Notification icon tooltip not showing despite properly setting szTip - winapi

I am trying to make a small system tray program with only a context menu as its GUI.
However, I cannot get the tooltip to work. I properly setup NOTIFYICONDATA's szTip and everything else seems to work...what is preventing the tooltip from showing on mouseover?
void main()
{
int result;
hinst = GetModuleHandle( NULL );
memset( &wnd, 0, sizeof( wnd ) );
wnd.cbSize = sizeof( wnd );
wnd.lpszClassName = "MainWClass";
wnd.lpfnWndProc = MainWProc;
wnd.hInstance = hinst;
result = RegisterClassEx( &wnd );
hwnd = CreateWindowEx
(
0, //extended styles
wnd.lpszClassName, //class name
"Main Window", //window name
WS_OVERLAPPEDWINDOW | WS_HSCROLL | WS_VSCROLL | WS_MINIMIZEBOX, //style tags
CW_USEDEFAULT, //horizontal position
CW_USEDEFAULT, //vertical position
CW_USEDEFAULT, //width
CW_USEDEFAULT, //height
(HWND) NULL, //parent window
(HMENU) NULL, //class menu
(HINSTANCE) wnd.hInstance, //some HINSTANCE pointer
NULL //Create Window Data?
);
nid.cbSize = sizeof( nid );
nid.hWnd = hwnd;
nid.uID = 1;
nid.uVersion = NOTIFYICON_VERSION_4;
nid.uCallbackMessage = WM_CONTEXTMENU;
nid.hIcon = LoadIcon( hinst, MAKEINTRESOURCE( IDI_ICON1 ) );
strcpy( nid.szTip, "My Tooltip!" );
nid.uFlags = NIF_MESSAGE | NIF_ICON | NIF_TIP;
if( ! Shell_NotifyIcon( NIM_ADD, &nid ) )
{
printf("Shell_NotifyIcon( NIM_ADD, &nid ) failed.\r\n");
Sleep( INFINITE );
}
if( ! Shell_NotifyIcon( NIM_SETVERSION, &nid ) )
{
printf("Shell_NotifyIcon( NIM_SETVERSION, &nid ) failed.\r\n");
Sleep( INFINITE );
}
UpdateWindow( hwnd );
while( true )
{
//Dispatch for main window
if( PeekMessage( &msg, hwnd, NULL, NULL, PM_REMOVE ) )
{
DispatchMessage( &msg );
}
}
}

try adding the NIF_SHOWTIP flag, according to MSDN, NOTIFYICON_VERSION_4 requires that the tooltip be userdrawn.

Related

How to redraw MFC tooltip when a mouse is moved?

This one is a c++/MFC project.
I need to display a position of the cursor. So I must redraw tooltip everytime when a mouse is moving.
I can draw a tooltip but a tooltip was drawn isn't cleared.
The OnShowTooltip() function will be called if mouse is moving.
void OnShowToolTip(const CPoint& ptMousePosition,CString strText)
{
UpdateData(true);
if (bToolTip)
{
unsigned int uid = 0; // for ti initialization
// CREATE A TOOLTIP WINDOW
hwndTT = CreateWindowEx(WS_EX_TOPMOST,
TOOLTIPS_CLASS,
NULL,
TTS_NOPREFIX ,
CW_USEDEFAULT,
CW_USEDEFAULT,
CW_USEDEFAULT,
CW_USEDEFAULT,
NULL,
NULL,
NULL,
NULL
);
// INITIALIZE MEMBERS OF THE TOOLINFO STRUCTURE
//ti.cbSize = sizeof(TOOLINFO);
ti.cbSize = TTTOOLINFO_V1_SIZE;
ti.uFlags = TTF_TRACK;
ti.hwnd = NULL;
ti.hinst = NULL;
ti.uId = uid;
ti.lpszText = (LPSTR)(LPCSTR) strText;
// ToolTip control will cover the whole window
ti.rect.left = 0;
ti.rect.top = 0;
ti.rect.right = 0;
ti.rect.bottom = 0;
// SEND AN ADDTOOL MESSAGE TO THE TOOLTIP CONTROL WINDOW
::SendMessage(hwndTT, TTM_ADDTOOL, 0, (LPARAM) (LPTOOLINFO) &ti);
::SendMessage(hwndTT, TTM_TRACKPOSITION, 0, (LPARAM)(DWORD) MAKELONG(ptMousePosition.x, ptMousePosition.y));
::SendMessage(hwndTT, TTM_TRACKACTIVATE, true, (LPARAM)(LPTOOLINFO) &ti);
bToolTip=false;
}else{
::SendMessage(hwndTT, TTM_TRACKACTIVATE, false, (LPARAM)(LPTOOLINFO) &ti);
bToolTip=true;
}
}
I have a function for handling mouse events like below
BOOL DoDragPoint2D(CPoint point,CString strPositions)
{
switch (msg.message)
{
case WM_MOUSEMOVE:
bToolTip = TRUE;
OnShowToolTip(point,strPositions);
break;
case WM_LBUTTONUP:
bToolTip = FALSE;
OnShowToolTip(point,strPositions);
}
}
Although I set bTooltip to be FALSE. But It cannot to remove tooltip.
Moreover I try to call Invalidate() function but a tooltip still display until a dubbuging is stopped.
Each time the mouse moves, a new tooltip is created.
You only need to create the tooltip once in WM_CREATE event.
Then send TTM_SETTOOLINFO message to update ti.lpszText.
ep.
case WM_CREATE:
{
unsigned int uid = 0; // for ti initialization
hwndTT = CreateWindowEx(WS_EX_TOPMOST,
TOOLTIPS_CLASS,
NULL,
TTS_NOPREFIX,
CW_USEDEFAULT,
CW_USEDEFAULT,
CW_USEDEFAULT,
CW_USEDEFAULT,
NULL,
NULL,
NULL,
NULL
);
// INITIALIZE MEMBERS OF THE TOOLINFO STRUCTURE
//ti.cbSize = sizeof(TOOLINFO);
ti.cbSize = TTTOOLINFO_V1_SIZE;
ti.uFlags = TTF_TRACK;
ti.hwnd = NULL;
ti.hinst = NULL;
ti.uId = uid;
ti.lpszText = const_cast <wchar_t*>(L"");
// ToolTip control will cover the whole window
ti.rect.left = 0;
ti.rect.top = 0;
ti.rect.right = 0;
ti.rect.bottom = 0;
::SendMessage(hwndTT, TTM_ADDTOOL, 0, (LPARAM)(LPTOOLINFO)&ti);
}
break;
case WM_MOUSEMOVE:
...
ti.lpszText = (LPSTR)(LPCSTR) strText;
::SendMessage(hwndTT, TTM_SETTOOLINFO, 0, (LPARAM)&ti);
::SendMessage(hwndTT, TTM_TRACKPOSITION, 0, (LPARAM)(DWORD) MAKELONG(ptMousePosition.x, ptMousePosition.y));
::SendMessage(hwndTT, TTM_TRACKACTIVATE, true, (LPARAM)(LPTOOLINFO) &ti);
...

DirectX 11 Render to Texture Not Working

I want to render one triangle to texture and then that render to texture need to be displayed in a smaller size at top-left corner of screen with the original triangle at center of the screen.
I have developed one application but not succeeded. Please help me on this.
My code is as follows -
#include <windows.h>
#include <d3d11_1.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <directxcolors.h>
#include "resource.h"
using namespace DirectX;
//--------------------------------------------------------------------------------------
// Structures
//--------------------------------------------------------------------------------------
struct SimpleVertex
{
XMFLOAT3 Pos;
};
//--------------------------------------------------------------------------------------
// Global Variables
//--------------------------------------------------------------------------------------
HINSTANCE g_hInst = nullptr;
HWND g_hWnd = nullptr;
D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0;
ID3D11Device* g_pd3dDevice = nullptr;
ID3D11Device1* g_pd3dDevice1 = nullptr;
ID3D11DeviceContext* g_pImmediateContext = nullptr;
ID3D11DeviceContext1* g_pImmediateContext1 = nullptr;
IDXGISwapChain* g_pSwapChain = nullptr;
IDXGISwapChain1* g_pSwapChain1 = nullptr;
ID3D11RenderTargetView* g_pRenderTargetView = nullptr;
ID3D11VertexShader* g_pVertexShader = nullptr;
ID3D11PixelShader* g_pPixelShader = nullptr;
ID3D11InputLayout* g_pVertexLayout = nullptr;
ID3D11Buffer* g_pVertexBuffer = nullptr;
ID3D11Texture2D* m_renderTargetTexture=nullptr;
ID3D11RenderTargetView* m_renderTargetView=nullptr;
ID3D11ShaderResourceView* m_shaderResourceView=nullptr;
ID3D11DepthStencilView* m_depthStencilView;
ID3D11Texture2D* m_depthStencilBuffer;
ID3D11DepthStencilState* m_depthStencilState;
//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
HRESULT InitDevice();
void CleanupDevice();
LRESULT CALLBACK WndProc( HWND, UINT, WPARAM, LPARAM );
void Render();
void RenderOnTexture();
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
int WINAPI wWinMain( _In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow )
{
UNREFERENCED_PARAMETER( hPrevInstance );
UNREFERENCED_PARAMETER( lpCmdLine );
if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
return 0;
if( FAILED( InitDevice() ) )
{
CleanupDevice();
return 0;
}
// Main message loop
MSG msg = {0};
while( WM_QUIT != msg.message )
{
if( PeekMessage( &msg, nullptr, 0, 0, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
Render();
}
}
CleanupDevice();
return ( int )msg.wParam;
}
//--------------------------------------------------------------------------------------
// Register class and create window
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
{
// Register class
WNDCLASSEX wcex;
wcex.cbSize = sizeof( WNDCLASSEX );
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon( hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
wcex.hCursor = LoadCursor( nullptr, IDC_ARROW );
wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 );
wcex.lpszMenuName = nullptr;
wcex.lpszClassName = L"TutorialWindowClass";
wcex.hIconSm = LoadIcon( wcex.hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
if( !RegisterClassEx( &wcex ) )
return E_FAIL;
// Create window
g_hInst = hInstance;
RECT rc = { 0, 0, 800, 600 };
AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
g_hWnd = CreateWindow( L"TutorialWindowClass", L"Direct3D 11 Tutorial 2: Rendering a Triangle",
WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX,
CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, nullptr, nullptr, hInstance,
nullptr );
if( !g_hWnd )
return E_FAIL;
ShowWindow( g_hWnd, nCmdShow );
return S_OK;
}
//--------------------------------------------------------------------------------------
// Helper for compiling shaders with D3DCompile
//
// With VS 11, we could load up prebuilt .cso files instead...
//--------------------------------------------------------------------------------------
HRESULT CompileShaderFromFile( WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut )
{
HRESULT hr = S_OK;
DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#ifdef _DEBUG
// Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders.
// Setting this flag improves the shader debugging experience, but still allows
// the shaders to be optimized and to run exactly the way they will run in
// the release configuration of this program.
dwShaderFlags |= D3DCOMPILE_DEBUG;
// Disable optimizations to further improve shader debugging
dwShaderFlags |= D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
ID3DBlob* pErrorBlob = nullptr;
hr = D3DCompileFromFile( szFileName, nullptr, nullptr, szEntryPoint, szShaderModel,
dwShaderFlags, 0, ppBlobOut, &pErrorBlob );
if( FAILED(hr) )
{
if( pErrorBlob )
{
OutputDebugStringA( reinterpret_cast<const char*>( pErrorBlob->GetBufferPointer() ) );
pErrorBlob->Release();
}
return hr;
}
if( pErrorBlob ) pErrorBlob->Release();
return S_OK;
}
//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT InitDevice()
{
HRESULT hr = S_OK;
RECT rc;
GetClientRect( g_hWnd, &rc );
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
UINT createDeviceFlags = 0;
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_DRIVER_TYPE driverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = ARRAYSIZE( driverTypes );
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
UINT numFeatureLevels = ARRAYSIZE( featureLevels );
for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
{
g_driverType = driverTypes[driverTypeIndex];
hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
if ( hr == E_INVALIDARG )
{
// DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it
hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
}
if( SUCCEEDED( hr ) )
break;
}
if( FAILED( hr ) )
return hr;
// Obtain DXGI factory from device (since we used nullptr for pAdapter above)
IDXGIFactory1* dxgiFactory = nullptr;
{
IDXGIDevice* dxgiDevice = nullptr;
hr = g_pd3dDevice->QueryInterface( __uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice) );
if (SUCCEEDED(hr))
{
IDXGIAdapter* adapter = nullptr;
hr = dxgiDevice->GetAdapter(&adapter);
if (SUCCEEDED(hr))
{
hr = adapter->GetParent( __uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory) );
adapter->Release();
}
dxgiDevice->Release();
}
}
if (FAILED(hr))
return hr;
// Create swap chain
IDXGIFactory2* dxgiFactory2 = nullptr;
hr = dxgiFactory->QueryInterface( __uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2) );
if ( dxgiFactory2 )
{
// DirectX 11.1 or later
hr = g_pd3dDevice->QueryInterface( __uuidof(ID3D11Device1), reinterpret_cast<void**>(&g_pd3dDevice1) );
if (SUCCEEDED(hr))
{
(void) g_pImmediateContext->QueryInterface( __uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&g_pImmediateContext1) );
}
DXGI_SWAP_CHAIN_DESC1 sd;
ZeroMemory(&sd, sizeof(sd));
sd.Width = width;
sd.Height = height;
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
hr = dxgiFactory2->CreateSwapChainForHwnd( g_pd3dDevice, g_hWnd, &sd, nullptr, nullptr, &g_pSwapChain1 );
if (SUCCEEDED(hr))
{
hr = g_pSwapChain1->QueryInterface( __uuidof(IDXGISwapChain), reinterpret_cast<void**>(&g_pSwapChain) );
}
dxgiFactory2->Release();
}
else
{
// DirectX 11.0 systems
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
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;
hr = dxgiFactory->CreateSwapChain( g_pd3dDevice, &sd, &g_pSwapChain );
}
// Note this tutorial doesn't handle full-screen swapchains so we block the ALT+ENTER shortcut
dxgiFactory->MakeWindowAssociation( g_hWnd, DXGI_MWA_NO_ALT_ENTER );
dxgiFactory->Release();
if (FAILED(hr))
return hr;
// Create a render target view
ID3D11Texture2D* pBackBuffer = nullptr;
hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), reinterpret_cast<void**>( &pBackBuffer ) );
if( FAILED( hr ) )
return hr;
hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, nullptr, &g_pRenderTargetView );
pBackBuffer->Release();
if( FAILED( hr ) )
return hr;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
D3D11_TEXTURE2D_DESC textureDesc;
HRESULT result;
D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc;
// Initialize the render target texture description.
ZeroMemory(&textureDesc, sizeof(textureDesc));
// Setup the render target texture description.
textureDesc.Width = 400/*textureWidth*/;
textureDesc.Height = 400/*textureHeight*/;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
textureDesc.SampleDesc.Count = 1;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
textureDesc.CPUAccessFlags = 0;
textureDesc.MiscFlags = 0;
// Create the render target texture.
result = g_pd3dDevice->CreateTexture2D(&textureDesc, NULL, &m_renderTargetTexture);
if (FAILED(result))
{
return false;
}
// Setup the description of the render target view.
renderTargetViewDesc.Format = textureDesc.Format;
renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
renderTargetViewDesc.Texture2D.MipSlice = 0;
// Create the render target view.
result = g_pd3dDevice->CreateRenderTargetView(m_renderTargetTexture, &renderTargetViewDesc, &m_renderTargetView);
if (FAILED(result))
{
return false;
}
// Setup the description of the shader resource view.
shaderResourceViewDesc.Format = textureDesc.Format;
shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
shaderResourceViewDesc.Texture2D.MipLevels = 1;
// Create the shader resource view.
result = g_pd3dDevice->CreateShaderResourceView(m_renderTargetTexture, &shaderResourceViewDesc, &m_shaderResourceView);
//D3D11_TEXTURE2D_DESC depthBufferDesc;
//D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
//D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
//// Initialize the description of the depth buffer.
//ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
//// Set up the description of the depth buffer.
//depthBufferDesc.Width = 400;
//depthBufferDesc.Height = 400;
//depthBufferDesc.MipLevels = 1;
//depthBufferDesc.ArraySize = 1;
//depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
//depthBufferDesc.SampleDesc.Count = 1;
//depthBufferDesc.SampleDesc.Quality = 0;
//depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
//depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
//depthBufferDesc.CPUAccessFlags = 0;
//depthBufferDesc.MiscFlags = 0;
//// Create the texture for the depth buffer using the filled out description.
//result = g_pd3dDevice->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
//if (FAILED(result))
//{
// return false;
//}
//// Initialize the description of the stencil state.
//ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));
//// Set up the description of the stencil state.
//depthStencilDesc.DepthEnable = true;
//depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
//depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
//depthStencilDesc.StencilEnable = true;
//depthStencilDesc.StencilReadMask = 0xFF;
//depthStencilDesc.StencilWriteMask = 0xFF;
//// Stencil operations if pixel is front-facing.
//depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
//depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
//depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
//depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
//// Stencil operations if pixel is back-facing.
//depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
//depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
//depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
//depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
//// Create the depth stencil state.
//result = g_pd3dDevice->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);
//if (FAILED(result))
//{
// return false;
//}
//// Set the depth stencil state.
//g_pImmediateContext->OMSetDepthStencilState(m_depthStencilState, 1);
//// Initialize the depth stencil view.
//ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
//// Set up the depth stencil view description.
//depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
//depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
//depthStencilViewDesc.Texture2D.MipSlice = 0;
//// Create the depth stencil view.
//result = g_pd3dDevice->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
//if (FAILED(result))
//{
// return false;
//}
// Bind the render target view and depth stencil buffer to the output render pipeline.
g_pImmediateContext->OMSetRenderTargets(1, &m_renderTargetView, /*m_depthStencilView*/nullptr);
// Clear the back buffer.
g_pImmediateContext->ClearRenderTargetView(m_renderTargetView, Colors::Red);
// Clear the depth buffer.
//g_pImmediateContext->ClearDepthStencilView(depthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Setup the viewport
D3D11_VIEWPORT vp;
vp.Width = (FLOAT)width;
vp.Height = (FLOAT)height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
g_pImmediateContext->RSSetViewports( 1, &vp );
// Compile the vertex shader
ID3DBlob* pVSBlob = nullptr;
hr = CompileShaderFromFile( L"Tutorial02.fx", "VS", "vs_4_0", &pVSBlob );
if( FAILED( hr ) )
{
MessageBox( nullptr,
L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
return hr;
}
// Create the vertex shader
hr = g_pd3dDevice->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), nullptr, &g_pVertexShader );
if( FAILED( hr ) )
{
pVSBlob->Release();
return hr;
}
// Define the input layout
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = ARRAYSIZE( layout );
// Create the input layout
hr = g_pd3dDevice->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(),
pVSBlob->GetBufferSize(), &g_pVertexLayout );
pVSBlob->Release();
if( FAILED( hr ) )
return hr;
// Set the input layout
g_pImmediateContext->IASetInputLayout( g_pVertexLayout );
// Compile the pixel shader
ID3DBlob* pPSBlob = nullptr;
hr = CompileShaderFromFile( L"Tutorial02.fx", "PS", "ps_4_0", &pPSBlob );
if( FAILED( hr ) )
{
MessageBox( nullptr,
L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
return hr;
}
// Create the pixel shader
hr = g_pd3dDevice->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pPixelShader );
pPSBlob->Release();
if( FAILED( hr ) )
return hr;
// Create vertex buffer
SimpleVertex vertices[] =
{
XMFLOAT3( 0.0f, 0.5f, 0.5f ),
XMFLOAT3( 0.5f, -0.5f, 0.5f ),
XMFLOAT3( -0.5f, -0.5f, 0.5f ),
};
D3D11_BUFFER_DESC bd;
ZeroMemory( &bd, sizeof(bd) );
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof( SimpleVertex ) * 3;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA InitData;
ZeroMemory( &InitData, sizeof(InitData) );
InitData.pSysMem = vertices;
hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer );
if( FAILED( hr ) )
return hr;
// Set vertex buffer
UINT stride = sizeof( SimpleVertex );
UINT offset = 0;
g_pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );
// Set primitive topology
g_pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
RenderOnTexture();
return S_OK;
}
//--------------------------------------------------------------------------------------
// Clean up the objects we've created
//--------------------------------------------------------------------------------------
void CleanupDevice()
{
if( g_pImmediateContext ) g_pImmediateContext->ClearState();
if( g_pVertexBuffer ) g_pVertexBuffer->Release();
if( g_pVertexLayout ) g_pVertexLayout->Release();
if( g_pVertexShader ) g_pVertexShader->Release();
if( g_pPixelShader ) g_pPixelShader->Release();
if( g_pRenderTargetView ) g_pRenderTargetView->Release();
if( g_pSwapChain1 ) g_pSwapChain1->Release();
if( g_pSwapChain ) g_pSwapChain->Release();
if( g_pImmediateContext1 ) g_pImmediateContext1->Release();
if( g_pImmediateContext ) g_pImmediateContext->Release();
if( g_pd3dDevice1 ) g_pd3dDevice1->Release();
if( g_pd3dDevice ) g_pd3dDevice->Release();
}
//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
{
PAINTSTRUCT ps;
HDC hdc;
switch( message )
{
case WM_PAINT:
hdc = BeginPaint( hWnd, &ps );
EndPaint( hWnd, &ps );
break;
case WM_DESTROY:
PostQuitMessage( 0 );
break;
// Note that this tutorial does not handle resizing (WM_SIZE) requests,
// so we created the window without the resize border.
default:
return DefWindowProc( hWnd, message, wParam, lParam );
}
return 0;
}
//--------------------------------------------------------------------------------------
// Render a frame
//--------------------------------------------------------------------------------------
void Render()
{
// Clear the back buffer
g_pImmediateContext->ClearRenderTargetView( g_pRenderTargetView, Colors::MidnightBlue );
// Render a triangle
/*g_pImmediateContext->VSSetShader( g_pVertexShader, nullptr, 0 );
g_pImmediateContext->PSSetShader( g_pPixelShader, nullptr, 0 );
g_pImmediateContext->Draw( 3, 0 );*/
g_pImmediateContext->PSSetShaderResources(0, 1, &m_shaderResourceView);
// Present the information rendered to the back buffer to the front buffer (the screen)
g_pSwapChain->Present( 0, 0 );
}
void RenderOnTexture()
{
g_pImmediateContext->VSSetShader(g_pVertexShader, nullptr, 0);
g_pImmediateContext->PSSetShader(g_pPixelShader, nullptr, 0);
g_pImmediateContext->Draw(3, 0);
g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, nullptr);
}
Your Render() function has no draw calls in it.

Win32 save text files from tabbed interface

I'm using MS visual c++ 2010 express to write a notepad program. I need to be able to save files from my tabbed interface ( each edit control is stored into a vector ). I can't seem to figure out how to save, depending on which edit control is visible to the user ( active tab ). Everything I've tried so far either doesn't save the contents or only saves from the first edit control. When the user adds a new file to the tabbed interface, it added that edit control to the back of the vector. This is my latest attempt:
std::vector<HWND>vect;
BOOL SaveTextFileFromEdit( HWND hEdit, LPCTSTR pszFileName )
{
HANDLE hFile;
BOOL bSuccess = FALSE;
hFile = CreateFile( pszFileName, GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL );
if( hFile != INVALID_HANDLE_VALUE )
{
DWORD dwTextLength = GetWindowTextLength( hEdit );
if( dwTextLegth > 0 )
{
DWORD dwBufferSize = dwTextLength + 1;
LPSTR pszText = ( LPSTR )GlobalAlloc( GPTR, dwBufferSize );
if( pszText != NULL )
{
if( GetWindowText( hEdit, pszText, dwBufferSize ) )
{
DWORD dwWritten;
if( WriteFile( hFile, pszText, dwTextLength, &dwWritten, NULL ) )
bSuccess = TRUE;
}
GlobalFree( pszText );
}
}
CloseHandle( hFile );
}
return bSuccess;
}
LRESULT CALLBACK WndProc( HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
case WM_COMMAND:
switch( LOWORD( wParam ) )
{
case ID_FILE_SAVEAS:
{
OPENFILENAME ofn;
char szFileName[ MAX_PATH ] = "";
ZeroMemory( &ofn, sizeof( ofn ) );
ofn.lStructSize = sizeof( ofn );
ofn.hwndOwner = hwnd;
ofn.lpstrFilter = "Text Files (*.txt)\0*.txt\0All Files (*.*)\0*.*\0";
ofn.lpstrFile = szFileName;
ofn.nMaxFile = MAX_PATH;
ofn.lpstrDefExt = "txt";
ofn.flags = OFN_EXPLORER | OFN_PATHMUSTEXIST | OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT;
if( GetSaveFileName( &ofn ) )
{
HWND hEdit, hTabs;
hTabs = GetDlgItem( hwnd, IDC_MAIN_TAB );
int curTab = TabCtrl_GetCurSel( hTabs );
hEdit = GetDlgItem( hTabs, IDC_MAIN_EDIT );
// This is what i did have: hEdit = GetDlgItem( vect[ curTab ], IDC_MAIN_EDIT );
// Which wasn't saving anything
if( SaveTextFileFromEdit( hEdit, szFileName ) )
{
// EVERYTHING IS GOOD
}
}
}
break;
}
break;
}
return 0;
}
If the vector has each edit control's HWND then you don't need GetDlgItem at all: You already have the HWND that it would return.
hEdit = vect[ curTab ];

Why is MiniDumpWriteDump failing?

I have created my own debugger application. It attaches to a process and creates a crash dump file. That works most of the time. The problem I have is that it will not work when the application being debugged is waiting for a mutex object (and this is the very problem that I want to debug).
Furthermore, I have created a simple test.exe application that just loops around and calls Sleep(100) but my debugger fails when it calls MiniDumpWriteDump on this application every time.
What am I doing wrong?
The error code I get returned from the code below is 2147942699 (0x8007012b)
void WriteCrashDump( EXCEPTION_DEBUG_INFO *pExceptionInfo )
{
CONTEXT c;
memset( &c, 0, sizeof( c ) );
GetThreadContext( hThread, &c );
EXCEPTION_POINTERS ep;
memset( &ep, 0, sizeof( ep ) );
ep.ContextRecord = &c;
ep.ExceptionRecord = &pExceptionInfo->ExceptionRecord;
MINIDUMP_EXCEPTION_INFORMATION minidump_exception;
memset( &minidump_exception, 0, sizeof( minidump_exception ) );
minidump_exception .ThreadId = dwThreadId;
minidump_exception.ExceptionPointers = &ep;
minidump_exception.ClientPointers = true;
char txDumpPath[ MAX_PATH + 1 ];
sprintf( txDumpPath, "%s.dmp", txProcess );
HANDLE hFile = CreateFile( txDumpPath, GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL );
if( hFile )
{
BOOL fSuccess;
SetLastError( 0L );
int nDumpOptions =
MiniDumpNormal
| MiniDumpWithDataSegs
| MiniDumpWithFullMemory
| MiniDumpWithHandleData
| MiniDumpFilterMemory
| MiniDumpScanMemory
| MiniDumpWithUnloadedModules
| MiniDumpWithIndirectlyReferencedMemory
| MiniDumpFilterModulePaths
| MiniDumpWithProcessThreadData
| MiniDumpWithPrivateReadWriteMemory
| MiniDumpWithoutOptionalData
;
fSuccess = MiniDumpWriteDump( hProcess,
dwProcessId,
hFile,
(MINIDUMP_TYPE) nDumpOptions,
&minidump_exception,
NULL,
NULL );
DWORD dwErr = GetLastError();
if( ! fSuccess )
printf( "MiniDumpWriteDump -FAILED (LastError:%u)\n", dwErr );
CloseHandle( hFile );
}
}
I have also tried increasing the privileges with the following code snippet which I borrowed from somebody else who seemed to have a similar problem:
BOOL SetDumpPrivileges()
{
BOOL fSuccess = FALSE;
HANDLE TokenHandle = NULL;
TOKEN_PRIVILEGES TokenPrivileges;
if (!OpenProcessToken(GetCurrentProcess(),
TOKEN_ADJUST_PRIVILEGES | TOKEN_QUERY,
&TokenHandle))
{
printf("Could not get the process token");
goto Cleanup;
}
TokenPrivileges.PrivilegeCount = 1;
if (!LookupPrivilegeValue(NULL,
SE_DEBUG_NAME,
&TokenPrivileges.Privileges[0].Luid))
{
printf("Couldn't lookup SeDebugPrivilege name");
goto Cleanup;
}
TokenPrivileges.Privileges[0].Attributes = SE_PRIVILEGE_ENABLED;
//Add privileges here.
if (!AdjustTokenPrivileges(TokenHandle,
FALSE,
&TokenPrivileges,
sizeof(TokenPrivileges),
NULL,
NULL))
{
printf("Could not revoke the debug privilege");
goto Cleanup;
}
fSuccess = TRUE;
Cleanup:
if (TokenHandle)
{
CloseHandle(TokenHandle);
}
return fSuccess;
}
I posted a question on MSDN and somebody kindly provided me the answer to my problem. Here's the link to the discussion, and the working code snippet I've copied below.
void WriteCrashDump( EXCEPTION_DEBUG_INFO *pExceptionInfo )
{
CONTEXT c;
memset( &c, 0, sizeof( c ) );
HANDLE hThread;
c.ContextFlags = CONTEXT_FULL;
hThread = _OpenThread( THREAD_ALL_ACCESS, FALSE, dwThreadId );
GetThreadContext( hThread, &c );
EXCEPTION_POINTERS ep;
memset( &ep, 0, sizeof( ep ) );
ep.ContextRecord = &c;
ep.ExceptionRecord = &pExceptionInfo->ExceptionRecord;
MINIDUMP_EXCEPTION_INFORMATION minidump_exception;
memset( &minidump_exception, 0, sizeof( minidump_exception ) );
minidump_exception.ThreadId = dwThreadId;
minidump_exception.ExceptionPointers = &ep;
minidump_exception.ExceptionPointers->ContextRecord = &c;
minidump_exception.ClientPointers = false;
char txDumpPath[ MAX_PATH + 1 ];
time_t tNow = time( NULL );
struct tm *pTm = localtime( &tNow );
sprintf( txDumpPath, "%s.%02d%02d%04d_%02d%02d%02d.dmp",
txProcess,
pTm->tm_mday,
pTm->tm_mon,
pTm->tm_year,
pTm->tm_hour,
pTm->tm_min,
pTm->tm_sec );
HANDLE hFile = CreateFile( txDumpPath, GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL );
if( hFile != INVALID_HANDLE_VALUE )
{
BOOL fSuccess;
printf( "hProcess : %d (0x%x)\n", hProcess, hProcess );
printf( "dwProcessId: %u (0x%lx)\n", dwProcessId, dwProcessId );
printf( "dwThreadId : %u (0x%lx)\n", dwThreadId, dwThreadId );
SetLastError( 0L );
fSuccess = MiniDumpWriteDump( hProcess,
dwProcessId,
hFile,
MiniDumpNormal,
&minidump_exception,
NULL,
NULL );
DWORD dwErr = GetLastError();
if( ! fSuccess )
{
printf( "MiniDumpWriteDump -FAILED (LastError:%u)\n", dwErr );
LPVOID lpMsgBuf;
FormatMessage( FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS,
NULL,
dwErr,
MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), // Default language
(LPTSTR) &lpMsgBuf,
0,
NULL );
// Display the string.
printf( "%s\n", (LPCTSTR)lpMsgBuf );
// Free the buffer.
LocalFree( lpMsgBuf );
}
}
if( hThread )
CloseHandle( hThread );
}
Is this problem the same one as the other question I answered with this text?
Does it not include the mutex information even with flag MiniDumpWithHandleData, also it is possibly failing because some of the flags may not be compatible with the version of DebugHlp.dll you are calling against see: here

WM_COMMAND message not being received by the Windows Procedure

I am creating a system tray program with a shortcut/context menu, but I can't seem to receive WM_COMMAND messages in the Windows Procedure. It simply doesn't send when I click the menu item, and I've been checking for ages whether I have set up the menu correctly.
Here is my code:
#include <Windows.h>
#include <stdio.h>
#include "resource.h"
#define WM_TRAYICON (WM_USER + 0x0001) //a custom message for the notification icon
HWND hwnd; //window handle
HINSTANCE hinst; //module handle
WNDCLASSEX wnd; //window class
MSG msg; //event message or notification
NOTIFYICONDATA nid; //notification icon object
HMENU cmenu;
MENUITEMINFO menuitem1;
MENUITEMINFO menuitem2;
CURSORINFO cursor;
LRESULT CALLBACK MainWProc ( HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
{
switch( uMsg )
{
case WM_COMMAND:
printf("asfd\r\n");
break;
case WM_CREATE:
printf("just created\r\n");
break;
case WM_TRAYICON:
switch( LOWORD(lParam) )
{
case WM_CONTEXTMENU:
GetCursorInfo( &cursor );
//printf("xPos: %d\r\nyPos = %d\r\n\r\n", xPos, yPos );
TrackPopupMenuEx( cmenu, TPM_RETURNCMD | TPM_LEFTBUTTON | TPM_NOANIMATION | TPM_HORIZONTAL | TPM_VERTICAL, cursor.ptScreenPos.x, cursor.ptScreenPos.y, hwnd, NULL );
//DestroyMenu(
break;
}
break;
case WM_INITMENU:
printf("open menu\r\n");
break;
case WM_DESTROY:
//clean things up
Shell_NotifyIcon( NIM_DELETE, &nid );
break;
default:
break;
}
return DefWindowProc( hwnd, uMsg, wParam, lParam );
}
void main()
{
int result;
hinst = GetModuleHandle( NULL );
cursor.cbSize = sizeof( cursor );
memset( &wnd, 0, sizeof( wnd ) );
wnd.cbSize = sizeof( wnd );
wnd.lpszClassName = "MainWClass";
wnd.lpfnWndProc = MainWProc;
wnd.hInstance = hinst;
result = RegisterClassEx( &wnd );
hwnd = CreateWindowEx
(
0, //extended styles
wnd.lpszClassName, //class name
"Main Window", //window name
WS_OVERLAPPEDWINDOW | WS_HSCROLL | WS_VSCROLL | WS_MINIMIZEBOX, //style tags
CW_USEDEFAULT, //horizontal position
CW_USEDEFAULT, //vertical position
CW_USEDEFAULT, //width
CW_USEDEFAULT, //height
(HWND) NULL, //parent window
(HMENU) NULL, //class menu
(HINSTANCE) wnd.hInstance, //some HINSTANCE pointer
NULL //Create Window Data?
);
if( !hwnd )
{
printf("CreateWindowEx failed: %d\n", GetLastError() );
Sleep( INFINITE );
}
nid.cbSize = sizeof( nid );
nid.hWnd = hwnd;
nid.uID = 1;
nid.uVersion = NOTIFYICON_VERSION_4;
nid.uCallbackMessage = WM_TRAYICON;
nid.hIcon = LoadIcon( hinst, MAKEINTRESOURCE( IDI_ICON1 ) );
strcpy( nid.szTip, "My Tooltip!" );
nid.uFlags = NIF_MESSAGE | NIF_ICON | NIF_TIP | NIF_SHOWTIP;
cmenu = CreatePopupMenu();
menuitem1.cbSize = sizeof( menuitem1 );
menuitem1.fMask = MIIM_TYPE;
menuitem1.fType = MFT_STRING;
menuitem1.hSubMenu = NULL;
//menuitem1.cch = ;
menuitem1.dwTypeData = "Open a world of wonder!";
InsertMenuItem( cmenu, 0, true, &menuitem1 );
if( ! Shell_NotifyIcon( NIM_ADD, &nid ) )
{
printf("Shell_NotifyIcon( NIM_ADD, &nid ) failed.\r\n");
Sleep( INFINITE );
}
if( ! Shell_NotifyIcon( NIM_SETVERSION, &nid ) )
{
printf("Shell_NotifyIcon( NIM_SETVERSION, &nid ) failed.\r\n");
Sleep( INFINITE );
}
UpdateWindow( hwnd );
for( ; ; )
{
if( GetMessage(&msg, hwnd, 0, 0) )
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
}
Um, you passed the TPM_RETURNCMD flag which means "don't post a WM_COMMAND message. Just return the value you would have posted."

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