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
#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Win95
、Win98
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:
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。
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