I'm asking this question ahead of time, since I haven't gotten around to attempting an actual, real implementation yet. Win32 (C++) is turning out to be a colossal pain to program. But, my question is this:
I want to make my application's window become fully transparent with a dotted perimeter when resizing the window. How would I accomplish this? Think of what happens in Windows 3/3.1 (I believe it was this version) when resizing a window. Everything goes transparent, with a dotted-outline where the mouse is moving, then it repaints the entire contents. That's what I'm trying to achieve.
A while ago, I tried handling the WM_(ENTER/EXIT)SIZEMOVE messages and make use of SetWindowLong() to set the WS_EX_TRANSPARENT extended style, but my window became (indefinitely) pass-through, and when the window's focus was killed, it could never again regain focus.
Do I need to handle other messages like WM_NCLBUTTON(DOWN/UP)? I have a boolean flag to tell me when to halt drawing during resizing, and the logic for determining when I'm resizing works perfectly, but I cannot get the visuals to work. I'm not sure which parts of the Win32 API to actually use. I've done some research, and uxtheme.lib/.h seems promising, but I'm not sure how that would work with WM_NCPAINT, which I have been using with (some) luck.
EDIT
I need to clarify something, in case anyone was confused or unsure of what I meant. What I meant by the Windows 3.1/3 resizing scenario is that once WM_ENTERSIZEMOVE has occurred, the window (controls, caption, frame) should be made entirely invisible, and the window's nonclient-region's perimeter should display a dotted-outline of sorts. Then, only until the resize has been finished, when WM_EXITSIZEMOVE has occurred should the entire window (controls, caption, frame) be fully redrawn, updated, and returned to its normal, functional state. Sorry for any miscommunication!
I found the answer... After so long, finally found it. Here's where I found it! http://www.catch22.net/tuts/win32/docking-toolbars-part-2# - Hope it helps anyone else possibly in my shoes!
And it turns out that the solution was rather simple. In fact, the core concept of what is explained is near-completely what I was thinking, yet I just had no idea how to implement it. The solution involves overriding the default WM_NCLBUTTONDOWN, WM_MOUSEMOVE, WM_LBUTTONUP (specifically when initiating a window movement) messages, and drawing a patterned rectangle which follows the position of the cursor. Then, afterwards, calling SetWindowPos or some other similar function to relocate the window.
Basically, block Windows from attempting to display anything graphics related until the resizing has been finished. Then, and only then, make Windows move the entire window in one huge, foul swoop.
Based on Remy's comment, there is a global option and corresponding registry setting for this, so perhaps try setting the registry setting when the move starts and restoring it when the move finishes.
Unfortunately this doesn't work as Windows appears only to pick up the setting on restart, broadcasting WM_SETTINGCHANGE also doesn't trigger it, which is a pity as doing something yourself that the OS already has an implementation of do is rather a poor state of affairs.
Related
I need a GroupBox control for something else that showing it in application's window. That's why I want to disable the frame surrounding it (or at least make it invisible by, for example, drawing it with the color that matches with window's background). Both are harder than I thought though, I've been loking for the solution everywhere and found nothing. I don't want to use anything as straightforward as painting over it in WM_PAINT-case in window procedure because there will be that annoying sparkling when I move the window.
I'm running out of ideas, tried a few things on my own, none worked. Anyone have some tips?
Is there a good way for preventing a window from being moved in gtkmm?
At first I tried to do this by overloading on_configure_event (forcibly move window to fixed position), but this caused some strange graphical glitches and huge slowdowns during a resize of window.
Window position is usually a responsibility of the Window Manager, not of the application. You are fighting the system, and hence the glitches.
My advice is: just don't do it. The user should be able to move the window.
If you really need this, the best thing is to tell the Window Manager not to manage your window, and then do the managing tasks you still need yourself (resizing the window, for example).
For details, see the function gtk_window_set_decorated() and the GTK_WINDOW_POPUP argument to gtk_window_new().
I have a wxWidgets application that has a number of child opengl windows. I'm using my own GL canvas class, not the wx one. The windows share their OpenGL context.
I don't think the fact it is wxwidgets is really relevant here.
The opengl windows are children of a windows that are siblings of one another, contained within a tab control. Kind of an MDI style interface, but it is not an MDI window.. Each one can be individually resized. All works lovely unless Aero is enabled and the DWM is active.
Resizing any window (not even the opengl ones) causes all of the opengl windows to flicker occasionally with a stale backing-store view that contains whatever rubbish has been on the screen at that point that is not opengl. This ONLY happens with Aero enabled.
I'm pretty certain that this is the DWM not actually having the opengl contents on its drawing surface backing store and the window not being repainted at the right moment.
I've tried so many things to get round this, I do have a solution but it is not very nice and involves reading the framebuffer with glReadPixels into a DIB and then blitting it to the paint DC in my onPaint routine. This workaround is only enabled if DWM is active but I'd rather not have to do this at all as it hurts performance slightly (but not too bad on a capable system - the scenes are relatively simple 3d graphs). Also mixing GDI and opengl is not recommended but this approach works, surprisingly. I can live with it for now but I'd rather not have to. I still have to do this in WM_PRINT if I want to take a screenshot of the child window anyway, I don't see a way around that.
Does anyone know of a better solution to this?
Before anyone asks I definitely do the following:
Window class has CS_OWNDC
WM_ERASEBACKGROUND does nothing and returns TRUE.
Double Buffering is enabled.
Windows have the WS_CLIPSIBLINGS and WS_CLIPCHILDREN window styles.
In my resize event handler I immediately repaint the window.
I've tried:
Setting PFD_SUPPORT_COMPOSITION in the pixel format descriptor.
Not using a wxPaintDC in the paint handler and calling
::ValidateRect(hwnd, NULL) instead.
Handling WM_NCPAINT and excluding the client area
Disabling NC paint via the DWM API
Excluding the client area in the paint event
Calling glFlush and/or glFinish before and after the buffer swap.
Invalidating the window at every paint event (as a test!) - still
flickers!
Not using a shared GL context.
Disabling double buffering.
Writing to GL_FRONT_AND_BACK
Disabling DWM is not an option.
And as far as I am aware this is even a problem if you are using Direct3D instead on OpenGL, though I have not tested this as it represents a lot of work.
This is a longshot, but I just solved exactly this same problem myself.
The longshot part comes in because we're doing owner draw of the outline of a captionless group box that surrounds our OpenGL window (i.e., to make a nice little border), and that may not describe your case.
What we found caused the problem was this:
We had been using a RoundRect() call (with a HOLLOW_BRUSH) to draw the outline of the group box. Changing it to a MoveToEx() and LineTo() calls to ensure JUST the lines are drawn and nothing gets done inside the group box kept the GDI from trying to unexpectedly repaint the whole content of the control. It's possible there's a difference in invalidation logic (or we had a bug somehow in loading the intended hollow brush). We're still investigating.
-Noel
My app has only a single OpenGL window (the main window) but I ran into some nasty DWM tearing issues on window resize and I wonder if one of the solutions may work for you.
First of all, I found that during window resize there are at least two different bad guys who want to "help" you by modifying your client area before you have a chance to update the window yourself, creating flicker.
The first bad guy dates back to a XP/Vista/7 BitBlt inside the SetWindowPos() that Windows does internally during window resize, and can be eliminated with a trick involving intercepting WM_NCCALCSIZE or another trick involving intercepting WM_WINDOWPOSCHANGING.
In Windows 8/10 we still have that problem but we have a new bad guy, the Aero DWM.exe window manager, who will do his own different kind of BitBlt when he thinks you are "behind" updating the screen.
I suspect that the rubbish pixels you are seeing might actually be an intentional and very very poor attempt by DWM to fill in something "acceptable" while it waits for you to draw. I discovered that DWM extends the edge pixels of old client area data when it blits the new client area, which is insane.
Unfortunately, I don't know of any 100% solution to prevent DWM from doing this, but I do have a timing hack that greatly reduces the frequency of it.
For source code to the WM_NCCALCSIZE/WM_WINDOWPOSCHANGING hack as well as the DWM timing hack, please see:
How to smooth ugly jitter/flicker/jumping when resizing windows, especially dragging left/top border (Win 7-10; bg, bitblt and DWM)?
Hmm, maybe you have ran into the same issue: if you are using "new" MFC
it will create and application with Tabs and Window Spliter.
The splitter has some logic (I am guessing somewhere around transparent window and drawing XOR
lines for the split) that causes this behavior. Remove the splitter to confirm it resolve
your issue. If you need split functionality -- put in a different splitter.
Also Tabs allow docking and again splitting the windows that has the same issue -- remove/replace.
Good luck,
Igor
I suspect there must be a built-in way to do this, but my Google-fu has failed me.
I'm using a wxScrolledWindow, and I have to paint an unscrolled background picture behind the contents each time the window is scrolled. I've made a scroll handler like this...
void homewindow_t::onScroll(wxScrollEvent &evt) {
Refresh();
evt.Skip();
}
...which works to force it to redraw the entire window each time. Unfortunately, it draws the window before the scroll is handled, so the background is repainted and then scrolled up or down, screwing up the alignment. The documentation suggests that Refresh just invalidates the screen, meaning that the scroll handler must be forcing a redraw.
The only way around this that I can see is to handle the scrolling code myself, which I'd rather not do if I don't have to.
Ideas, suggestions, clues...?
The only general solution I've found to running code after an event is handled is to post a second, different event to the event queue before skipping the current event (so that it gets handled by the default handler), and handle that when it comes up.
However, perusing the wxWidgets source code, I've found an answer to my specific problem: there's a function, wxScrolledWindow::EnableScrolling. Although it's not obvious from the name, this will enable or disable the "physical scrolling," which is what forces the instant redraw. So calling EnableScrolling(false, false); in the window's constructor solves the issue entirely.
To paint a "fixed" background in wxScrolledWindow you should just offset the DC origin to compensate for scrolling before drawing it (and then reset it back, of course), there is really no need to deal with events at all.
However if you really need to define a "post handler", then there is a way to do it, see this blog post. While the API described in it will only be available in wx 2.9.5, you do the same thing in the previous wx versions manually using wxEVT_IDLE.
I'm trying to implement some drag and drop functionality for a material system being developed at my work. Part of this system includes a 'Material Library' which acts as a repository, divided into groups, of saved materials on the user's hard drive.
As part of some UI polish, I was hoping to implement a 'highlight' type feature. When dragging and dropping, windows that you can legally drop a material onto will very subtly change color to improve feedback to the user that this is a valid action.
I am changing the bar with 'Basic Materials' (Just a CWnd with a CStatic) from having a medium gray background when unhighlighed to a blue background when hovered over. It all works well, the OnDragEnter and OnDragExit messages seem robust and set a flag indicating the highlight status. Then in OnCtrlColor I do this:
if (!m_bHighlighted) {
pDC->FillSolidRect(0, 0, m_SizeX, kGroupHeaderHeight, kBackgroundColour);
}
else {
pDC->FillSolidRect(0, 0, m_SizeX, kGroupHeaderHeight, kHighlightedBackgroundColour);
}
However, as you can see in the screenshot, the painting 'glitches' below the dragged object, leaving the original gray in place. It looks really ugly and basically spoils the whole effect.
Is there any way I can get around this?
Remote debugging is a godsend for debugging visual issues. It's a pain to set up, but having a VM ready for remote debugging will pay off for sure.
What I like to do is set a ton of breakpoints in my paint handling, as well as in the framework paint code itself. This allows you to effectively "freeze frame" the painting without borking it up by flipping into devenv. This way you can get the true picture of who's painting in what order, and where you've got the chance to break in a fill that rect the way you need to.
It almost looks like the CStatic doesn't know that it needs to repaint itself, so the background color of the draggable object is left behind. Maybe try to invalidate the CStatic, and see if that helps at all?
Thanks for the answers guys, ajryan, you seem to always come up with help for my questions so extra thanks.
Thankfully this time the answer was fairly straightforward....
ImageList_DragShowNolock(FALSE);
m_pDragDropTargetWnd->SendMessage(WM_USER_DRAG_DROP_OBJECT_DRAG_ENTER, (WPARAM)pDragDropObject, (LPARAM)(&dragDropPoint));
ImageList_DragShowNolock(TRUE);
This turns off the drawing of the dragged image, then sends a message to the window being entered to repaint in a highlighted state, then finally redraws the drag image over the top. Seems to have done the trick.