Create Windows Program with GUI but use 'main()' (in D)? - windows

Is it possible, to in Windows, create a GUI program, which has it's entry point in 'main()'? How do I do this?
My use for this is that I want a cross-platform application, with one uniform entry point.

Write your application using main() and all the GUI calls in there that you would have used in WinMain. This will create an application with both a GUI and a console window.
Use the Windows SDK tool editbin /SUBSYSTEM:WINDOWS appname.exe to change the subsystem flag in the PE header, so Windows won't create a console window automatically.
If you want to have a working stdout for debug message or the like, you can either use freopen to direct stdout to a file, or AllocConsole when you decide a console window is needed (for example, after an error occurs).
BTW: This thread indicates that the DMD compiler will prefer main() over WinMain() anyway if it finds both.

Related

Can you make a Windows desktop app in Rust and winapi?

I've got a Windows application with a GUI written in Rust and winapi. Despite its GUI, it behaves like a console application. When the exe file is started, a Command Prompt window pops up, and the application is run from it. This is not what I want; a main window should open instead, as in all real desktop apps. How can I achieve this goal in Rust with winapi?
I've investigated some options. You can develop Windows desktop applications using Tauri or gtk-rs, but both of these techniques have drawbacks when used for Windows apps. More options may be found here. I've also tried the windows-rs samples available on the internet, but they're all console apps with a graphical user interface, which isn't what I'm looking for.
I also note that C++ desktop applications use the function int APIENTRY wWinMain(...) as the entry point while console applications use int main(...), and wWinMain doesn't seem available in rust winapi.
Whether the system allocates a console for a newly created process is controlled by the Subsystem field in the Windows-specific optional PE header. The field is populated through the linker's /SUBSYSTEM command line option. The only relevant arguments for desktop applications are CONSOLE and WINDOWS. The former instructs the system to allocate a console on launch, whereas the latter won't.
You can instruct the linker to target the WINDOWS subsystem from Rust code by placing the per-module
#![windows_subsystem = "windows"]
attribute (see windows-subsystem) inside the main module of your application.
You'll find an example of this in the core_app sample of the windows crate.
This is the most convenient way to target the WINDOWS subsystem. You can also explicitly pass the linker flag along, e.g. by placing the following override into .cargo/config.toml:
[build]
rustflags = [
"-C", "link-arg=/SUBSYSTEM:WINDOWS",
]
This may or may not work, depending on the linker you happen to be using. Since the linker isn't part of the Rust toolchain, making sure that this works and has the intended effect is on you.
A note on the entry point's function name: It is irrelevant as far as the OS loader is concerned. It never even makes it into the final executable image anyway. The PE image only stores the (image-base-relative) AddressOfEntryPoint, and that symbol could have been named anything.
The concrete name is only relevant to the build tools involved in generating the respective linker input.
More info here: WinMain is just the conventional name for the Win32 process entry point. The underlying principles apply to Rust just the same, particularly the aspect that the user-defined entry point (fn main()) isn't actually the executable's entry point.

Do Windows Applications usually have a console for StdIn, StdOut and StdErr

I ran into the following issue using Pascal/FPC/Lazarus, but I think it is universal to all Windows .exe files, regardless of the IDE/compiler they are created with:
I created a Windows GUI application and wanted to display some debugging infos in a simple text console. Usually in a Pascal console application Write and WriteLn are used to write to a console/StdOut, but without additional measures in the project configuration this crashes because in a GUI exe (at least if created with Lazarus) a console window does not exist, I get a "file not open" exception.
There are multiple ways in Lazarus (centered around controlling the -WG switch during the build process) to get a console attached "write /writeln" can write text to, this is not the question. My question is, whether support for a console device (StdIn, StdOut, StdErr) is a Windows feature, which is part of the Windows Runtime, probably controlled by some metadata embedded in the exe, which in turn is controlled by this -WG switch, or whether it is a feature of a runtime environment added by a specific development environment, in this case by the Lazarus IDE or a runtime coming with the underlying FPC compiler.
Thnx!
Yes, consoles are generally not used for Windows GUI apps, though you can afaik instantiate some with allocconsole manually. Very early versions of Lazarus did this.
As David says, in general on Windows Outputdebugstring() is used or a logging library.
Technical details: afaik all windows processes (so also console) must actively activate the console, a task typically done by the runtime. The -WG switch suppresses this by setting a special IsConsole boolean variable to false.
The console io initialization is in rtl/win/syswin.inc procedure SysInitStdIO around line 515.
In there you can see that if not IsConsole a dummy file description is made (assignerror), and errors are redirected to message boxes(and might pass by GUI users unnoticed).

I want my Program to fully control the I/O for cmd line program running in the console Window(any language)

I want to call an old 32bit Application from within my program, which happens to be a C# Program(easy enough). But I want my program to Control this Console application, to send key strokes directly to the running console application.
How can I do this ideally in C# or any other language? I want to fully control the I/O for cmd line program running.
The AUTO IT API was the Answer here

how to run D-Bus on windows without console?

I'm porting a linux app on windows and I need dbus-daemon.exe running on my win session.
My app and dbus-daemon.exe work fine but the latter still opens a default console and, being not familiar with programming on windows, I don't know how to get rid of it.
Maybe by making it invisible ?
Windows, by default, opens a console window for executables compiled for the console subsystem (the "subsystem" being essentially a bit of metadata in the Portable Executable format, aka EXE/DLL). So you have at least two options:
Compile the dbus-daemon for the Windows subsystem, if you're the one doing the compilation. It is a linker option.
Launch the dbus-daemon process passing the CREATE_NO_WINDOW flag to the relevant API function (probably CreateProcess). If you're not using the Windows API directly, look how CreateProcess and CREATE_NO_WINDOW are exposed in the API you are using. In .NET, for example, it's the ProcessStartInfo.CreateNoWindow property.

How to write to the console in a GUI application

Background: We develop win32 applications, and use the "Thompson Toolkit" on windows to give us a unix-like shell that we use as our command-line.
We have a GUI program (with a WinMain and message loop) that we want to write to the console, but printf and so on don't work, even when we launch the program from the console. How can we write to the console from a GUI program? We need to print text there so that an automated build system can display error messages and so on.
Thanks.
In short, you need to attach a console. For details and ready to use code, see http://www.codeproject.com/KB/dialog/ConsoleAdapter.aspx.
Basicly you have to create a console by your self with AllocConsole, AttachConsole. After that you have to get standard handles with GetStdHandle and "associates a C run-time file descriptor with an existing operating-system file handle" with help of _open_osfhandle.
The returned handle can be used to overwrite crt stdin and stdout. After that all crt methods like printf should work.
Instead of logging to the console, log to a file and then track the file with a separate gui application. This keeps the console uncluttered and gives you a more persistent record of your log, which occasionally is extremely useful. There are various libraries which will do most of this for you, or you can keep it simple and just do it yourself.
somewhere in the Visual Studio Project Settings you can switch on having a console, assuming you are using VS. (Can't say where because I currently don't have it)

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