Source code of Windows XP (NT5)
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// 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<WrapperThreadProcParams*>(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;
memset(&wndclass, 0, 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));
hr = Win::CreateEvent(0, false, false, buttonEventHandle);
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
}
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;
}