I need to create a form (using CreateWindow
functions) without any help from the VCL
(or any visual control) only using the Windows API.
Th
I know that MadExcept uses straight WinAPI to build its exception dialog box, because it has to be able to display it from other threads than the main one, and the VCL can't do that. MadExcept is free, but unfortunately the code to it is not. But it's not too expensive either. So that could be one source of code to study, if you have it. (And if you don't, you should at least take a look at it. It's the next best thing to actually being able to connect a debugger to a user's system when an error occurs.)
Does anyone know a good place where I can download a sample besides MSDN?
I found the following samples with a cursory websearch:
I'm sure there are plenty more but these two should get you started.
However, to get anywhere with a raw Win32 GUI you really do need a strong understanding of the windowing framework. For that I recommend Programming Windows by Charles Petzold, the book that all old-school Windows 1.0 programmers learnt from, back in the day. Yes it is old, but it covers the basics that you need as well as ever.
This is a sample App which uses only the WinApi to create Windows with an static, edit and button, I let you the display of the BitMap display as exercise for you.
uses
Windows,
Messages,
SysUtils;
var
Msg : TMSG;
LWndClass : TWndClass;
hMainHandle: HWND;
hButton : HWND;
hStatic : HWND;
hEdit : HWND;
hFontText : HWND;
hFontButton: HWND;
procedure ReleaseResources;
begin
DestroyWindow(hButton);
DestroyWindow(hStatic);
DestroyWindow(hEdit);
DeleteObject(hFontText);
DeleteObject(hFontButton);
PostQuitMessage(0);
end;
function WindowProc(hWnd,Msg:Longint; wParam : WPARAM; lParam: LPARAM):Longint; stdcall;
begin
case Msg of
WM_COMMAND: if lParam = hButton then
MessageBox(hMainHandle,'You pressed the button Hello', 'Hello',MB_OK or MB_ICONINFORMATION);
WM_DESTROY: ReleaseResources;
end;
Result:=DefWindowProc(hWnd,Msg,wParam,lParam);
end;
begin
//create the window
LWndClass.hInstance := hInstance;
with LWndClass do
begin
lpszClassName := 'MyWinApiWnd';
Style := CS_PARENTDC or CS_BYTEALIGNCLIENT;
hIcon := LoadIcon(hInstance,'MAINICON');
lpfnWndProc := @WindowProc;
hbrBackground := COLOR_BTNFACE+1;
hCursor := LoadCursor(0,IDC_ARROW);
end;
RegisterClass(LWndClass);
hMainHandle := CreateWindow(LWndClass.lpszClassName,'Window Title', WS_CAPTION or WS_MINIMIZEBOX or WS_SYSMENU or WS_VISIBLE, (GetSystemMetrics(SM_CXSCREEN) div 2)-190,
(GetSystemMetrics(SM_CYSCREEN) div 2)-170, 386,200,0,0,hInstance,nil);
//Create the fonts to use
hFontText := CreateFont(-14,0,0,0,0,0,0,0,DEFAULT_CHARSET,OUT_DEFAULT_PRECIS,CLIP_DEFAULT_PRECIS,DEFAULT_QUALITY,VARIABLE_PITCH or FF_SWISS,'Tahoma');
hFontButton := CreateFont(-14,0,0,0,0,0,0,0,DEFAULT_CHARSET,OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS,DEFAULT_QUALITY,VARIABLE_PITCH or FF_SWISS,'Tahoma');
//create the static
hStatic:=CreateWindow('Static','This is static text, like a TLabel',WS_VISIBLE or WS_CHILD or SS_LEFT, 10,10,360,44,hMainHandle,0,hInstance,nil);
SendMessage(hStatic,WM_SETFONT,hFontText,0);
//create the edit
hEdit:=CreateWindowEx(WS_EX_CLIENTEDGE,'Edit','This a Edit like and TEdit', WS_VISIBLE or WS_CHILD or ES_LEFT or ES_AUTOHSCROLL,10,35,360,23,hMainHandle,0,hInstance,nil);
SendMessage(hEdit,WM_SETFONT,hFontText,0);
//create the button
hButton:=CreateWindow('Button','Hello', WS_VISIBLE or WS_CHILD or BS_PUSHBUTTON or BS_TEXT, 10,130,100,28,hMainHandle,0,hInstance,nil);
SendMessage(hButton,WM_SETFONT,hFontButton,0);
//message loop
while GetMessage(Msg,0,0,0) do
begin
TranslateMessage(Msg);
DispatchMessage(Msg);
end;
end.
Peter Below wrote a Threaded Splashscreen for Delphi using only windows API.
See how it's made:
{== PBThreadedSplashscreenU ===========================================}
{: This unit implements a component that can be used to show a splash
screen in a different thread.
@author Dr. Peter Below
@desc Version 1.0 created 2003-05-29<br/>
Last modified 2003-06-01<p/>
While it is possible to install this component and drop it on a form
or datamodule to configure it at design-time a more typical use will
be to create an instance of the component in code, to show the splash
screen before the main form has even been created. A genuine form may
be used as template for the splash screen, the template is created but
not shown (do not use Application.FormCreate for this, call the
constructor directly!), its GetFormImage is used to obtain the image to
show in the real splash screen. <br/>
The splash screen can be configured to show a statusbar, in which
progress messages can be displayed. }
{======================================================================}
{$BOOLEVAL OFF}{Unit depends on shortcut boolean evaluation}
Unit PBThreadedSplashscreenU;
Interface
Uses
Windows, SysUtils, Classes, Graphics, Controls, StdCtrls;
Type
{: This component is the interface of the splash screen to the
outside world. All its methods will execute in the context of
the main thread. You will typically set up the properties of
a TPBThreadedSplashscreen object and then call its Show method
to show the splashscreen. This method creates a secondary thread
and passes it the relevant property values. The thread will then
create an API-level window and show the image you put into the
components Image property. Calling the Hide method will stop and
destroy the secondary thread and its window. <br/>
<b>Note:</b> Changes made to the components properties after the
Show method has been called will have no effect on the secondary
threads splash window! The only exception is the Image property,
changes to it will be reflected in the splash screen. But it is
assumed that the new image will have the same size than the old
one. <br/>
You can call the components ShowStatusMessage to show a string
in the splash screens status bar (if it has one, that is). }
TPBThreadedSplashscreen = class(TComponent)
private
FShowThread: TThread;
FUseStatusbar: Boolean;
FTopmost: Boolean;
FCenter: Boolean;
FVisible: Boolean;
FTop: Integer;
FLeft: Integer;
FImage: TBitmap;
{ property write methods }
procedure SetCenter(const Value: Boolean);
procedure SetImage(const Value: TBitmap);
procedure SetLeft(const Value: Integer);
procedure SetTop(const Value: Integer);
procedure SetTopmost(const Value: Boolean);
procedure SetUseStatusbar(const Value: Boolean);
procedure SetVisible(const Value: Boolean);
protected
{: Handler for the images OnChange event, forwards changes to the
show thread. }
Procedure ContentChanged( sender: TObject );
public
{: Create the internal bitmap for the image property. }
Constructor Create(AOwner: TComponent); override;
{: Hide the splash screen, if it is visible, destroy the internal
bitmap for the image property. }
Destructor Destroy; override;
{: Create the secondary thread and run it to show the splash screen. }
Procedure Show;
{: Stop and destroy the secondary thread and its splash screen window. }
Procedure Hide;
{: Show a message in the splash screens status bar. If there is
none the procedure does nothing. }
Procedure ShowStatusMessage( const msg: String );
published
{: X coordinate of splash screen windows upper left corner, ignored
if Center is set to true. }
property Left: Integer read FLeft write SetLeft;
{: Y coordinate of splash screen windows upper left corner, ignored
if Center is set to true. }
property Top: Integer read FTop write SetTop;
{: If set to true the splash screen will be centered in the workarea.
If set to false the Left and Top properties determine the position
of the splash screen. }
property Center: Boolean read FCenter write SetCenter;
{: The background image to show in the splash screen. The size of the
image determines the size of the splash screen window. }
property Image: TBitmap read FImage write SetImage;
{: Determines whether the splash screen should be a topmost window. }
property Topmost: Boolean read FTopmost write SetTopmost;
{: Determines whether the splash screen window has a status bar
to show status messages on. }
property UseStatusbar: Boolean read FUseStatusbar write SetUseStatusbar;
{: Shows or hides the splash screen. If set to true at design-time
the splash screen will be shown automatically. }
property Visible: Boolean read FVisible write SetVisible;
end;
Procedure Register;
Implementation
Uses
Messages, SyncObjs, CommCtrl, Types;
Procedure Register;
Begin
RegisterComponents('PBGoodies', [TPBThreadedSplashscreen]);
End;
Type
{: Specialized thread class used to show a splash window holding
a bitmap and optionally a status bar in the context of a secondary
thread. The window is created using API methods only, the VCL is
not involved since it is not thread-safe. }
TPBSplashThread = class( TThread )
private
FWnd: HWND; // handle of splash screen window
FStatusbar: HWND; // handle of its statusbar
FCallstub: Pointer; // window proc stub for the splash screen
FSplash : TPBThreadedSplashscreen; // reference to component
FGuardian: TCriticalSection; // guards access to the FSurface bitmap
FSurface: TBitmap; // holds the image to show
FWndClass: ATOM; // holds window class for the splash window
FUseStatusbar: Boolean; // copy of FSplashs property
FTopmost: Boolean; // copy of FSplashs property
FCenter: Boolean; // copy of FSplashs property
FOrigin: TPoint; // upper left position of splash window
FStatusMessage: String; // buffer for status message
private
{: This method handles all messages after WM_NCCREATE for the
splash window. It uses the standard Dispatch mechanims build
into TObject for most of them. This method executes in the
secondary threads context. It trap and reports any exceptions
happening during message processing. }
Procedure WndProc( Var msg: TMessage );
{: Creates the splash screen window class. This method executes in
the main threads context since it is called from the constructor. }
Procedure CreateWindowclass;
{: Destroys the splash screen window class. This method executes in
the main threads context since it is called from the destructor. }
Procedure DestroyWindowClass;
{: Create the splash screen window. This method executes in the
secondary threads context since it is called from Execute. }
Procedure CreateSplashWindow;
{: Create the splash windows statusbar. This method executes in
the secondary threads context. }
Procedure CreateStatusBar;
{: Center the splash screen window in the workarea. This method
executes in the secondary threads context. }
Procedure CenterSplashScreen;
{: Copy property values from the splash screen components. This
method executes in the main threads context since it is called
from the constructor. }
Procedure Init;
{ All message handlers execute in the secondary threads context. }
{: On WM_CREATE we size and position the splash window and create
its status bar, if one was requested. }
Procedure WMCreate( var msg: TWMCreate ); message WM_CREATE;
{: On WM_ERASEBKGND we paint the image in FSurface onto the window. }
Procedure WMEraseBkGnd( var msg:TWMEraseBkGnd ); message WM_ERASEBKGND;
{: We return HTCAPTION for hit tests in the windows client area so
the user can move it with the mouse. }
Procedure WMNCHittest( var msg: TWMNCHITTEST ); message WM_NCHitTest;
protected
{: Helper routine to show an exception message using Windows.MessageBox.
This function is thread-safe, so we can use it to report exceptions
happening in the secondary thread. }
Procedure ReportException( E: Exception );
{: The threads work method creates the splash window, shows it and
then enters a message loop. The loop will be left when the splash
window is closed. Executes in the secondary threads context, of
course.}
procedure Execute; override;
public
{: Store the passed component reference, copy a number of its
properties to internal fields, create the window class and image,
resume the thread. Executes in the main threads context.
@precondition aSplashScreen <> nil }
Constructor Create( aSplashScreen: TPBThreadedSplashscreen );
{: If the splash window is still up close it to make the message
loop exit, then destroy the image and the thread object. Executes
in the main threads context. }
destructor Destroy; override;
{: Show a message in the splash windows status bar. Executes in the
main thread context. }
Procedure ShowStatusMessage( const msg: String );
{: Copy the image from the splash component again and redraw the
splash window to show the new image. Executes in the main threads
context. }
Procedure UpdateContent( sender: Tobject );
{: Pass all received messages to DefWindowProc. Executes in the
secondary threads context. }
Procedure DefaultHandler(var Message); override;
End;
{—— TPBThreadedSplashscreen ———————————————————————————————————————————}
procedure TPBThreadedSplashscreen.ContentChanged( sender: TObject );
begin
If Visible Then
TPBSplashThread( FShowThread ).UpdateContent( sender );
end;
constructor TPBThreadedSplashscreen.Create(AOwner: TComponent);
begin
inherited;
FImage := TBitmap.Create;
FImage.OnChange := ContentChanged;
end;
destructor TPBThreadedSplashscreen.Destroy;
begin
If Visible Then
Hide;
Fimage.Free;
inherited;
end;
procedure TPBThreadedSplashscreen.Hide;
begin
If Visible Then Begin
FreeAndNil( FShowThread );
FVisible := false;
End; { If }
end;
procedure TPBThreadedSplashscreen.SetCenter(const Value: Boolean);
begin
If FCenter <> Value Then
FCenter := Value;
end;
procedure TPBThreadedSplashscreen.SetImage(const Value: TBitmap);
begin
FImage.Assign( Value ); // will fire images OnChange event
end;
procedure TPBThreadedSplashscreen.SetLeft(const Value: Integer);
begin
If FLeft <> Value Then
FLeft := Value;
end;
procedure TPBThreadedSplashscreen.SetTop(const Value: Integer);
begin
If FTop <> Value Then
FTop := Value;
end;
procedure TPBThreadedSplashscreen.SetTopmost(const Value: Boolean);
begin
If FTopmost <> Value Then
FTopmost := Value;
end;
procedure TPBThreadedSplashscreen.SetUseStatusbar(const Value: Boolean);
begin
If FUseStatusbar <> Value Then
FUseStatusbar := Value;
end;
{ CAUTION! The way this property setter is written now setting visible
to true *at design time* will show the splash screen! This may be
valuable as a preview feature but may cause problems in the IDE.
I HAVE NOT TESTED THE COMPONENT AT DESIGN-TIME!
If you experience problems add a If csDesigning in ComponentState test
to show the splash screen only at run-time and just store the value
at design-time. }
procedure TPBThreadedSplashscreen.SetVisible(const Value: Boolean);
begin
If FVisible <> Value Then Begin
If Value Then
Show
Else
Hide;
End; { If }
end;
procedure TPBThreadedSplashscreen.Show;
begin
If not Visible Then Begin
FVisible := true;
try
FShowThread := TPBSplashThread.Create( self );
except
FVisible := false;
raise
end;
End; { If }
end;
procedure TPBThreadedSplashscreen.ShowStatusMessage(const msg: String);
begin
If UseStatusbar and Visible Then
TPBSplashThread( FShowThread ).ShowStatusMessage( msg );
end;
{—— TPBSplashThread ———————————————————————————————————————————————————}
{ This is a helper function that will be used as window proc for the
splash screen class. Its only reason for existence is the sad fact
that the TMessage record passed to the threads WndProc does not contain
the window handle of the splash screen. This is a problem for all
messages that are send during the windows creation (the call to
CreateWindowEx), since for those the thread objects FWnd field will not
have a value yet. We need the handle during WM_CREATE processing, however.
This function only handles WM_NCCREATE, the very first message a window
will receive. We store the window handle into the thread object and then
subclass the window to use the threads WindowProc for any further
messages. The thread objects reference is handed to CreateWIndowEx as
user parameter, so we can retrieve it from the createstruct passed via
lparam here. }
Function CreateWndProc( wnd: HWND; msg: Cardinal; wparam: WPARAM; lparam: LPARAM ): LRESULT; stdcall;
Var
thread: TPBSplashThread;
Begin
If msg = WM_NCCREATE Then Begin
thread := TPBSplashThread( PCreateStruct( lparam )^.lpCreateParams );
thread.FWnd := wnd;
SetWindowLong( wnd, GWL_WNDPROC, Integer( thread.FCallstub ));
result := 1;
End
Else // will actually never get here, but better safe than sorry
result := DefWindowProc( wnd, msg, wparam, lparam );
End;
procedure TPBSplashThread.CenterSplashScreen;
var
r, workarea: TRect;
x, y: Integer;
begin
Win32Check( GetWindowRect( FWnd, r ));
SystemParametersInfo( SPI_GETWORKAREA, sizeof( workarea ), @workarea, 0 );
x:= ((workarea.Right - workarea.Left) - (r.Right - r.Left )) div 2;
y:= ((workarea.Bottom - workarea.Top) - (r.Bottom - r.Top )) div 2;
SetWindowPos( FWnd, 0, x, y, 0, 0, SWP_NOSIZE or SWP_NOZORDER );
end;
constructor TPBSplashThread.Create(aSplashScreen: TPBThreadedSplashscreen);
begin
Assert( Assigned( aSplashscreen ) );
inherited Create( true );
FSplash := aSplashScreen;
FCallstub:= MakeObjectInstance( WndProc );
FGuardian:= TCriticalSection.Create;
Init;
CreateWindowclass;
Resume;
end;
procedure TPBSplashThread.CreateSplashWindow;
const
TopmostStyle: Array [Boolean] of DWORD = (0, WS_EX_TOPMOST );
NoActivateStyle : Array [Boolean] of DWORD = (0, WS_EX_NOACTIVATE );
var
wsize: TSize;
begin
wsize.cx := FSurface.Width + GetSystemMetrics( SM_CXEDGE ) * 2;
wsize.cy := FSurface.Height + GetSystemMetrics( SM_CYEDGE ) * 2;
FWnd := CreateWindowEx(
TopmostStyle[ FTopmost ] or WS_EX_TOOLWINDOW
or WS_EX_STATICEDGE or WS_EX_CLIENTEDGE
or NoActivateStyle[ Win32MajorVersion >= 5 ],
MakeIntResource( FWndClass ),
nil,
WS_POPUP or WS_BORDER,
Forigin.x, Forigin.y,
wsize.cx, wsize.cy,
0, 0, hInstance, self );
If FWnd = 0 Then
raise exception.create('TPBSplashThread.CreateSplashWindow: CreateWindowEx failed');
// RaiseLastOSError;
end;
procedure TPBSplashThread.CreateStatusBar;
var
initrec: TInitCommonControlsEx;
ncInfo: TNonClientMetrics;
h: Integer;
r: TRect;
begin
initrec.dwSize := sizeof( initrec );
initrec.dwICC := ICC_BAR_CLASSES;
Win32Check( InitCommonControlsEx( initrec ));
ncInfo.cbSize := sizeof( ncInfo );
SystemParametersInfo( SPI_GETNONCLIENTMETRICS, ncinfo.cbsize,
@ncinfo, 0 );
h:= Abs(ncinfo.lfStatusFont.lfHeight)+ ncinfo.iBorderWidth * 2 + 4;
Win32Check( GetWindowRect( FWnd, r ));
SetWindowPos( Fwnd, 0, 0, 0, r.Right-r.left,
r.Bottom-r.top+h,
SWP_NOMOVE or SWP_NOZORDER );
FStatusbar := CreateWindow(
STATUSCLASSNAME,
nil,
WS_CHILD or WS_VISIBLE,
0, FSurface.Height,
FSurface.Width, h,
FWnd, 0, hInstance, nil );
If FStatusbar = 0 THen
RaiseLastOSError;
SendMessage( FStatusbar, SB_SIMPLE, 1, 0 );
FGuardian.Acquire;
try
If FStatusMessage <> '' Then
SendMessage( FStatusbar,
SB_SETTEXT,
255,
Integer( Pchar( FStatusMessage )));
finally
FGuardian.Release;
end;
end;
procedure TPBSplashThread.CreateWindowclass;
var
wndclass: TWndClass;
S: String;
begin
fillchar( wndclass, sizeof( wndclass ), 0 );
wndclass.style := CS_NOCLOSE or CS_OWNDC or CS_VREDRAW or CS_HREDRAW;
wndclass.lpfnWndProc := @CreateWndProc;
wndclass.hInstance := hInstance;
wndclass.hCursor := LoadCursor( 0, IDC_WAIT );
wndclass.hbrBackground := HBRUSH( COLOR_WINDOW );
S:= Format( '%s_wnd_%x',[ classname, getcurrentthreadid() ] );
wndclass.lpszClassName := Pchar( S );
FWndClass:= Windows.Registerclass( wndclass );
If FWndClass = 0 Then
RaiseLastOSError;
end;
procedure TPBSplashThread.DefaultHandler(var Message);
begin
With TMessage( Message ) Do
Result := DefWindowProc( FWnd, Msg, wparam, lparam );
end;
destructor TPBSplashThread.Destroy;
begin
If FWnd <> 0 Then
PostMessage( FWnd, WM_CLOSE, 0, 0 );
inherited;
FreeObjectInstance( FCallstub );
FGuardian.Free;
FSurface.Free;
DestroyWindowClass;
end;
procedure TPBSplashThread.DestroyWindowClass;
begin
If FWndClass <> 0 Then
Windows.UnregisterCLass( MakeIntResource( FWndClass ), hInstance );
end;
procedure TPBSplashThread.Execute;
var
msg: TMsg;
begin
// create the threads message queue
PeekMessage( msg, 0, 0, 0, PM_NOREMOVE );
Try
CreateSplashWindow;
ShowWindow( FWnd, SW_SHOWNORMAL );
While GetMessage( msg, 0, 0, 0 ) Do Begin
TranslateMessage( msg );
DispatchMessage( msg );
End; { While }
Except
On E: Exception Do
ReportException( E );
End; { Except }
end;
procedure TPBSplashThread.Init;
begin
FUseStatusbar := FSplash.UseStatusbar;
FCenter := FSplash.Center;
FOrigin := Point( FSplash.Left, FSplash.Top );
If not Assigned( FSurface ) Then
FSurface := TBitmap.Create;
FSurface.Assign( FSplash.Image );
FTopmost := FSplash.FTopmost;
end;
procedure TPBSplashThread.ReportException(E: Exception);
var
s: String;
begin
S:= Format( 'Error in TPBSplashThread, class %s:'#13#10'%s',
[E.classname, E.Message] );
Messagebox( 0,Pchar(S), 'Error', MB_OK or MB_ICONHAND );
end;
procedure TPBSplashThread.ShowStatusMessage(const msg: String);
begin
If FStatusbar <> 0 Then
SendMessage( FStatusbar,
SB_SETTEXT,
255,
Integer( Pchar( msg )))
Else Begin
FGuardian.Acquire;
try
FStatusMessage := msg;
finally
Fguardian.Release;
end
End; { Else }
end;
procedure TPBSplashThread.UpdateContent(sender: Tobject);
begin
FGuardian.Acquire;
Try
FSurface.Assign( FSplash.Image );
{ We could provide for changes of the image size as well here,
but since that will be rarely needed let's skip it for now. }
Finally
FGuardian.Release;
End; { Finally }
InvalidateRect( FWnd, nil, true );
end;
procedure TPBSplashThread.WMCreate(var msg: TWMCreate);
begin
msg.result := 1;
If FUseStatusbar Then
CreateStatusbar;
If FCenter Then
CenterSplashScreen;
end;
procedure TPBSplashThread.WMEraseBkGnd(var msg: TWMEraseBkGnd);
begin
msg.Result := 1;
FGuardian.Acquire;
try
FSurface.Canvas.Lock;
Bitblt( msg.DC, 0, 0, Fsurface.Width, FSurface.Height,
FSurface.Canvas.Handle, 0, 0, SRCCOPY );
FSurface.Canvas.UnLock;
finally
FGuardian.Release;
end;
end;
procedure TPBSplashThread.WMNCHittest(var msg: TWMNCHITTEST);
begin
inherited;
If msg.Result = HTCLIENT Then
msg.Result := HTCAPTION;
end;
procedure TPBSplashThread.WndProc(var msg: TMessage);
begin
try
msg.result := 0;
Case msg.Msg Of
WM_CLOSE : DestroyWindow( FWnd );
WM_DESTROY : PostQuitMessage( 0 );
WM_NCDESTROY: FWnd := 0;
Else
Dispatch( msg );
End;
except
On E:Exception Do
ReportException( E );
end;
end;
End.
This component can show an image and a message on a statusbar using windows API only. A background thread is used for showing the window when you call the Show
method. The only property that can be changed after that is the image assuming it has the same size as the original.
If you want to go without VCL, I suggest you go checkout the Key Objects Library, it allows you to create lightweight GUI apps.