消息机制篇——初识消息与消息队列

写在前面

  此系列是本人一个字一个字码出来的,包括示例和实验截图。由于系统内核的复杂性,故可能有错误或者不全面的地方,如有错误,欢迎批评指正,本教程将会长期更新。 如有好的建议,欢迎反馈。码字不易,如果本篇文章有帮助你的,如有闲钱,可以打赏支持我的创作。如想转载,请把我的转载信息附在文章后面,并声明我的个人信息和本人博客地址即可,但必须事先通知我

你如果是从中间插过来看的,请仔细阅读 羽夏看Win系统内核——简述 ,方便学习本教程。

  看此教程之前,问几个问题,基础知识储备好了吗?保护模式篇学会了吗?练习做完了吗?没有的话就不要继续了。


🔒 华丽的分割线 🔒


前言

  由于win32k.sys里面大量的所需符号和结构体都没有,有很多东西我目前只能浅尝辄止,UI是一个很复杂的东西,我的能力有限也只能具体讲解一下它的功能、大体流程和某些小细节。对于代码参考,是基于ReactOS 0.2.0版本和泄露的WinXP SP1代码。ReactOS是基于逆向Windows得到,所以基本类似,建议此版本,高版本的有自己的实现了,就不太一样了。

引子

  学过Win32图形界面编程的都知道我们要显示一个窗体是十分麻烦的,如下是创建项目自己生成的,我进行略加修改,最终代码如下:

#include "stdafx.h"
#include <windows.h>

#define WM_MyMessage WM_USER+1

HINSTANCE hInst;                                // 当前实例
char szTitle[] = "WingSummerTest";                  // 标题栏文本
char szWindowClass[]= "CnBlog";            // 主窗口类名

// 此代码模块中包含的函数的前向声明
ATOM                MyRegisterClass(HINSTANCE hInstance);
BOOL                InitInstance(HINSTANCE, int);
LRESULT CALLBACK    WndProc(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK    About(HWND, UINT, WPARAM, LPARAM);

int APIENTRY wWinMain(HINSTANCE hInstance,
                     HINSTANCE hPrevInstance,
                      LPWSTR    lpCmdLine,
                      int       nCmdShow)
{
    UNREFERENCED_PARAMETER(hPrevInstance);
    UNREFERENCED_PARAMETER(lpCmdLine);

    MyRegisterClass(hInstance);

    // 执行应用程序初始化
    if (!InitInstance (hInstance, nCmdShow))
    {
        return FALSE;
    }
 
    MSG msg;

    // 主消息循环
    while (GetMessage(&msg, NULL, 0, 0))
    {
        TranslateMessage(&msg);
        DispatchMessage(&msg);
    }

    return (int) msg.wParam;
}


//
//  函数: MyRegisterClass()
//  目标: 注册窗口类。
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
    WNDCLASSEX wcex;

    wcex.cbSize = sizeof(WNDCLASSEX);
    wcex.style          = CS_HREDRAW | CS_VREDRAW;
    wcex.lpfnWndProc    = WndProc;
    wcex.cbClsExtra     = 0;
    wcex.cbWndExtra     = 0;
    wcex.hInstance      = hInstance;
    wcex.hIcon          = NULL;
    wcex.hCursor        = LoadCursor(NULL, IDC_ARROW);
    wcex.hbrBackground  = (HBRUSH)(COLOR_WINDOW+1);
    wcex.lpszMenuName   = NULL;
    wcex.lpszClassName  = szWindowClass;
    wcex.hIconSm        = NULL;

    return RegisterClassEx(&wcex);
}

//
//   函数: InitInstance(HINSTANCE, int)
//   目标: 保存实例句柄并创建主窗口
//   注释: 在此函数中,我们在全局变量中保存实例句柄并创建和显示主程序窗口。
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
   hInst = hInstance; // 将实例句柄存储在全局变量中

   HWND hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
      CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);

   if (!hWnd)
   {
      return FALSE;
   }

   ShowWindow(hWnd, nCmdShow);
   UpdateWindow(hWnd);

   return TRUE;
}

//
//  函数: WndProc(HWND, UINT, WPARAM, LPARAM)
//  目标: 处理主窗口的消息。
//  WM_COMMAND  - 处理应用程序菜单
//  WM_PAINT    - 绘制主窗口
//  WM_DESTROY  - 发送退出消息并返回
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    switch (message)
    {
    case WM_PAINT:
        {
            PAINTSTRUCT ps;
            HDC hdc = BeginPaint(hWnd, &ps);
            // TODO: 在此处添加使用 hdc 的任何绘图代码...
            EndPaint(hWnd, &ps);
        }
        break;
    case WM_DESTROY:
        PostQuitMessage(0);
        break;
    case WM_MyMessage:
        MessageBox(NULL,"WingSummer Test Recived!","CnBlog",MB_ICONINFORMATION);
        break;
    default:
        return DefWindowProc(hWnd, message, wParam, lParam);
    }
    return 0;
}

  如果我们要实现创建并显示一个窗体,首先得创建一个窗体类,并将它注册。然后调用CreateWindow创建窗体,然后调用ShowWindow显示出来,而WndProc就是我在注册的时候的窗体消息处理过程。执行完上面的代码后,我们开始进入消息处理,调用熟悉的三个函数就可以实现消息处理。
  但是,你们知道是为什么必须吗?这所谓的消息是什么?消息队列在哪里?

消息与窗体

  如下是维基百科的解释:

There are two main senses of the word "message" in computing: messages between the human users of computer systems that are delivered by those computer systems, and messages passed between programs or between components of a single program, for their own purposes.

  在Windows中,消息可以来自键盘、鼠标等硬件,也可以来自于其他进程线程发送来的消息。我们既然了解了什么是消息,那么消息队列是什么。

  如上是老的Windows的实现方式,版本Win95Win98和很多Linux的实现方式都是它。在3环每一个用户空间都有一个消息队列。如果捕捉消息,必然有一个专用进程进行捕获封装,因为我们编程的时候从来没有写过自己捕获消息的代码。当专用进程捕获到消息,就会往指定目标进程插入一条消息,实现方式只能是跨进程通信,但是这有不足的地方,会耗费大量的时间于通信上。那么微软的最终实现是什么,就是把消息队列搬到0环,使用GUI线程,你想要获取消息仅需要通过系统调用的方式直接获得,而不必进行跨进程通信,大大提升了效率。
  当线程刚创建的时候,都是普通线程,之前我们讲过可以通过线程结构体的ServiceTable进行判断。当线程第一次调用Win32k.sys实现的函数时时,会调用PsConvertToGuiThread,以扩充内核栈,换成64KB的大内核栈,原普通内核栈只有12KB大小;创建一个包含消息队列的结构体,并挂到KTHREAD上。ServiceTable指向的地址变为KeServiceDescriptorTableShadow;把需要的内存数据映射到本进程空间。
  那么消息队列在在哪里呢?我们看下面的结构体:

kd> dt _KTHREAD
ntdll!_KTHREAD
   ……
   +0x12c CallbackStack    : Ptr32 Void
   +0x130 Win32Thread      : Ptr32 Void
   +0x134 TrapFrame        : Ptr32 _KTRAP_FRAME
   +0x138 ApcStatePointer  : [2] Ptr32 _KAPC_STATE
   ……

  看到Win32Thread了吗,这里面存储了消息队列,但消息队列不仅仅有一个,只有图形界面才有有效值,指向一个结构体。如下所示:

typedef struct tagTHREADINFO {
    W32THREAD;

//***************************************** begin: USER specific fields

    PTL             ptl;                // Listhead for thread lock list

    PPROCESSINFO    ppi;                // process info struct for this thread

    PQ              pq;                 // keyboard and mouse input queue

    PKL             spklActive;         // active keyboard layout for this thread

    PCLIENTTHREADINFO pcti;             // Info that must be visible from client

    PDESKTOP        rpdesk;
    PDESKTOPINFO    pDeskInfo;          // Desktop info visible to client
    PCLIENTINFO     pClientInfo;        // Client info stored in TEB

    DWORD           TIF_flags;          // TIF_ flags go here.

    PUNICODE_STRING pstrAppName;        // Application module name.

    PSMS            psmsSent;           // Most recent SMS this thread has sent
    PSMS            psmsCurrent;        // Received SMS this thread is currently processing
    PSMS            psmsReceiveList;    // SMSs to be processed

    LONG            timeLast;           // Time and ID of last message
    ULONG_PTR       idLast;

    int             exitCode;

    HDESK           hdesk;              // Desktop handle
    int             cPaintsReady;
    UINT            cTimersReady;

    PMENUSTATE      pMenuState;

    union {
        PTDB            ptdb;           // Win16Task Schedule data for WOW thread
        PWINDOWSTATION  pwinsta;        // Window station for SYSTEM thread
    };

    PSVR_INSTANCE_INFO psiiList;        // thread DDEML instance list
    DWORD           dwExpWinVer;
    DWORD           dwCompatFlags;      // The Win 3.1 Compat flags
    DWORD           dwCompatFlags2;     // new DWORD to extend compat flags for NT5+ features

    PQ              pqAttach;           // calculation variabled used in
                                        // zzzAttachThreadInput()

    PTHREADINFO     ptiSibling;         // pointer to sibling thread info

    PMOVESIZEDATA   pmsd;

    DWORD           fsHooks;                // WHF_ Flags for which hooks are installed
    PHOOK           sphkCurrent;            // Hook this thread is currently processing

    PSBTRACK        pSBTrack;

    HANDLE          hEventQueueClient;
    PKEVENT         pEventQueueServer;
    LIST_ENTRY      PtiLink;            // Link to other threads on desktop
    int             iCursorLevel;       // keep track of each thread's level
    POINT           ptLast;             // Position of last message

    PWND            spwndDefaultIme;    // Default IME Window for this thread
    PIMC            spDefaultImc;       // Default input context for this thread
    HKL             hklPrev;            // Previous active keyboard layout
    int             cEnterCount;
    MLIST           mlPost;             // posted message list.
    USHORT          fsChangeBitsRemoved;// Bits removed during PeekMessage
    WCHAR           wchInjected;        // character from last VK_PACKET
    DWORD           fsReserveKeys;      // Keys that must be sent to the active
                                        // active console window.
    PKEVENT        *apEvent;            // Wait array for xxxPollAndWaitForSingleObject
    ACCESS_MASK     amdesk;             // Granted desktop access
    UINT            cWindows;           // Number of windows owned by this thread
    UINT            cVisWindows;        // Number of visible windows on this thread

    PHOOK           aphkStart[CWINHOOKS];   // Hooks registered for this thread
    CLIENTTHREADINFO  cti;              // Use this when no desktop is available

#ifdef GENERIC_INPUT
    HANDLE          hPrevHidData;
#endif
#if DBG
    UINT            cNestedCalls;
#endif
} THREADINFO;

  上面的代码是泄露的WinXP SP1的代码,符号里面没有这个结构体,故无法dt进行查看,注释还比较详细,我们就能知道消息队列在哪里:

PQ pq;  // keyboard  and mouse input queue

  我们创建一个进程或者线程,都会在内核中创建一个结构体。同样窗体也是一样的,当你创建一个窗体,就会在内核创建一个内核对象,在ReactOS中为称之为_WINDOW_OBJECT对象(在最新版的已经没了):

typedef struct _WINDOW_OBJECT
{
  /* Pointer to the window class. */
  PWNDCLASS_OBJECT Class;
  /* Extended style. */
  DWORD ExStyle;
  /* Window name. */
  UNICODE_STRING WindowName;
  /* Style. */
  DWORD Style;
  /* Context help id */
  DWORD ContextHelpId;
  /* system menu handle. */
  HMENU SystemMenu;
  /* Handle of the module that created the window. */
  HINSTANCE Instance;
  /* Entry in the thread's list of windows. */
  LIST_ENTRY ListEntry;
  /* Pointer to the extra data associated with the window. */
  PCHAR ExtraData;
  /* Size of the extra data associated with the window. */
  ULONG ExtraDataSize;
  /* Position of the window. */
  RECT WindowRect;
  /* Position of the window's client area. */
  RECT ClientRect;
  /* Handle for the window. */
  HANDLE Self;
  /* Window flags. */
  ULONG Flags;
  /* Window menu handle or window id */
  UINT IDMenu;
  /* Handle of region of the window to be updated. */
  HANDLE UpdateRegion;
  HANDLE NCUpdateRegion;
  /* Pointer to the owning thread's message queue. */
  PUSER_MESSAGE_QUEUE MessageQueue;
  struct _WINDOW_OBJECT* FirstChild;
  struct _WINDOW_OBJECT* LastChild;
  /* Lock for the list of child windows. */
  FAST_MUTEX ChildrenListLock;
  struct _WINDOW_OBJECT* NextSibling;
  struct _WINDOW_OBJECT* PrevSibling;
  /* Entry in the list of thread windows. */
  LIST_ENTRY ThreadListEntry;
  /* Pointer to the parent window. */
  struct _WINDOW_OBJECT* Parent;
  /* Pointer to the owner window. */
  struct _WINDOW_OBJECT* Owner;
  /* DC Entries (DCE) */
  PDCE Dce;
  /* Property list head.*/
  LIST_ENTRY PropListHead;
  FAST_MUTEX PropListLock;
  ULONG PropListItems;
  /* Scrollbar info */
  PSCROLLBARINFO pHScroll;
  PSCROLLBARINFO pVScroll;
  PSCROLLBARINFO wExtra;
  LONG UserData;
  BOOL Unicode;
  WNDPROC WndProcA;
  WNDPROC WndProcW;
  PETHREAD OwnerThread;
  HWND hWndLastPopup; /* handle to last active popup window (wine doesn't use pointer, for unk. reason)*/
  PINTERNALPOS InternalPos;
} WINDOW_OBJECT; /* PWINDOW_OBJECT already declared at top of file */

  注意上述结构体不同版本的结构和顺序会有差异,有的版本的会有下面的成员:

/* Pointer to the thread information */
  PW32THREADINFO ti;

  这个就和线程有一个成员指向自己进程地址一样,通过窗体内核对象对应相应的线程。这块仅供了解,由于没有真正的Windows源码,不好定夺。如下是从泄露的代码找出的窗体结构:

typedef struct tagWND {
    THRDESKHEAD   head;

    WW;         // WOW-USER common fields. Defined in wowuserp.h
                // The presence of "state" at the start of this structure is
                // assumed by the STATEOFFSET macro.

    PWND                 spwndNext;    // Handle to the next window
    PWND                 spwndPrev;    // Handle to the previous window
    PWND                 spwndParent;  // Backpointer to the parent window.
    PWND                 spwndChild;   // Handle to child
    PWND                 spwndOwner;   // Popup window owner field

    RECT                 rcWindow;     // Window outer rectangle
    RECT                 rcClient;     // Client rectangle

    WNDPROC_PWND         lpfnWndProc;  // Can be WOW address or standard address

    PCLS                 pcls;         // Pointer to window class

    KHRGN                hrgnUpdate;   // Accumulated paint region

    PPROPLIST            ppropList;    // Pointer to property list
    PSBINFO              pSBInfo;      // Words used for scrolling

    PMENU                spmenuSys;    // Handle to system menu
    PMENU                spmenu;       // Menu handle or ID

    KHRGN                hrgnClip;     // Clipping region for this window

    LARGE_UNICODE_STRING strName;
    int                  cbwndExtra;   // Extra bytes in window
    PWND                 spwndLastActive; // Last active in owner/ownee list
    KHIMC                hImc;         // Associated input context handle
    KERNEL_ULONG_PTR     dwUserData;   // Reserved for random application data
    struct _ACTIVATION_CONTEXT  * KPTR_MODIFIER pActCtx;
#ifdef LAME_BUTTON
    KERNEL_PVOID    pStackTrace;       // Creation stack trace; used by lame
                                       // button.
#endif // LAME_BUTTON
} WND;

消息与消息队列

  一个GUI线程对应一个消息队列,那么消息从哪里来呢?
  当我们单击窗体的关闭按钮,或者光标在窗体上移动,点击键盘,就会产生大量消息。那些消息就是win32k.sys的线程监控捕获的,我们来定位一下它的创建线程地方:

void xxxCreateSystemThreads(BOOL bRemoteThread)
{
    UINT uThreadID;
    PVOID pvoid;

    /*
     * Do not allow any process other than CSRSS to call this function.
     * The only exception is Ghost thread case since now we allow it to launch
     * in the context of the shell process
     */
    if (!bRemoteThread && !ISCSRSS()) {
        RIPMSG0(RIP_WARNING, "xxxCreateSystemThreads get called from a Process other than CSRSS");
        return;
    }

    if (!CSTPop(&uThreadID, &pvoid, NULL, bRemoteThread)) {
        return;
    }

    LeaveCrit();
    switch (uThreadID) {
        case CST_DESKTOP:
            xxxDesktopThread((PTERMINAL)pvoid);
            break;
        case CST_RIT:
            RawInputThread(pvoid);
            break;
        case CST_GHOST:
            GhostThread((PDESKTOP)pvoid);
            break;
       case CST_POWER:
            VideoPortCalloutThread(pvoid);
            break;
    }
    EnterCrit();
}

  而这个函数又是该函数调用的:

/***************************************************************************\
* CreateSystemThreads
*
* Simply calls xxxCreateSystemThreads, which will call the appropriate
* thread routine (depending on uThreadID).
*
* History:
* 20-Aug-00 MSadek      Created.
\***************************************************************************/
WINUSERAPI
DWORD
WINAPI
CreateSystemThreads (
    LPVOID pUnused)
{
    UNREFERENCED_PARAMETER(pUnused);

    NtUserCallOneParam(TRUE, SFI_XXXCREATESYSTEMTHREADS);
    ExitThread(0);
}

  这玩意挺复杂,还加入了会话隔离机制,由于本人水平有限就定位到这里。上面的代码和咱XP的逆向代码一致。要想要具体的细节,自己可以研究。
  消息队列并不是仅仅有一个,我们可以看看上面所谓的USER_MESSAGE_QUEUE结构体:

typedef struct _USER_MESSAGE_QUEUE
{
  /* Owner of the message queue */
  struct _ETHREAD *Thread;
  /* Queue of messages sent to the queue. */
  LIST_ENTRY SentMessagesListHead;
  /* Queue of messages posted to the queue. */
  LIST_ENTRY PostedMessagesListHead;
  /* Queue of sent-message notifies for the queue. */
  LIST_ENTRY NotifyMessagesListHead;
  /* Queue for hardware messages for the queue. */
  LIST_ENTRY HardwareMessagesListHead;
  /* Lock for the hardware message list. */
  FAST_MUTEX HardwareLock;
  /* Lock for the queue. */
  FAST_MUTEX Lock;
  /* True if a WM_QUIT message is pending. */
  BOOLEAN QuitPosted;
  /* The quit exit code. */
  ULONG QuitExitCode;
  /* Set if there are new messages in any of the queues. */
  KEVENT NewMessages;  
  /* FIXME: Unknown. */
  ULONG QueueStatus;
  /* Current window with focus (ie. receives keyboard input) for this queue. */
  HWND FocusWindow;
  /* True if a window needs painting. */
  BOOLEAN PaintPosted;
  /* Count of paints pending. */
  ULONG PaintCount;
  /* Current active window for this queue. */
  HWND ActiveWindow;
  /* Current capture window for this queue. */
  HWND CaptureWindow;
  /* Current move/size window for this queue */
  HWND MoveSize;
  /* Current menu owner window for this queue */
  HWND MenuOwner;
  /* Identifes the menu state */
  BYTE MenuState;
  /* Caret information for this queue */
  PTHRDCARETINFO CaretInfo;
  
  /* Window hooks */
  PHOOKTABLE Hooks;

  /* queue state tracking */
  WORD WakeBits;
  WORD WakeMask;
  WORD ChangedBits;
  WORD ChangedMask;
  
  /* extra message information */
  LPARAM ExtraInfo;

} USER_MESSAGE_QUEUE, *PUSER_MESSAGE_QUEUE;

  从这里看到最起码就有四个消息队列,细节我们将会在下一篇进行。

窗体句柄初探

  我们来查找窗体的时候都是用FindWindow进行查找,我们仅通过名称就可以调用,我们可以猜测窗体句柄就是全局的。我们来定位一下它的代码:

PWND _FindWindowEx(
    PWND   pwndParent,
    PWND   pwndChild,
    LPCWSTR ccxlpszClass,
    LPCWSTR ccxlpszName,
    DWORD  dwType)
{
    /*
     * Note that the Class and Name pointers are client-side addresses.
     */

    PBWL    pbwl;
    HWND    *phwnd;
    PWND    pwnd;
    WORD    atomClass = 0;
    LPCWSTR lpName;
    BOOL    fTryMessage = FALSE;

    if (ccxlpszClass != NULL) {
        /*
         * note that we do a version-less check here, then call FindClassAtom right away.
         */
        atomClass = FindClassAtom(ccxlpszClass);
        if (atomClass == 0) {
            return NULL;
        }
    }

    /*
     * Setup parent window
     */
    if (!pwndParent) {
        pwndParent = _GetDesktopWindow();
        /*
         * If we are starting from the root and no child window
         * was specified, then check the message window tree too
         * in case we don't find it on the desktop tree.
         */

        if (!pwndChild)
            fTryMessage = TRUE;
    }

TryAgain:
    /*
     * Setup first child
     */
    if (!pwndChild) {
        pwndChild = pwndParent->spwndChild;
    } else {
        if (pwndChild->spwndParent != pwndParent) {
            RIPMSG0(RIP_WARNING,
                 "FindWindowEx: Child window doesn't have proper parent");
            return NULL;
        }

        pwndChild = pwndChild->spwndNext;
    }

    /*
     * Generate a list of top level windows.
     */
    if ((pbwl = BuildHwndList(pwndChild, BWL_ENUMLIST, NULL)) == NULL) {
        return NULL;
    }

    /*
     * Set pwnd to NULL in case the window list is empty.
     */
    pwnd = NULL;

    try {
        for (phwnd = pbwl->rghwnd; *phwnd != (HWND)1; phwnd++) {

            /*
             * Validate this hwnd since we left the critsec earlier (below
             * in the loop we send a message!
             */
            if ((pwnd = RevalidateHwnd(*phwnd)) == NULL)
                continue;

            /*
             * make sure this window is of the right type
             */
            if (dwType != FW_BOTH) {
                if (((dwType == FW_16BIT) && !(GETPTI(pwnd)->TIF_flags & TIF_16BIT)) ||
                    ((dwType == FW_32BIT) && (GETPTI(pwnd)->TIF_flags & TIF_16BIT)))
                    continue;
            }

            /*
             * If the class is specified and doesn't match, skip this window
             * note that we do a version-less check here, use pcls->atomNVClassName
             */
            if (!atomClass || (atomClass == pwnd->pcls->atomNVClassName)) {
                if (!ccxlpszName)
                    break;

                if (pwnd->strName.Length) {
                    lpName = pwnd->strName.Buffer;
                } else {
                    lpName = szNull;
                }

                /*
                 * Is the text the same? If so, return with this window!
                 */
                if (_wcsicmp(ccxlpszName, lpName) == 0)
                    break;
            }

            /*
             * The window did not match.
             */
            pwnd = NULL;
        }
    } except (W32ExceptionHandler(FALSE, RIP_WARNING)) {
        pwnd = NULL;
    }

    FreeHwndList(pbwl);

    if (!pwnd && fTryMessage) {
        fTryMessage = FALSE;
        pwndParent = _GetMessageWindow();
        pwndChild = NULL;
        goto TryAgain;
    }

    return ((*phwnd == (HWND)1) ? NULL : pwnd);
}

  上面的代码和内核文件是一样的,整体阅读代码后,发现是从BuildHwndList产生的所谓的列表查找的,我们看一下它的源代码:

PBWL BuildHwndList(
    PWND pwnd,
    UINT flags,
    PTHREADINFO pti)
{
    PBWL pbwl;

    CheckCritIn();

    if ((pbwl = pbwlCache) != NULL) {

        /*
         * We're using the cache now; zero it out.
         */
#if DBG
        pbwlCachePrev = pbwlCache;
#endif
        pbwlCache = NULL;

#if DBG
        {
            PBWL pbwlT;
            /*
             * pbwlCache shouldn't be in the global linked list.
             */
            for (pbwlT = gpbwlList; pbwlT != NULL; pbwlT = pbwlT->pbwlNext) {
                UserAssert(pbwlT != pbwl);
            }
        }
#endif
    } else {

        /*
         * sizeof(BWL) includes the first element of array.
         */
        pbwl = (PBWL)UserAllocPool(sizeof(BWL) + sizeof(PWND) * CHWND_BWLCREATE,
                TAG_WINDOWLIST);
        if (pbwl == NULL)
            return NULL;

        pbwl->phwndMax = &pbwl->rghwnd[CHWND_BWLCREATE - 1];
    }
    pbwl->phwndNext = pbwl->rghwnd;

    /*
     * We'll use ptiOwner as temporary storage for the thread we're
     * scanning for. It will get reset to the proper thing at the bottom
     * of this routine.
     */
    pbwl->ptiOwner = pti;

#ifdef OWNERLIST
    if (flags & BWL_ENUMOWNERLIST) {
        pbwl = InternalBuildHwndOwnerList(pbwl, pwnd, NULL);
    } else {
        pbwl = InternalBuildHwndList(pbwl, pwnd, flags);
    }
#else
    pbwl = InternalBuildHwndList(pbwl, pwnd, flags);
#endif

    /*
     * If phwndNext == phwndMax, it indicates that the pbwl has failed to expand.
     * The list is no longer valid, so we should just bail.
     */
    if (pbwl->phwndNext >= pbwl->phwndMax) {
        UserAssert(pbwl->phwndNext == pbwl->phwndMax);
        /*
         * Even if we had picked pbwl from the global single cache (pbwlCache),
         * it should have already been unlinked from the global link list when it was put in the cache.
         * So we should just free it without manupilating the link pointers.
         * If we have allocated the pwbl for ourselves, we can simply free it.
         * In both cases, we should just call UserFreePool().
         * As the side effect, it may make some room by providing a free pool block.
         */
        UserFreePool(pbwl);
        return NULL;
    }

    /*
     * Stick in the terminator.
     */
    *pbwl->phwndNext = (HWND)1;

#ifdef FE_IME
    if (flags & BWL_ENUMIMELAST) {
        UserAssert(IS_IME_ENABLED());
        /*
         * For IME windows.
         * Rebuild window list for EnumWindows API. Because ACCESS 2.0 assumes
         * the first window that is called CallBack Functions in the task is
         * Q-Card Wnd. We should change the order of IME windows
         */
        pbwl = InternalRebuildHwndListForIMEClass(pbwl,
                    (flags & BWL_REMOVEIMECHILD) == BWL_REMOVEIMECHILD);
    }
#endif

    /*
     * Finally link this guy into the list.
     */
    pbwl->ptiOwner = PtiCurrent();
    pbwl->pbwlNext = gpbwlList;
    gpbwlList = pbwl;


    /*
     * We should have given out the cache if it was available
     */
    UserAssert(pbwlCache == NULL);

    return pbwl;
}

  如果是项目是调试模式,就会有如下代码,这块代码值得我们注意:

PBWL pbwlT;
/*
 * pbwlCache shouldn't be in the global linked list.
 */
for (pbwlT = gpbwlList; pbwlT != NULL; pbwlT = pbwlT->pbwlNext) {
    UserAssert(pbwlT != pbwl);
}

  综上所述:窗体句柄是全局的。

窗体绘制初探

  由于我们的教程主要是用来介绍操作系统是怎样执行的,所以我们只看看流程,不挖掘其细节。在3环,我们都是通过CreateWindow这个API来进行的,但它是一个宏,被翻译成CreateWindowEx。我们一步步跟下去如下结果所示:

graph TD CreateWindowExW --> CreateWindowEx --> VerNtUserCreateWindowEx --> NtUserCreateWindowEx -.系统调用.-> w32k!NtUserCreateWindowEx

  也就是说,所有的窗体都是0环绘制的。窗体的绘制都是win32k.sys来负责。

下一篇

  消息机制篇——消息处理

posted @ 2022-02-15 16:23  寂静的羽夏  阅读(881)  评论(0编辑  收藏  举报