectEx(&wrect, WS_CAPTION|WS_SYSMENU|WS_MINIMIZEBOX, FALSE, 0);
hWnd = CreateWindowEx(0, CLASSNAME, "Test", WS_CAPTION|WS_SYSMENU|WS_MINIMIZEBOX|WS_OVERLAPPED, 0, 0, wrect.right - wrect.left, wrect.bottom - wrect.top, NULL, NULL, hInstance, NULL);
ShowWindow(hWnd, SW_SHOWNORMAL);
GetWindowRect(hWnd, &wrect);
sprintf(tmpstr, "%d %d %d %d\n", wrect.left, wrect.top, wrect.right, wrect.bottom);
AllocConsole();
WriteConsole(GetStdHandle(STD_OUTPUT_HANDLE), tmpstr, strlen(tmpstr), NULL, NULL);
GetClientRect(hWnd, &wrect);
sprintf(tmpstr, "%d %d %d %d\n", wrect.left, wrect.top, wrect.right, wrect.bottom);
WriteConsole(GetStdHandle(STD_OUTPUT_HANDLE), tmpstr, strlen(tmpstr), NULL, NULL);
Sleep(10000);
DestroyWindow(hWnd);
UnregisterClass(CLASSNAME, hInstance);
return 0;
}
GetWindowRect api doesn't give the correct size:
Due to compatability requirements, certain metrics are reported in such a way that they're not consistent with what is actually drawn on the screen when Aero Glass (more accurately, "Windows Vista Aero") is enabled. This sort of approach is needed in order to change the look of the system for the vast majority of apps for which this isn't an issue.However, there's been a recent change in the system which will be coming out in Vista RC1 that will return the correct rendered value from GetWindowRect() for executables that are linked with "winver = 6.0". This allows new and newly-linked applications to get the "correct" values from GetWindowRect().
GetWindowRect on non-resizable windows under Aero Glass
Use instead DwmGetWindowAttribute to get the correct size:
DwmGetWindowAttribute(hWnd, DWMWA_EXTENDED_FRAME_BOUNDS, &wrect, sizeof(wrect));
If AdjustWindowRect doesn't work, just try to create the Window and adjust the size after the window is created.
// Create the window with a nearly correct size
RECT rect;
rect.left = 0;
rect.top = 0;
rect.right = 640;
rect.bottom = 480;
AdjustWindowRectEx(&rect, WS_CAPTION|WS_SYSMENU|WS_MINIMIZEBOX, FALSE, 0);
// try
hWnd = CreateWindowEx(0, CLASSNAME, "Test", WS_CAPTION|WS_SYSMENU|WS_MINIMIZEBOX|WS_OVERLAPPED, 0, 0, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, hInstance, NULL);
// Get the size that is really required and adjust
RECT rectCreated;
GetWindowRect(hWnd, &rectCreated);
rect.right += rectCreated.right-rectcreated.left;
rect.bottom += rectCreated.bottom-rectcreated.top;
// Resize to let the window fir the inner client aea
SetWindowPos(hWnd,NULL,0,0,rect.right-rect.left,rect.bottom-rect.top,SWP_NOMOVE|SWP_NOZORDER);
// Show it.
ShowWindow(hWnd, SW_SHOWNORMAL);
Code is not tested. Hopefully I have no bugs or syntax errors in it.

Win32 can't get SetBkMode Transparency to work

I am writing a simple program, that prints some text on the screen, overlaying the other windows.
#include "stdafx.h"
#include <Windows.h>
int _tmain(int argc, _TCHAR* argv[])
{
HWND hwnd = GetDesktopWindow();
HDC hdc;
RECT rect;
//LPRECT rect = new RECT;
wchar_t text[] = L"test";
GetClientRect(hwnd, &rect);
do{
hdc = GetWindowDC(hwnd);
SetBkMode(hdc, TRANSPARENT);
SetTextColor(hdc, RGB(100, 100, 100));
DrawText(hdc, text, -1, &rect, DT_NOCLIP);
ReleaseDC(hwnd, hdc);
Sleep(15);
} while (1);
return 0;
}
The problem is that I would like the background of the printed text to be transparent, but SetBkMode does not seem to work (it actually makes no difference if I set it to OPAQUE or TRANSPARENT) so I get a solid background. Any ideas? What am I missing?
edit: Changed LPRECT to RECT, as suggested.
edit: using transparent window:
creating window:
CreateWindowEx(WS_EX_TOPMOST | WS_EX_LAYERED, // extended style
(LPCWSTR)WINDOW_CLASS_NAME, // class
L"test", // title
NULL,
0, 0, // initial x,y
400, 300, // initial width, height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance of this application
NULL)
globals:
wchar_t tst_Str[] = L"TEST";
WM_PAINT:
PAINTSTRUCT ps;
HDC hdc;
RECT rc;
hdc = BeginPaint(hwnd, &ps);
GetClientRect(hwnd, &rc);
SetTextColor(hdc, RGB(255, 0, 0));
DrawText(hdc, tst_Str, -1, &rc,NULL);
EndPaint(hwnd, &ps);
return 0;
Windows are responsible for painting themselves. The system is not designed to allow external parties to draw on other windows in the manner you are attempting. You will have to recalibrate your expectations.
If you wish to draw something you should create a window and draw on it. You are at liberty to make the window a transparent layered window and position your drawing so that it appears on top of another window. And you also gain the benefit that you don't need to run a busy loop. You can paint in the standard way, in response to WM_PAINT messages.
To make a layered window appear on the desktop, you have to call SetLayeredWindowAttributes function, for example
SetLayeredWindowAttributes(hWnd,
RGB(255, 255, 255), // The transparent color
128, // Opacity of the window
LWA_ALPHA | LWA_COLORKEY); // Enable both features
This example will make portions of the window with white color completely transparent. Parameter bAlpha specifies the opacity of the window (the pixels not affected with crKey).
Here's a screen shot of such window with Test text floating over browser window with this question:
If you create your window without border, using these window styles: WS_POPUP | WS_SYSMENU, then it will look like on the screen shot. I included WS_SYSMENU to have the standard window menu in the taskbar. To force the taskbar to display a button for popup window, include WS_EX_APPWINDOW extended style.

child window blinking

My application is dll which is injected into 3rd party GUI application. There dll creates child window containing few controls on the main window of the application. The problem is that my window and its controls blink when the main window is redrawn. I've already read many articles about similar problems but could not fix it. Here is some code
hwndContainer = CreateWindowEx( WS_EX_TOPMOST, PANEL_CLASS_NAME, "", WS_CHILD | WS_VISIBLE, 0, 0, width, height, hwnd, 0, g_hInstance, cd );
CreateWindowEx( WS_EX_TOPMOST, "button", "Click me", WS_CHILD | WS_VISIBLE | WS_TABSTOP, x, y, w, h, hwndContainer, 0, 0, 0 );
...
case WM_PAINT:
PAINTSTRUCT ps;
HDC hdc = BeginPaint( hwndPanel, &ps );
RECT r;
GetClientRect( hwndPanel, &r );
SelectObject( hdc, hpenBorder );
SelectObject( hdc, GetStockObject( NULL_BRUSH ) );
RoundRect( hdc, 0, 0, r.right, r.bottom, 5, 5 );
EndPaint( hwndPanel, &ps );
return 0;
I tried adding WS_CLIPCHILDREN to the main window style, processed WM_PAINT of the main window etc. Any thoughts?
You may give WS_CLIPSIBLINGS a try... It's been a long time since I've done anything with window styles directly but I seem to remember this style required to help reduce redraw flicker in non-top level windows. Good luck.

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