How to repaint the UI inside DoDragDrop - winapi

I'm implementing my app as a drag source. When I call DoDragDrop (Win32 call, not MFC) it enters into a modal loop and I don't get repaint messages in my main window until DoDragDrop returns. Unfortunately if I do a drop in the shell (a file) and the filename is already there the shell asks if I want to replace the file. But since me app is blocked because DoDragDrop hasn't returned it isn't repainting and looks 'frozen'.
Any clues ?

Have you tried a timer? I ran into the same problem with DoDragDrop() and other blocking calls like SHFileOperation() and solved it using a call to SetTimer().
EDIT: If you want more control over DoDragDrop() then a worker thread works well. You can try calling DoDragDrop() in the worker thread, as someone suggested, but I couldn't get the mouse capture to work properly. An easier solution is to call DoDragDrop() in the main thread and have the worker thread periodically post a WM_USER message to the main thread's queue. DoDragDrop() will then retrieve the message and dispatch it to your window's WndProc(), at which time you can perform idle processing for as long as the queue remains empty. If you give the worker thread a lower priority than the main thread, then it will execute and post the WM_USER message as soon as the main thread becomes idle (i.e., as soon as DoDragDrop() finishes processing all user input and calls MsgWaitForMultipleObjects() internally). This method is better than the SetTimer() method because it gives your application full control over the CPU. You don't have to wait up to 10ms (the minimum frequency that SetTimer() allows) after returning from your WM_TIMER handler returns before the next WM_TIMER message arrives.

I suggest running the drag-and-drop operation on a different thread. That way, DoDragDrop() will block the message loop in the new thread rather than the message loop in your UI thread. If you take this approach, you should also consider (off the top of my head):
Any code that might be run from both your main thread and your drag-and-drop thread will need to be re-entrant. As a corollary, you will need to protect any data structures used by both your main thread and your drag-and-drop thread. If your application is already multi-threaded, you should be familiar with these concerns.
You should think about what happens if your user never responds to the shell's dialog box. Can he continue to interact with your UI? Can he invalidate the data that would have been 'dropped' in the pending operation? Can he quit your application?

Seems like the real answer is to implement IAsyncOperation in my data object.

Related

How is the "blocking" behavior of Win32 API GetMessage() implemented?

According to here, GetMessage() is a blocking call which won't return until there's a message can be retrieved from the message queue.
So, how is this blocking behavior implemented?
Does GetMessage() use some kind of spin lock so that the UI thread just busy waits for new messages showing up in the message queue? If so, I guess at least one of my CPU cores should have high usage when a UI application is running. But I didn't see that happen. So how does it work?
ADD 1
Thanks for the hint in the comments. Spin lock is meant to reduce the cost of thread context switch. It shouldn't be used here. I also thought about maybe some event paradigm is used here. But if it is event-driven, how does this event model work?
My guess is like this:
An event for input checking is raised periodically. Perhaps via some hardware timer interrupt. Then the timer interrupt handler will check for various input device buffers for input events. And then put that into certain application's message queue based on the current desktop context, such as which is the active window.
And I guess maybe some other things are also based on the timer interrupt, such as thread context switching.
ADD 2
Based on replies so far. There's some event object that the UI thread waits on. But since UI thread is waiting on something, it is not active and can do nothing by itself yet. And the event object is just some passive state information. So there has to be someone else to wake up the thread upon the event state change. I tink it should be the thread scheduler. And the thread scheduler may be pulsed by the timer interrupt.
The thread scheduler will check the event state periodically and wake up thread and put messages into its queue as necessary.
Am I right about the whole picture?
ADD 3
And there's a remaining question: who modify the state of an event object? Based on here, it seems events are just some data structures that can be modified by any active parties. I think thread scheduler just use the relations among threads and events to decide which thread to run or not.
And by the time a thread is scheduled to run, all it's requirements should already been fulfilled. Such as a message should have been put into its queue before the event it waits on is raised. This is reasonable because otherwise it may be too late. (thanks to RbMm's comments.)
ADD 4
In JDK, the LinkedBlockingDeque type also offers a similar blocking behavior with the take() method.
Retrieves and removes the head of the queue represented by this deque
(in other words, the first element of this deque), waiting if
necessary until an element becomes available.
And the .NET counterpart is the BlockingCollection< T > type. A thread to discuss it.
Here is a thread about how to implement a blocking queue in C#.
The exact implementation is internal and not documented.
Most of the window manager in Windows is implemented in kernel mode. GetMessage is no different. It waits on an event object in kernel mode. When a thread is waiting on an event (or any other kernel-based synchronization object), it does not use any CPU time, because it is not scheduled to run until the wait is satisfied.
When a message is posted to the waiting thread's message queue, or another thread sends a message to a window belonging to the waiting thread, or a timer in the waiting thread fires, or a window in the waiting thread is ready to be painted, the event is signaled, the thread wakes up, and GetMessage() acts accordingly, whether that is to return a posted message to the caller, or to dispatch a sent message directly to the target window procedure and then go back to waiting on the event.
You can see the implementation leaking into the public API if you compare the maximum number of objects you can wait on in WaitForMultipleObjects and MsgWaitForMultipleObjects:
The maximum number of object handles is MAXIMUM_WAIT_OBJECTS.
vs
The maximum number of object handles is MAXIMUM_WAIT_OBJECTS minus
one.

How to call a function in context of another thread?

I remember there was a way to do this, something similar to unix signals, but not so widely used. But can't remember the term. No events/mutexes are used: the thread is just interrupted at random place, the function is called and when it returns, the thread continues.
Windows has Asynchronous Procedure Calls which can call a function in the context of a specific thread. APC's do not just interrupt a thread at a random place (that would be dangerous - the thread could be in the middle of writing to a file or obtaining a lock or in Kernel mode). Instead an APC will be dispatched when the calling thread enters an alterable wait by calling a specific function (See the APC documentation).
If the reason that you need to call code in a specific thread is because you are interacting with the user interface, it would be more direct to send or post a window message to the window handle that you want to update. Window messages are always processed in the thread that created the window.
you can search RtlRemoteCall, it's an undocumented routine though. there's APC in Windows semantically similar to Unix signal, however APC requires target thread is in an alertable state to get delivered, it's not guaranteed this condition is always met

Is it safe to call PeekMessage/GetMessage from a DirectShow filter FillBuffer() call?

I have a DirectShow filter written in Delphi 6 using the DSPACK component library. It is a push source video filter that receives its source frames from an external cooperating process that I also wrote.
When the worker thread that calls my Filters' FillBuffer() call is created and ran, when the graph starts up, the first thing I do from that worker thread is create a hidden window using AllocateHWND() to process WM_COPYDATA messages that contain the externally generated frames. Right before the thread is destroyed I destroy the hidden window. In other words the hidden window is created and destroyed in the execution context of the worker thread that calls FillBuffer(). My intention is to let FillBuffer() block as it waits for a WM_COPYDATA or a WM_QUIT message. The external cooperating process will submit frames to my filter using a WM_COPYDATA message and the handle to my hidden windows' WndProcc(). I will post a WM_QUIT message in my override of the pin's Inactive() method (thanks for that tip #RomanR), to unblock the FillBuffer() call before the filter is shut down.
My question is, is it safe to call PeekMessage() or GetMessage() from the FillBuffer() call given this scenario? Or are there potential pitfalls that may arise from this occurring in the context of a DirectShow graph executing? Also, do you see any flaws in my overall approach here that I need to consider?
Safe, but not so reasonable too. FillBuffer is being called on a background worker thread which is typically have no windows on it. It would be perhaps only your window which you are going to implement message loop for. And the window is here only for the purpose of receiving WM_COPYDATA messages. It sounds like it can work out, but you would perhaps could do much easier without helper windows by passing your data between applications via named file mappings and events. In case of video (you have audio, right?) you would also be able to appreciate a smaller performance overhead.

how to create a blocking function

I have a thread that needs to dispatch a message (a simulated mouse event that it sends using SendInput) as soon as it's generated. I want this to happen in a loop where there is no sleep; adding any sleep hurts performance as I basically want the events to go in to the event loop immediately once they have been generated. Of course I also don't want the loop in the consumer thread to hog all the cpu so I can't just keep it running, although this gives me good performance.
As far as I understand this, the task is to make the consuming thread to wait for something that signals that the producing thread has provided something to dispatch (?) but how to best do this? I think I need something like two mutexes if I want to make the two threads mutually exclusive; consumer waits for the producer and the producer continues as soon as the consumer resumes running? Didn't really get this working so far and I'm really not sure how to best do this; CriticalSections vs. mutexes, something entirely different?
The reason I don't want to call SendInput from the producer thread is that that thread (the 'main thread'?) actually runs in response to a mouse move message, intercepted by a mouse hook, and sending more mouse messages from that thread didn't allow the thread to finnish before the simulated mouse move event was processed, messing things for me. As I suspected, moving the SendInput call to another thread so that the original thread could finish out of the way fixed the problem but now I need to make the consumer more responsive; mouse messages keep coming at a good pace I suppose since just a 1 ms Sleep made the loop too slow and message processing started lagging; all works well if I have no sleep.
Thanks.
Sounds like you want to use win32 event objects instead of mutexes or critical sections. See the docs here. The event functions allow a thread to wait on a condition that can be signaled from another thread.
Windows threads support message queues - usually used for windows messages but completely usable for messaging between worker threads. PostThreadMessage can be used in the Hook Proc to post messages to another thread for processing.
The worker thread can do a normal GetMessage loop to extract messages to process - rather than passing them on to DispatchMessage as you would in a UI thread you simply check the HWND is NULL in the message structure indicating its a thread message, then process the message yourself. In the case of potential message flooding PeekMessage can be used to cull any outstanding messages from the queue.

How can I handle window messages from a separate thread?

I wish to launch a separate thread for handling window messages (via a blocking GetMessage loop), but still create the windows in the initial thread, afterward.
Within the separate thread, as soon as it launches, I am calling PeekMessage with PM_NOREMOVE to ensure a message queue exists (is this necessary?), followed by..
AttachThreadInput(initial thread id,GetCurrentThreadId(),true)
..before finally entering the message loop
I am not yet using a mutex or cs to ensure this is happening in time, but am merely using a Sleep statement in my initial thread for the sake of simplicity.
Regardless, window messages do not appear to be intercepted by the separate thread.
I am a little unsure as to whether I am doing this correctly, and would appreciate any possible guidance. Both threads are in the same process
Thank you all
That's not what AttachThreadInput does. Even after you attach your input queue to another thread, Windows still have thread affinity. Messages in the queue for a given window can only be removed from the queue by that window's thread.
What AttachTheadInput does is to make two threads share an input queue. This allows them to query information about the input state and know that the other thread will get the same answer for the same query. For instance, one thread could call GetAsyncKeyState and know that the answer reflected the key state for the other thread.
It allows two or more threads to have the same relationship to the input queue and each other as processes had in Windows 3x. This is the reason that this API exists; so that complex multiprocess applications could be ported from Win 3x to Win95/WinNT.
It seems the best way to instigate window creation from the main thread, while having messages for them handled in a separate, looping thread is to use a custom message, that can be sent to the separate thread - Thus allowing it to create the window, but still allowing that action to be invoked from the initial thread:
1) Allocate a custom message, and create a structure to hold the window initialisation parameters:
message_create_window = WM_USER + 0;
class Message_create_window{
Message_create_window(...);
};
2) Instead of calling CreateWindow(Ex), use something similiar to the following, passing in the relavant window creation parameters:
PostThreadMessage(
thread.id,
message_create_window,
new Message_create_window(...),
0
);
3) Handle the custom message in the message pump of your ui handling thread, extract the creation parameters, & free afterwards:
MSG msg;
GetMessage(&msg,0,0,0);
...
switch(msg->message){
...
case message_create_window:{
Message_create_window *data=msg->wParam;
CreateWindowEx(data->...);
delete data;
}break;
...
This does, however, have the following side-effects:
The window will be created asynchronously. If it is required that the initial thread block until the window is created (or, indeed, that the window's existence can ever be asserted) then a thread synchronisation tool must be used (such as an event)
Care should be taken when interacting with the window (it is a multithreaded application, after all)
If there are any major holes in this answer, or this seems like a terrible approach, please correct me.
(This is still my question, & I am trying to find the best way to accomplish this)

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