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Keyboard Input
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Written by Iczelion   


We will learn how a Windows program receives keyboard input.

 

 

Preliminiary

Since there's only one keyboard in each PC, all running Windows programs must share it between them. Windows is responsible for sending the key strokes to the window which has the input focus.

Although there may be several windows on the screen, only one of them has the input focus. The window which has input focus is the only one which can receive key strokes. You can differentiate the window which has input focus from other windows by looking at the title bar which is highlighted. Actually, there are two main types of keyboard message. You can view a keyboard as a group of keys. For example, if you press the "a" key, Windows sends a WM_KEYDOWN message to the window which has input focus, notifying that a key is pressed. When you release the key, Windows sends a WM_KEYUP message. In this case, you treat a key as a button. Another way to look at the keyboard is that it's a character input device. When you press "a" key, Windows sends a WM_CHAR message to the window which has input focus, telling it that the user sends "a" character to it. In fact, Windows sends WM_KEYDOWN, WM_CHAR, and WM_KEYUP messages to the window which has input focus. The window procedure may decide to process all three messages or only the messages it's interested in. Most of the time, you can ignore WM_KEYDOWN and WM_KEYUP since TranslateMessage function call in the message loop translate WM_KEYDOWN and WM_KEYUP messages to a WM_CHAR message. We will focus on WM_CHAR in this tutorial.

Content

;=======================================================================KEY.ASM include windows.inc includelib user32.lib includelib kernel32.lib includelib gdi32.lib

.data
ClassName db "SimpleWinClass",0

AppName     db "Our First Window",0
char WPARAM 20h              ; the character the program receives from keyboard

.data?
hInstance HINSTANCE ?
CommandLine LPSTR ?

.code
start:

invoke GetModuleHandle, NULL
mov hInstance,eax
invoke GetCommandLine
invoke WinMain, hInstance,NULL,CommandLine, SW_SHOWDEFAULT invoke ExitProcess,eax

WinMain proc
hInst:HINSTANCE,hPrevInst:HINSTANCE,CmdLine:LPSTR,CmdShow:SDWORD

LOCAL wc:WNDCLASSEX
LOCAL msg:MSG
LOCAL hwnd:HWND
mov wc.cbSize,SIZEOF WNDCLASSEX
mov wc.style, CS_HREDRAW or CS_VREDRAW mov wc.lpfnWndProc, OFFSET WndProc mov wc.cbClsExtra,NULL
mov wc.cbWndExtra,NULL
push hInstance
pop wc.hInstance
mov wc.hbrBackground,COLOR_WINDOW+1 mov wc.lpszMenuName,NULL
mov wc.lpszClassName,OFFSET ClassName invoke LoadIcon,NULL,IDI_APPLICATION mov wc.hIcon,eax
mov wc.hIconSm,0
invoke LoadCursor,NULL,IDC_ARROW
mov wc.hCursor,eax
invoke RegisterClassEx, addr wc
invoke CreateWindowEx,NULL,ADDR ClassName,ADDR AppName,\

           WS_OVERLAPPEDWINDOW,CW_USEDEFAULT,\
CW_USEDEFAULT,CW_USEDEFAULT,CW_USEDEFAULT,NULL,NULL,\
hInst,NULL

mov hwnd,eax
invoke ShowWindow, hwnd,SW_SHOWNORMAL invoke UpdateWindow, hwnd
.WHILE TRUE

                invoke GetMessage, ADDR msg,NULL,0,0
.BREAK .IF (!eax)
invoke TranslateMessage, ADDR msg
invoke DispatchMessage, ADDR msg
.ENDW
mov     eax,msg.wParam

ret
WinMain endp

WndProc proc hWnd:HWND, uMsg:UINT, wParam:WPARAM, lParam:LPARAM

LOCAL hdc:HDC
LOCAL ps:PAINTSTRUCT

mov eax,uMsg
.IF eax==WM_DESTROY

invoke PostQuitMessage,NULL
.ELSEIF eax==WM_CHAR

        push wParam
pop  char
invoke InvalidateRect, hWnd,NULL,TRUE
.ELSEIF eax==WM_PAINT
invoke BeginPaint,hWnd, ADDR ps
mov    hdc,eax
invoke TextOut,hdc,0,0,ADDR char,1
invoke EndPaint,hWnd, ADDR ps
.ELSE
invoke DefWindowProc,hWnd,uMsg,wParam,lParam
ret

.ENDIF
xor eax,eax
ret
WndProc endp
end start
;===========================================================================EOF

Let's analyze it:

char WPARAM 20h ; the character the program receives from keyboard

This is the variable that stores the character received from the keyboard. Since the character is sent in WPARAM of the window procedure, we define the variable as type WPARAM for simplicity. The initial value is 20h or the space since when our window refreshes its client area the first time, there is no character input. So we want to display space instead.

.ELSEIF eax==WM_CHAR

        push wParam
pop  char
invoke InvalidateRect, hWnd,NULL,TRUE

This is added in the window procedure to handle the WM_CHAR message. It just puts the character into the variable named "char" and then calls InvalidateRect. InvalidateRect makes a specified rectangle in the client area invalid which forces Windows to send WM_PAINT message to the window procedure. Its syntax is as follows:

BOOL InvalidateRect(

    HWND  hWnd,              // handle of window with changed update region
CONST RECT  * lpRect,     // address of rectangle coordinates
BOOL  bErase                       // erase-background flag

);

lpRect is a pointer to the rectagle in the client area that we want to declare invalid. If this parameter is null, the entire client area will be marked as invalid.
bErase is a flag telling Windows if it needs to erase the background. If this flag is TRUE, then Windows will erase the backgroud of the invalid rectangle when BeginPaint is called.

So the strategy we used here is that: we store all necessary information about how to paint the client area and generate WM_PAINT message to paint the client area. Of course, the codes in WM_PAINT section must know beforehand what's expected of them. This seems a roundabout way of doing things but it's the way of Windows.

Actually we can paint the client area during processing WM_CHAR message by calling GetDC and ReleaseDC pair. There is no problem there. But the fun begins when our window needs to repaint its client area. Since the codes that paint the character are in WM_CHAR section, the window procedure will not be able to repaint our character in the client area. So the bottom line is: put all necessary data and codes that do painting in WM_PAINT. You can send WM_PAINT message from anywhere in your code anytime you want to repaint the client area.

invoke TextOut,hdc,0,0,ADDR char,1

When InvalidateRect is called, it sends a WM_PAINT message back to the window procedure. So the codes in WM_PAINT section is called. It calls BeginPaint as usual to get the handle to device context and then call TextOut which draws our character in the client area at x=0, y=0. When you run the program and press any key, you will see that character echo in the upper left corner of the client window. And when the window is minimized and maximized again, the character is still there since all the codes and data essential to repaint are all gathered in WM_PAINT section.