// Copyright (C) 1997 Microsoft Corporation // // Dialog to display promotion progress // // 12-29-97 sburns #include "headers.hxx" #include "ProgressDialog.hpp" #include "indicate.hpp" #include "resource.h" const UINT ProgressDialog::THREAD_SUCCEEDED = WM_USER + 999; const UINT ProgressDialog::THREAD_FAILED = WM_USER + 1000; // this string must match that in the CLASS specification of the // dialog template in the .rc file! static TCHAR PROGRESS_DIALOG_CLASS_NAME[] = L"dcpromo_progress"; static const DWORD HELP_MAP[] = { 0, 0 }; struct WrapperThreadProcParams { ProgressDialog* dialog; ProgressDialog::ThreadProc realProc; }; void _cdecl wrapperThreadProc(void* p) { ASSERT(p); WrapperThreadProcParams* params = reinterpret_cast(p); ASSERT(params->dialog); ASSERT(params->realProc); params->realProc(*(params->dialog)); } ProgressDialog::ProgressDialog( ThreadProc threadProc_, int animationResId_) : Dialog(IDD_PROGRESS, HELP_MAP), animationResId(animationResId_), threadProc(threadProc_), threadParams(0), buttonEventHandle(0) { LOG_CTOR(ProgressDialog); ASSERT(threadProc); ASSERT(animationResId > 0); // we subclass the window so we can change the cursor to the wait cursor WNDCLASSEX wndclass; // REVIEWED-2002/02/26-sburns correct byte count passed ::ZeroMemory(&wndclass, sizeof wndclass); static const wchar_t* DIALOG_WINDOW_CLASS_NAME = L"#32770"; HRESULT hr = Win::GetClassInfoEx(DIALOG_WINDOW_CLASS_NAME, wndclass); ASSERT(SUCCEEDED(hr)); wndclass.lpfnWndProc = ::DefDlgProc; wndclass.hInstance = Win::GetModuleHandle(); wndclass.lpszClassName = PROGRESS_DIALOG_CLASS_NAME; hr = Win::LoadCursor(IDC_WAIT, wndclass.hCursor); ASSERT(SUCCEEDED(hr)); ATOM unused = 0; hr = Win::RegisterClassEx(wndclass, unused); ASSERT(SUCCEEDED(hr)); // REVIEWED-2002/02/26-sburns this is an unnamed event, so no squatting // attack exposure hr = Win::CreateEvent(0, false, false, buttonEventHandle); // in the case that the CreateEvent fails (very unlikely), there's not // much we can do. In this case, the result will be that nothing will // happen when the user clicks the cancel button. ASSERT(SUCCEEDED(hr)); } ProgressDialog::~ProgressDialog() { LOG_DTOR(ProgressDialog); delete threadParams; Win::UnregisterClass(PROGRESS_DIALOG_CLASS_NAME, Win::GetModuleHandle()); } void ProgressDialog::UpdateText(const String& message) { LOG_FUNCTION2(ProgressDialog::UpdateText, message); Win::ShowWindow( Win::GetDlgItem(hwnd, IDC_MESSAGE), message.empty() ? SW_HIDE : SW_SHOW); Win::SetDlgItemText(hwnd, IDC_MESSAGE, message); } void ProgressDialog::UpdateText(int textStringResID) { LOG_FUNCTION(ProgressDialog::UpdateText); ASSERT(textStringResID > 0); UpdateText(String::load(textStringResID)); } void ProgressDialog::UpdateButton(int textStringResID) { LOG_FUNCTION(ProgressDialog::UpdateButton); ASSERT(textStringResID > 0); UpdateButton(String::load(textStringResID)); } void ProgressDialog::UpdateButton(const String& text) { LOG_FUNCTION2(ProgressDialog::UpdateButton, text); HWND button = Win::GetDlgItem(hwnd, IDC_BUTTON); DWORD waitResult = WAIT_FAILED; HRESULT hr = Win::WaitForSingleObject(buttonEventHandle, 0, waitResult); ASSERT(SUCCEEDED(hr)); if (waitResult == WAIT_OBJECT_0) { // event is still signalled, so reset it. Win::ResetEvent(buttonEventHandle); } bool empty = text.empty(); // Hide the button before we adjust the geometry. On slow or heavily // loaded machines, the repaints show a noticable delay that has frightened // at least one user. // NTRAID#NTBUG9-353799-2001/04/05-sburns Win::ShowWindow(button, SW_HIDE); Win::EnableWindow(button, false); if (empty) { // leave the button hidden and disabled. return; } // resize and recenter the button RECT buttonRect; Win::GetWindowRect(button, buttonRect); Win::ScreenToClient(hwnd, buttonRect); HDC hdc = GetWindowDC(button); SIZE textExtent; Win::GetTextExtentPoint32(hdc, text, textExtent); Win::ReleaseDC(button, hdc); // add a bit of whitespace to the button label // NTRAID#NTBUG9-40855-2001/02/28-sburns textExtent.cx += 40; RECT dialogRect; hr = Win::GetClientRect(hwnd, dialogRect); ASSERT(SUCCEEDED(hr)); Win::MoveWindow( button, dialogRect.left + (dialogRect.right - dialogRect.left - textExtent.cx) / 2, buttonRect.top, textExtent.cx, buttonRect.bottom - buttonRect.top, true); // display the button only after we have adjusted it's geometry Win::SetDlgItemText(hwnd, IDC_BUTTON, text); Win::ShowWindow(button, SW_SHOW); Win::EnableWindow(button, true); } void ProgressDialog::OnDestroy() { LOG_FUNCTION(ProgressDialog::OnDestroy); // we don't delete things here, as a WM_DESTROY message may never be sent Win::Animate_Close(Win::GetDlgItem(hwnd, IDC_ANIMATION)); } void ProgressDialog::OnInit() { LOG_FUNCTION(ProgressDialog::OnInit); Win::Animate_Open( Win::GetDlgItem(hwnd, IDC_ANIMATION), MAKEINTRESOURCE(animationResId)); UpdateText(String()); UpdateButton(String()); // deleted in the dtor, not in the wrapperThreadProc, in case the // wrapperThreadProc terminates abnormally. threadParams = new WrapperThreadProcParams; threadParams->dialog = this; threadParams->realProc = threadProc; _beginthread(wrapperThreadProc, 0, threadParams); } bool ProgressDialog::OnCommand( HWND windowFrom, unsigned controlIDFrom, unsigned code) { if (code == BN_CLICKED) { switch (controlIDFrom) { case IDC_BUTTON: { LOG(L"ProgressDialog::OnCommand -- cancel button pressed"); // Since the response to the button press may be some time // coming, disable the button to prevent the user from pressing // it over and over in a frantic panic. Win::EnableWindow(windowFrom, false); Win::SetEvent(buttonEventHandle); break; } default: { // do nothing } } } return false; } bool ProgressDialog::OnMessage( UINT message, WPARAM /* wparam */ , LPARAM /* lparam */ ) { // LOG_FUNCTION(ProgressDialog::OnMessage); switch (message) { case THREAD_SUCCEEDED: { Win::Animate_Stop(Win::GetDlgItem(hwnd, IDC_ANIMATION)); UpdateText(String::load(IDS_OPERATION_DONE)); HRESULT unused = Win::EndDialog(hwnd, THREAD_SUCCEEDED); ASSERT(SUCCEEDED(unused)); return true; } case THREAD_FAILED: { Win::Animate_Stop(Win::GetDlgItem(hwnd, IDC_ANIMATION)); UpdateText(String::load(IDS_OPERATION_TERMINATED)); HRESULT unused = Win::EndDialog(hwnd, THREAD_FAILED); ASSERT(SUCCEEDED(unused)); return true; } default: { // do nothing break; } } return false; } ProgressDialog::WaitCode ProgressDialog::WaitForButton(int timeoutMillis) { // LOG_FUNCTION(ProgressDialog::WaitForButton); DWORD result = WAIT_FAILED; HRESULT hr = Win::WaitForSingleObject(buttonEventHandle, timeoutMillis, result); ASSERT(SUCCEEDED(hr)); switch (result) { case WAIT_OBJECT_0: { return PRESSED; } case WAIT_TIMEOUT: { return TIMEOUT; } case WAIT_FAILED: { // we squeltch the failure, and equate it to timeout // fall thru } default: { ASSERT(false); } } return TIMEOUT; } void ProgressDialog::RevertToOriginalAnimation() { LOG_FUNCTION(ProgressDialog::RevertToOriginalAnimation); Win::Animate_Close(Win::GetDlgItem(hwnd, IDC_ANIMATION)); Win::Animate_Open( Win::GetDlgItem(hwnd, IDC_ANIMATION), MAKEINTRESOURCE(animationResId)); } void ProgressDialog::UpdateAnimation(int newAnimationResId) { LOG_FUNCTION(ProgressDialog::UpdateAnimation); Win::Animate_Close(Win::GetDlgItem(hwnd, IDC_ANIMATION)); Win::Animate_Open( Win::GetDlgItem(hwnd, IDC_ANIMATION), MAKEINTRESOURCE(newAnimationResId)); }