How to change window style/theme in c++ - c++

I need an approach how to customize the window style like Steam or Spotify. I don't want to have the boring Windows (or any other OS) look.
Can that be done with Qt or the WinApi? Do I need DirectX or OpenGL for doing that?
Best Regards

Yes, you can do it with the WinAPI. The primary message you care about is WM_NCPAINT. That's what's sent when the non-client areas of a window (e.g., the frame and title bar) need to be painted.
Note that by default, rendering of the non-client areas is handled by the desktop window manager (DWM). If you're going to handle your own drawing, you usually want to explicitly enable/disable that with DwmSetWindowAttribute. Otherwise, you can get strange symptoms (e.g., if try to switch back to "stock" frames and such, it may not "notice" and start drawing your frame again).
Microsoft has an article on MSDN with more details on doing this in conjunction with DWM.

Related

OpenGL flickering/damaged with window resize and DWM active

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

C++ - How to screen-capture, except for some windows

Situation: I have a software that performs screen sharing over the Internet, where one user acts as a presenter, and other users act as viewers/attendees.
Besides the presentation windows, the presenter also has a set of NON-SHARING-WINDOWS that appear on the screen (a button bar for start sharing/stop sharing/etc., a Skype window etc.).
The presenter can configure from the setup of the screen sharing software to make these NON-SHARING-WINDOWS invisible (i.e. they will not appear in the screen sharing that is being sent to the attendees, but the window content behind them will appear in the screenshot).
The screenshots are sent at approximately 10 frames-per-second, or faster.
Question: how can I programmatically capture the screen, except for these NON-SHARING-WINDOWS windows?
Notes:
Because of the higher frames-per-second value, I cannot minimize/maximize/set alpha for these windows, because then the windows will flicker. The application is written in Win32 C++.
I would use layered windows, but because of the Windows 7 Desktop Composition feature, this is not usable out-of-the-box (and in Windows 8, you cannot use DwmEnableComposition anymore to temporarily and programmatically disable composition)
I could use the layered window approach for Windows XP/2000/7 etc., and a different approach for Windows 8 (if there is one), though I would prefer a single process that works on all systems
I could also try to "compose" the screenshots by capturing individual images (of the desktop, the windows that need to be captured) and using their z-index to create the final image, but because of the required frames-per-second value, this process would be too slow.
In windows even the desktop is considered a window and has its own HWND.
It seems however, not easily possible to only copy the "wallpaper" on its own.
So i basically see two ways to do that.
1. Copy the entire desktop e.g. BitBlt(GetWindowDC(GetDesktopWindow()),...)
OR
Use GetWindow and traverse the window list in backward direction starting from the Desktop-Window whose HWND you just can determine with GetDesktopWindow(), Like this:
// paint on a black DC
hwnd=GetDesktopWindow()
while (hwnd = GetWindow(hwnd, GW_HWNDPREV))
{
// is this window not shared? continue
// else bitblt it into our dc
}
Hope i gave some inspiration :-)
If someone knows a way how to copy ONLY the desktop without its child windows please let me know.
You can use Magnifier API.
There is a function in magnifier API that allows you to exclude specific windows from your target window (your window with 1x magnification where magnifier renders).
You can set this window to full screen and make it transparent and then use PrintWindow function.
The function: https://learn.microsoft.com/en-us/windows/desktop/api/magnification/nf-magnification-magsetwindowfilterlist
Sample projects:
https://www.codeproject.com/Articles/607288/Screenshot-using-the-Magnification-library
https://code.msdn.microsoft.com/windowsdesktop/Magnification-API-Sample-14269fd2
I'm aware this question is pretty old, but I ran into the same problem and it was very, very hard to find any information at all regarding this.
Since Windows 10 version 2004 (build 10.0.19041), the SetWindowDisplayAffinity API has been expanded to include a flag called WDA_EXCLUDEFROMCAPTURE (0x00000011). This will remove the window from images captured with BitBlt
The window is displayed only on a monitor. Everywhere else, the window does not appear at all.
One use for this affinity is for windows that show video recording controls, so that the controls are not included in the capture.
Introduced in Windows 10 Version 2004. See remarks about compatibility regarding previous versions of Windows.
For versions before 2004, it will use the existing WDA_MONITOR flag.
I have tested this with a screen capture of the desktop and I am unsure what would happen if you were to use a window DC.
So I guess a possible solution would be:
// get window handle
hWnd = (...)
BOOL result = SetWindowDisplayAffinity(m_hWnd, WDA_EXCLUDEFROMCAPTURE);
// do bitblt stuff
mabye you can use Magnification API, even Microsoft said The MagImageScalingCallback function is deprecated in Windows 7 and later, and should not be used in new applications. There is no alternate functionality., but it still work on Windows 10;
Here is the overview of this API : https://learn.microsoft.com/en-us/previous-versions/windows/desktop/magapi/magapi-intro
The sample code of Microsoft is here : https://github.com/microsoft/Windows-classic-samples/tree/main/Samples/Magnification
If you want to get the screenshot rgb data, you can use this api MagSetImageScalingCallback to set callback of Magnifier window, every time you use MagSetWindowSource or InvalidRect of magnifer window, this callback function MagImageScalingCallback will be called, so you can get screenshot rgb data here.
I think that to limit the capture content within a big window will be more simple. otherwise you will need to cut some windows from the screen capture.

Draw OpenGL on the windows desktop without a window

I've seen things like this and I was wondering if this was possible, say I run my application
and it will show the render on whatever is below it.
So basically, rendering on the screen without a window.
Possible or a lie?
Note: Want to do this on windows and in c++.
It is possible to use your application to draw on other application's windows. Once you have found the window you want, you have it's HWND, you can then use it just like it was your own window for the purposes of drawing. But since that window doesn't know you have done this, it will probably mess up whatever you have drawn on it when it tries to redraw itself.
There are some very complicated ways of getting around this, some of them involve using windows "hooks" to intercept drawing messages to that window so you know when it has redrawn so that you can do your redrawing as well.
Another option is to use clipping regions on a window. This can allow you to give your window an unusual shape, and have everything behind it still look correct.
There are also ways to take over drawing of the desktop background window, and you can actually run an application that draws animations and stuff on the desktop background (while the desktop is still usable). At least, this was possible up through XP, not sure if it has changed in Vista/Win7.
Unfortunately, all of these options are too very complex to go in depth without more information on what you are trying to do.
You can use GetDesktopWindow(), to get the HWND of the desktop. But as a previous answer says (SoapBox), be careful, you may mess up the desktop because the OS expects that it owns it.
I wrote an open source project a few years ago to achieve this on the desktop background. It's called Uberdash. If you follow the window hierarchy, the desktop is just a window in a sort of "background" container. Then there is a main container and a front container. The front container is how windows become full screen or "always on top." You may be able to use Aero composition to render a window with alpha in the front container, but you will need to pass events on to the lower windows. It won't be pretty.
Also, there's a technology in some video cards called overlays/underlays. You used to be able to render directly to an overlay. Your GPU would apply it directly, with no interference to main memory. So even if you took a screen capture, your overlay/underlay would not show up in the screen cap. Unfortunately MS banned that technology in Vista...

Best Method for Minimizable Fullscreen Window

I'm coding a short game in C++ and Win32, and I want to be able to make it in fullscreen with a fixed size. I also want the user to be able to switch focus between the game window and other windows as much as he/she wants without any weird screen glitches.
So far I know of the ChangeDisplaySettings function and creating the window with the WS_POPUP style at initialization to make it fullscreen. To detect the user switching focus to other windows by way of alt+tab or otherwise, what messages should I be handling on the window's WndProc or should I be using another function? When loss of focus is detected should I only call ChangeDisplaySettings(NULL, 0); or are there other functions I should call as well? And what method should I use to handle focus back into the window?
Also can anyone give me some info on how to make it work smoothly for different screen sizes?
Thanks for any help.
If you want an exclusive full screen window, use DirectX.
But I don't recommend it. Changing the display mode causes glitches, rearranges the users icons and so on. Whether done by you, or Direct X.
Rather create a normal window at your native res, and let the user maximize it if wanted.
You could also use the GDI+ library of Windows XP (and newer) to use hardware-accelerated stretching (draw in 640x480, let GDI+ resize it to the native resolution). Then you don't need exclusive mode of DirectDraw nor ChangeDisplaySettings.
Also drawing into a 640x480 big background buffer and bit blitting it on the drawing surface via StretchBlt can be a performant solution.

How to draw text on the desktop in Windows?

How Would I go about placing text on the windows desktop? I've been told that GetDesktopWindow() is what I need but I need an example.
I'm assuming your ultimate goal is displaying some sort of status information on the desktop.
You will have to do either:
Inject a DLL into Explorer's process and subclass the desktop window (the SysListView32 at the bottom of the Progman window's hierarchy) to paint your text directly onto it.
Create a nonactivatable window whose background is painted using PaintDesktop and paint your text on it.
First solution is the most intrusive, and quite hard to code, so I would not recommend it.
Second solution allows the most flexibility. No "undocumented" or reliance on a specific implementation of Explorer, or even of just having Explorer as a shell.
In order to prevent a window from being brought to the top when clicked, you can use the extended window style WS_EX_NOACTIVATE on Windows 2000 and up. On downlevel systems, you can handle the WM_MOUSEACTIVATE message and return MA_NOACTIVATE.
You can get away with the PaintDesktop call if you need true transparency by using layered windows, but the concept stays the same. I wrote another answer detailing how to properly do layered windows with alpha using GDI+.
Why not just draw the text in the desktop wallpaper image file?
This solution would be feasible if you don't have to update the information too often and if you have a wallpaper image.
One can easily use CImage class to load the wallpaper image, CImage::GetDC() to obtain a device context to draw into, then save the new image, and finally update the desktop wallpaper to the new image.
i haven't tried but i assume you could do the following:
use GetDesktopWindow to retrieve the handle of the desktop window
use SetWindowLong to point the windows message handler to your own procedure
in your proc, process the WM_PAINT message (or whatever) and draw what you need.
in your proc, call the original message handler (as returned by SetWindowLong).
not 100% sure it will work, but seems like it should as this is the normal way to subclass a window.
-don
If your intent is to produce something like the Sidebar, you probably just want to create one or more layered windows. That will also allow you to process mouse clicks and other normal sources of input, and if you supply the alpha channel information, Windows will make sure that your window is drawn properly at all times. If you don't want the window to be interactive, use appropriate styles (such as WS_EX_NOACTIVATE) like Koro suggests.