How to set hook for mouse clicked on particular application only - c++

I am creating mouse hook on mouse click event with below code:
mousehook = SetWindowsHookEx(WH_MOUSE_LL, MouseHookProc, NULL, 0);
It is able to call the MouseHookProc function on the mouse click.
But if I click on the other application or on the plain desktop screen still this MouseHookProc function gets called.
How can I restrict this hook event to my current application only?

First, I would think that if you're only looking for mouse events within your application, you could probably just use the main message pump instead of a hook.
However, using a low-level mouse hook, this would handle working in your app and not interfere when in another app
MSLLHOOKSTRUCT *hookStruct = (MSLLHOOKSTRUCT*)lParam;
// hMyMainAppHWND in the line below would already be defined
// and set when your program starts and gets its handle
if(GetAncestor(WindowFromPoint(hookStruct->pt),GA_ROOTOWNER) != hMyMainAppHWND){
// if the owner of the window where the mouse event occurred
// isn't your application's owning window, pass the event on
return CallNextHookEx(mousehook, nCode, wParam, lParam);
} else {
// The event occurred on your application
// Do your stuff here
// Don't forget to do one of the following:
// if you want to consume the event, making it as though it never happened:
// return TRUE;
// if you want the event to be processed as normal:
// return CallNextHookEx(mousehook, nCode, wParam, lParam);
}

Related

Determine which window the message was sent (SetWindowsHookEx & WH_KEYBOARD)

I need to be able to determine which window the message is intended for, but I don’t understand how to do it correctly. In WH_MOUSE has a special structure (MOUSEHOOKSTRUCT) that stores the hwnd of the window, but where to get the hwnd in WH_KEYBOARD?
LRESULT CALLBACK messageHandler(int nCode, WPARAM wParam, LPARAM lParam)
{
// ???
}
DWORD WINAPI messageDispatcher(LPVOID thread)
{
hookHandle = SetWindowsHookEx(WH_KEYBOARD, messageHandler, GetModuleHandle(nullptr), *reinterpret_cast<DWORD*>(thread));
if (!hookHandle)
{
return GetLastError();
}
MSG message{};
while (GetMessage(&message, 0, 0, 0) > 0)
{
TranslateMessage(&message);
DispatchMessage(&message);
}
return 0;
}
In theory, I could use GetForegroundWindow, but it seems to me that this is a terrible option, because the window can receive a keyboard message from some other process (if another process sends a SendMessage to this window) and not the fact that the current window will be exactly the one for which the message was intended.
At the time a keyboard action is generated, the OS doesn't know yet which window will eventually receive the message. That is why the WH_KEYBOARD hook doesn't provide a target HWND, like a WH_MOUSE hook does (since a mouse message carries window-related coordinates).
When a keyboard message is being routed to a target, the message gets delivered to the window that currently has input focus.
Per About Keyboard Input:
The system posts keyboard messages to the message queue of the foreground thread that created the window with the keyboard focus. The keyboard focus is a temporary property of a window. The system shares the keyboard among all windows on the display by shifting the keyboard focus, at the user's direction, from one window to another. The window that has the keyboard focus receives (from the message queue of the thread that created it) all keyboard messages until the focus changes to a different window.
Since your hook runs inside of the message queue of the target thread, you can use GetFocus() to get the target HWND at that time:
Retrieves the handle to the window that has the keyboard focus, if the window is attached to the calling thread's message queue.
Otherwise, you can use a WH_CALLWNDPROC/RET hook instead, which gets called when the message is actually delivered to a window. However, you can't block messages with this hook (as you were asking about in your previous question).
I think what you might be looking for is a hook of type WH_JOURNALRECORD.
With this, the callback procedure that Windows will call in response to the various events that this hook intercepts is of type JournalRecordProc, and the lparam parameter passed to this function points to an EVENTMSG structure, which looks like this:
typedef struct tagEVENTMSG {
UINT message;
UINT paramL;
UINT paramH;
DWORD time;
HWND hwnd;
} EVENTMSG;
And there is your hwnd!

WinAPI timer callback not called while child window is in focus

I'm working on a 3D editor app using Direct3D and WinAPI. I create a main window, which has a child window that takes up a portion of the main window's client area. This is used by D3D as the render target. I then also create a separate window with CreateWindow, which is built the same way as the main window (i.e a "main window" and an internal child used as a render target), and I make this window a child of the main application window (to ensure that they are minimized/restored/closed together).
The D3D rendering is executed by the render target child windows processing their WM_PAINT messages. To reduce unnecessary overhead, I set the window procedures to only render on WM_PAINT if GetForegroundWindow and GetFocus match the respective window handles. In other words, I only want a window's rendering to be refreshed if it's on top and is focused.
This is my main message loop:
HWND mainWnd;
HWND mainRenderWnd;
HWND childWnd;
HWND childRenderWnd;
// ...
MSG msg = {};
while (WM_QUIT != msg.message)
{
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE))
{
if (!TranslateAccelerator(mainWnd, accel, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
{
// Run non-UI code...
}
}
When the main window gets WM_SETFOCUS, I have it set the focus to its render target child window, since I'll want to process inputs there (e.g camera controls):
// ...
LRESULT CALLBACK MainWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch(uMsg)
{
//...
case WM_SETFOCUS:
{
SetFocus(mainRenderWnd);
return 0;
}
//...
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
I do the same in the window procedure for childWnd, setting the focus to childRenderWnd. This window is opened and closed by the user, i.e at any one time it may or may not exist, but when it does and is not minimized, it needs to be the foreground window with focus. Also, to control the framerate for the child window, I use a Timer to refresh it:
static constexpr UINT_PTR RENDER_TIMER_ID = (UINT_PTR)0x200;
void TimerCallback(HWND Arg1, UINT Arg2, UINT_PTR Arg3, DWORD Arg4)
{
if (IsIconic(childWnd) || !(GetFocus() == childRenderWnd))
return;
// Invalidate the render area to make sure it gets redrawn
InvalidateRect(childRenderWnd, nullptr, false);
}
// ...
SetTimer(childWnd, RENDER_TIMER_ID, 16, (TIMERPROC)TimerCallback);
With all this set up, mainWnd and mainRenderWnd seem to work just fine. However, childRenderWnd refuses to have anything rendered to it when it is in the foreground and in focus. While debugging, I found that while this is the case, the timer callback never gets executed, nor does a WM_TIMER message get dispatched to the child window.
On the other hand, the moment I deliberately move focus out of the child window and onto the main window (while keeping both open), the timer message gets sent, and the callback is executed. Another problem is that when I minimize the app while both windows are open, and then restore them both, the render target of neither of the windows is refreshed. Instead, it seems like the focus got "flipped", as I have to click on my child window first, then my main window, and that makes it refresh properly (while the child still refuses to render anything).
What am I missing? I searched for others having problem, e.g an incorrect message pump setup blocking WM_TIMER, but nothing seems to explain what's going on here.
Thanks in advance for the help!
IInspectable and Raymond Chen's comments have helped lead me to the answer. I tried to reproduce the error in a minimal app and finally came upon the source of my trouble. Originally, the main window would just call InvalidateRect in the message loop if there were no messages to be dispatched, effectively redrawing itself every chance it got. This originally did not seem to cause any harm, the scene was rendered just fine, and the window responded to inputs. Once I introduced a second window, however, it must have flooded the message loop with paint messages, making it impossible for any timer messages to get through.
The solution, quite simply, was to give a timer to both windows to set the rate at which they would refresh their D3D render targets. Coupled with focus checks, I can now easily alternate between both windows, with only one refreshing itself at any given time.
The question remains whether the WinAPI timer system is the best choice. My bad code aside, people have mentioned that the timer's messages are low-priority, which might make it a poor choice for framerate control in the long run.
EDIT: I ended up going with IInspectable's suggestion to use a while loop within the main message loop to process to dispatch all messages, and once those are processed, I perform a frame update. This allows me to consistently update all windows and control the frame rate without risking the issue of window messages being stuck.

How to ignore a mouse click in Windows? (C++)

I am trying to make a program that sits in the background that can ignore mouse clicks - outside of the program.
How do I tell Windows this through c++?
I already made the program recognize the mouse click. Just not how to ignore it.
The reason I need to do this is because my mouse has a flaw where it accidentally double-clicks (or more) when I only click one time.
So basically, when the program register that I click with the mouse, it will let the first click through, but then disable that button (ignoring every following clicks) for ~200 milliseconds.
If possible, I would like to avoid using any external libraries. Only the standard ones that comes with Visual Studio.
Thank you very much for reading!
You can use a low-level mouse hook:
// Variable to store the hook handle
HHOOK miHook;
// This is the hook procedure
LRESULT CALLBACK LowLevelMouseProc(int nCode, WPARAM wParam, LPARAM lParam) {
if(nCode == HC_ACTION) {
MSLLHOOKSTRUCT &msll = *(reinterpret_cast<MSLLHOOKSTRUCT*>(lParam)); // In there is more context if you need it
if(wParam == WM_LBUTTONDOWN) {
// Do your logic here
if(letsIgnoreThisClick) {
return -1; // This will make the click be ignored
}
}
}
return CallNextHookEx(miHook, nCode, wParam, lParam); // Important! Otherwise other mouse hooks may misbehave
}
// This is how you install the hook
miHook = SetWindowsHookEx(WH_MOUSE_LL, reinterpret_cast<HOOKPROC>(&LowLevelMouseProc), hInstance, 0);
// And this is how you would remove the hook again
UnhookWindowsHookEx(miHook);
This code example can't be used as-is of course, but has to be adjusted to your needs and the individual parts have to be put in the right locations in your code.
Please also read the remarks section for SetWindowsHookEx. You are probably going to need to create a DLL where your function is located (you can load it from your main code). The hInstance in my example has to be the instance handle of the module which contains the hook procedure. Also you need to pump messages in order for your hook to work correctly!

Uninstalling keyboard hook when the user leaves the application

I am trying to detect when a user alt tabs out of my window. I have tried several messages (WM_ACTIVATE, WM_KILLFOCUS, WM_ACTIVATEAPP, WM_NCACTIVATE, WM_CANCELMODE, and WM_SYSCOMMAND checking for SC_MINIMIZE). But the same problem still occurs. The following happens.
My application is in focus, and I hold down alt and press tab.
The next window is brought forth.
I keep holding down alt and then press tab again, but this time, only tab is recognized and so I end up tabbing in the new window rather than alt tabbing again as is the usual behavior.
I am using a low level keyboard hook, and if I uninstall that this alt tabbing behavior described above works perfectly. I basically want to uninstall the keyboard hook as soon as the user leaves my window in this fashion. As soon as I release alt tab while in another window, my window receives several of the messages I look for and the hook is uninstalled. But when you hold the keys in this manner, it does not work as expected while the hook is installed.
why do you need to remove the keyboard hook? The SetWindowsHook is local to your application and not affect the other apps, therefore it already does nothing if your app doesn't have the focus.
Edit
make sure you call the next hook in your callback with CallNextHookEx to not screw up screen readers
I used the following code and it seems to be catching the focus changes, and I am not getting any problem with regard to holding down ALT or TAB in various combinations. But I didn't thoroughly test it yet.
EDIT: I read your post again and see that your problem is probably an interaction between the two different hooks. So I am also hooking the keyboard in my app, but I am using an Import Address Table hook of DispatchMessage. My hooks don't interact the way yours do, but my solution may not be appropriate for you.
bool AddHookToKeyboardFocusChanges()
{
HHOOK hhookFocusChange = NULL;
hhookFocusChange = SetWindowsHookEx(WH_CALLWNDPROC, (HOOKPROC)CallWindowProcHook, NULL, GetCurrentThreadId()); // the last parameter makes it a local, not global hook
if(hhookFocusChange == NULL)
return false;
return true;
}
///////////////////////////////////////////////////////////////////////////////
// This is the routine that we register to be called on every call to a
// WindowProc in our application; we use it to catch WM_SETFOCUS and
// WM_KILLFOCUS messages that indicate gaining or losing keyboard input focus.
// Unlike keyboard, mouse, paint, and timer messages, the focus messages are not
// posted to the message queue. Instead they are sent directly to WindowProc.
// We must hook them here.
//
LRESULT WINAPI CallWindowProcHook(int nCode, WPARAM wParam, LPARAM lParam)
{
UINT message = ((CWPSTRUCT*)lParam)->message;
switch(message)
{
case WM_ACTIVATE:
OutputDebugString(L"Window activated.\n");
break;
case WM_SETFOCUS:
OutputDebugString(L"Window focused.\n");
break;
case WM_KILLFOCUS:
OutputDebugString(L"Window focus lost.\n");
break;
default:
break;
}
// CallNextHookEx calls the next hook in the chain.
return CallNextHookEx(NULL, nCode, wParam, lParam);
}

not properly closing from taskbar closing event

if i close my application via Alt-F4, or the corner "X" button, or by posting destroywindow(hwnd) myself, the application closes correctly, and everything works just as expected.
but recently i realized, on windows7, when i close the app by right klicking on the icon in the taskbar, and clicking "Close Window", the window closes, but my app is still running. when debugging, i don't get into either of the WM_QUIT/DESTROY/CLOSE events.
is there some special behavior when closing a window via taskbar? how can i detect that?
You should get WM_CLOSE. Maybe you're getting it on a different window that the one you're expecting? Although that shouldn't be able to happen unless you have multiple top-level windows.
via Alt-F4, or the corner "X" button, or by posting destroywindow(hwnd) myself
You can't post DestroyWindow(). Ensure that the window procedure of your main window resembles this:
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_DESTROY:
PostQuitMessage(0);
break;
// Other cases
//...
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
The PostQuitMessage() function call ensures that your message loop exits, GetMessage() returns FALSE when it receives the WM_QUIT message. This makes your main window behave like the main window, closing it ends the process. You may have other top-level windows that don't, they shouldn't have this WM_DESTROY message handler. DestroyWindow() is already called automatically by DefWindowProc() when it processes the WM_CLOSE message.